Page 4 of 4

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 12:09 pm
by Thargoid
Ahruman wrote:
They just spawn in the vicinity of the aft_eject_position, like anything else thrown overboard.
In the case of multiple pods, does shipLaunchedEscapePod fire multiple times, one for each of them?

If so then the same principle as the external missile firing could be used to relocate them to a suitable position relative to the mother position.

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 12:12 pm
by JensAyton
Thargoid wrote:
In the case of multiple pods, does shipLaunchedEscapePod fire multiple times, one for each of them?

If so then the same principle as the external missile firing could be used to relocate them to a suitable position relative to the mother position.
No, it only fires once and doesn’t provide access to the secondary pods. I’ve made a note to fix this for EMMSTRAN.

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 12:14 pm
by Thargoid
OK, fair enough. One to go on hold until the fix is made.

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 12:51 pm
by DaddyHoggy
That's a shame - a ring of pods blasting away from the mid-line of a crippled liner or battle cruiser would have been an impressive sight...

At least it's on the list for next time though...

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 1:16 pm
by Thargoid
It can be spoofed though by having only the single pod and then using that ship script event to spawn additional ones. I did it exactly that way for one of PAGroove's ships - the Aurora I think.

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Mar 06, 2011 2:07 pm
by Eric Walch
Thargoid wrote:
It can be spoofed though by having only the single pod and then using that ship script event to spawn additional ones. I did it exactly that way for one of PAGroove's ships - the Aurora I think.
The only difference is that Oolite adds passengers to the additional pods and when spawning pods by script, they get random pilots (with random bounty/insurance). To also get control over what is in the pod you must define a character and add that as pilot to the pod. And to avoid that everyone has to define its own passenger, all possible default character roles are added to the character.plist of Oolite 1.75.
e.g. pilot = "oolite-passenger";

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Fri May 13, 2011 2:34 pm
by maik
Added to the WIP section of the [wiki]OXP List[/wiki].

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Mon Aug 29, 2011 9:26 pm
by UK_Eliter
Just to say: that ship (1) looks really great; (2) might help to shift the balance away from the bugs (at least on my OXP setup).

Re: {WIP} navy carrier upgrade. CNV Thor class.

Posted: Sun Sep 04, 2011 11:29 am
by OSH
I'm really impressed, how much creativity have Oolite users. Good work dertien!