Posted: Thu Jan 14, 2010 2:53 pm
"In 3 years and almost 4000 posts I've never been accused of not being polite"
well try harder, dammit.
i didn't know birds had navels.
well try harder, dammit.
i didn't know birds had navels.
For information and discussion about Oolite.
https://bb.oolite.space/
Greasy paws, navels - I'm a strange bird and no mistake...Killer Wolf wrote:"In 3 years and almost 4000 posts I've never been accused of not being polite"
well try harder, dammit.
i didn't know birds had navels.
This could be one of the more worrying things to hear someone say in a bar.DaddyHoggy wrote:Greasy paws, navels - I'm a strange bird and no mistake...
Yes, but on which world can you buy 750 tons of computers? I know, there are transport contracts, but they are usually ten jumps or more.Cmd. Cheyd wrote:A fully loaded Anaconda can make ~26250 Cr on a single jump similarly loaded.
Me too. I have a patch which adds a key 'fuel_charge_rate' which takes a float ("<real>", in XML plists); as this value is increased, fuel scooping becomes slower and fuel costs become larger, both linearly. Feedback welcome…Sendraks wrote:Disembodied - I like the idea of having the fuel cost/consumption attribute being in the plists, especially as it gives individual control to both creators and players to assign stats that they think fit the overall feel of the ship. Certainly if the attribute was in plists, I'd be going to town on a number of vessels to ensure their fuel consumption was closer to "Chelsea Tractor" than "Hybrid Car."
I think a ship-by-ship approach is better than a blanket one – that way, the workmanlike Python can be significantly more fuel efficient than the flashy PCC, say. I'd leave the actual numbers up to personal preference, but some sort of relationship between fuel consumption, top speed and cargo capacity might be a good way to provide a rule of thumb._ds_ wrote:Me too. I have a patch which adds a key 'fuel_charge_rate' which takes a float ("<real>", in XML plists); as this value is increased, fuel scooping becomes slower and fuel costs become larger, both linearly. Feedback welcome…
… which this is…Disembodied wrote:I think a ship-by-ship approach_ds_ wrote:Me too. I have a patch which adds a key 'fuel_charge_rate' which takes a float ("<real>", in XML plists); as this value is increased, fuel scooping becomes slower and fuel costs become larger, both linearly. Feedback welcome…
… which this isn't…is better than a blanket one
That seems reasonable.– that way, the workmanlike Python can be significantly more fuel efficient than the flashy PCC, say. I'd leave the actual numbers up to personal preference, but some sort of relationship between fuel consumption, top speed and cargo capacity might be a good way to provide a rule of thumb.
Is a limitation really necessary? We know someone will create the sort of ship you just described, but then everyone can change the figure to something they think is more sane.Kaks wrote:I would still put some limitations to that tweaking, just to avoid a juggernaut with less fuel requirements than a cobra!
Actually the profit per jump is much lower, because there is no way to fully load or unload an Anaconda per jump. In normal trade you will need more than ten stations to fill her up, and at least seven to empty her belly again. She's really too big as a freelance trader, and is more of a contract work horse.Cmd. Cheyd wrote:A fully loaded Anaconda can make ~26250 Cr on a single jump similarly loaded. That's 37.5x as much profit. Would a fuel cost of 525 Cr be out of line?
Of course in OE one of the things L wanted to do which I actually liked was the super trading hubs where the 127(8?) max of any one item was bypassed by effectively having (I think if I understood correctly) ten stations inside one station (which you docked with) and then some magic in the background (like save-anywhere?) moved you between the sub-stations where you could buy more stuff.Commander McLane wrote:Actually the profit per jump is much lower, because there is no way to fully load or unload an Anaconda per jump. In normal trade you will need more than ten stations to fill her up, and at least seven to empty her belly again. She's really too big as a freelance trader, and is more of a contract work horse.Cmd. Cheyd wrote:A fully loaded Anaconda can make ~26250 Cr on a single jump similarly loaded. That's 37.5x as much profit. Would a fuel cost of 525 Cr be out of line?
Thats fair enough, the question then is what formula you use for applying the limitation and to make sure that doesn't break particular ship configurations. If a way to stop daftness with ship design can be implemented, I'd welcome it.Kaks wrote:In my opinion, yes.
Sounds like a good idea to me, but agree, requires a lot of discussion.DaddyHoggy wrote:So (may require new thread) - will the increased fuel costs initiate another sensible (I think) change that takes away the 128 max of any one item so that big traders like the Anaconda can actually fill up?