My good Cholmondely,
Let me quote from the 3G OXP's equipment.plist:
Fast, powerful naval missile, designed for use against Thargoid mine-sweepers. Almost wholly ECM-immune.
Note that here I construe ECM - 'electronic counter-measures' - broadly, so as to include the pulses that Thargoid mine-sweepers emit. Those sweepers owe to my Extra Thargoids OXP. At present though I seem to allow the 3G OXP to offer those missiles even when Extra Thargoids is not installed. Perhaps I should change that. I suppose that what I decide to do here will effect what you put in your write-up. (Also: the aforementioned equipment file contains several entries for the missile, but there is in fact only one model of the missile; the extra entries are there to vary price and vary availability.)
Let me now give the properties of the missile. I start to do so via the shipdata entry for the missile.
Code: Select all
"ferdelance3G_antiSweeperMissile" =
{
like_ship = "ecm-proof-missile";
accuracy = 8.6;
ai_type = "ferdelance3G_antiSweeperAI.plist";
auto_ai = no;
exhaust = ("0.0 0.0 0.0 0.3 0.3 4.0");
fuel = 20;
has_fuel_injection = 1;
max_energy = 14;
max_flight_pitch = 8;
max_flight_roll = 10;
max_flight_speed = 705;
model = "ferdelance3G_antiSweeper.dat";
name = "Sweeper-resistant navy missile";
roles = "EQ_F3G_ANTISWEEP_MISSILE missile(0.02)";
scanClass = "CLASS_MISSILE";
scanner_range = 27000;
script = "ferdelance3G_antiSweeper.js";
thrust = 415;
weapon_energy = 8600; // this key may now be redundant.
};
To explain the comment on the last line: the missiles detonate via the following script function, which may (or may not - I am unsure) render the
weapon_energy
field wholly redundant.
Code: Select all
this.$_detonate = function()
{
if (this.ship.target && this.ship.target.isThargoid) {
this.ship.dealEnergyDamage(700, 35, 0.25);
} else {
this.ship.dealEnergyDamage(250, 35, 0.25);
}
this.ship.explode();
};
Finally, two screenshots. First, the missile approaching a mine-sweeper.
Next, the scene a few second later:
I tried also to get a close up of the missile (and actually I've altered its appearance a bit since posting the above shipdata) but I don't see to find a way to do this. Even adding the missile to a 'demoships.plist' file does not make the missile appear in the 'library' part of Oolite (a library provided by an OXP?).