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Re: Screenshots

Posted: Sun Sep 17, 2023 7:39 pm
by cbr
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' classic' asp fighter

Re: Screenshots

Posted: Mon Sep 18, 2023 5:03 pm
by cbr
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Re: Screenshots

Posted: Mon Sep 18, 2023 8:18 pm
by cbr
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In the shipdata.plist one can add

"accuracy" = "7";

are there any other variables i can set in the shipdata.plist to create/differentiate ship/pilot 'strengths' ?

Re: Screenshots

Posted: Tue Sep 19, 2023 4:24 am
by Switeck
You can make NPC ships a little more challenging with this in shipdata.plist on them:
energy_recharge_rate = 5.76; // 3.2 (base amount for Boa2) x 1.8 (has E.E.U.) = 5.76
has_ecm = 1;
has_escape_pod = 1;
has_energy_bomb = 1; // Q-bomb of DOOM! (does this subtract from carried missiles?)
has_fuel_injection = 1;
has_shield_booster = 1;
has_shield_enhancer = 1;
heat_insulation = 9;
missile_load_time = 4;
missile_role = "EQ_HARDENED_MISSILE"; // 5 missiles of DOOM!

(For a Boa 2 that I made a "blackdog" variant of...)

Re: Screenshots

Posted: Tue Sep 19, 2023 5:10 am
by another_commander
There is also the not very well known reaction_time ship property (ship.reactionTime for the JS equivalent), which defaults to 1.5 sec. This is the time an NPC will need to make a decision when tracking its target. Reduce that enough and your NPCs get superhuman reflexes.

Re: Screenshots

Posted: Tue Sep 19, 2023 6:30 am
by phkb
another_commander wrote: Tue Sep 19, 2023 5:10 am
There is also the not very well known reaction_time ship property (ship.reactionTime for the JS equivalent)
:shock: :shock: :shock:

OK, and now the wiki has the details as well, so hopefully it will be a little more well known from this point! No idea how this property got missed.

Re: Screenshots

Posted: Tue Sep 19, 2023 8:10 am
by Cholmondely
phkb wrote: Tue Sep 19, 2023 6:30 am
another_commander wrote: Tue Sep 19, 2023 5:10 am
There is also the not very well known reaction_time ship property (ship.reactionTime for the JS equivalent)
:shock: :shock: :shock:

OK, and now the wiki has the details as well, so hopefully it will be a little more well known from this point! No idea how this property got missed.
Noting your note about cats - this opens the opportunity to devise slightly different flying properties for felines, lobsters, etc.

Re: Screenshots

Posted: Tue Sep 19, 2023 5:50 pm
by Nite Owl
Might there be a way to make the reaction_time/ship.reactionTime property universal as opposed to having to TWEAK every ship OXZ/OXP one might have. Perhaps an OXZ similar to Skilled NPC's wherein Library can be used to individually set this property based on the role of the ship. This could be done in a similar manner to what Skilled NPC's does with the accuracy/ship.accuracy property. Having looked at Skilled NPC's JavaScript file such a project would entail quite a bit more than a simple swapping out of or a cut and paste of the two properties. As such this is a project that is way beyond my coding abilities but at least the concept is out there. Any takers?

Re: Screenshots

Posted: Tue Sep 19, 2023 6:05 pm
by Cholmondely
Nite Owl wrote: Tue Sep 19, 2023 5:50 pm
Might there be a way to make the reaction_time/ship.reactionTime property universal as opposed to having to TWEAK every ship OXZ/OXP one might have. Perhaps an OXZ similar to Skilled NPC's wherein Library can be used to individually set this property based on the role of the ship. This could be done in a similar manner to what Skilled NPC's does with the accuracy/ship.accuracy property. Having looked at Skilled NPC's JavaScript file such a project would entail quite a bit more than a simple swapping out of or a cut and paste of the two properties. As such this is a project that is way beyond my coding abilities but at least the concept is out there. Any takers?
Or just add reaction times into Skilled NPC's?

Re: Screenshots

Posted: Tue Sep 19, 2023 7:22 pm
by cbr
Nite Owl wrote: Tue Sep 19, 2023 5:50 pm
Might there be a way to make the reaction_time/ship.reactionTime property universal as opposed to having to TWEAK every ship OXZ/OXP one might have. Perhaps an OXZ similar to Skilled NPC's wherein Library can be used to individually set this property based on the role of the ship. This could be done in a similar manner to what Skilled NPC's does with the accuracy/ship.accuracy property. Having looked at Skilled NPC's JavaScript file such a project would entail quite a bit more than a simple swapping out of or a cut and paste of the two properties. As such this is a project that is way beyond my coding abilities but at least the concept is out there. Any takers?

Code: Select all

		case "police":
		case "interceptor":
		case "wingman":
			if (!this.$boostHunter) break;
			if (ship.accuracy < 0) { 
				ship.accuracy = -ship.accuracy;
			}
			ship.accuracy += this.$baselineHunter;
			ship.accuracy *= 2;
			ship.accuracy += Math.random()*gov;
			ship.reactionTime = 0.1;
			break;
            
Perhaps you could add ship.reactionTime in Skilled NPC js like above for all roles?

Re: Screenshots

Posted: Wed Sep 20, 2023 4:23 pm
by Nite Owl
cbr wrote: Tue Sep 19, 2023 7:22 pm

Code: Select all

		case "police":
		case "interceptor":
		case "wingman":
			if (!this.$boostHunter) break;
			if (ship.accuracy < 0) { 
				ship.accuracy = -ship.accuracy;
			}
			ship.accuracy += this.$baselineHunter;
			ship.accuracy *= 2;
			ship.accuracy += Math.random()*gov;
			ship.reactionTime = 0.1;
			break;
            
Perhaps you could add ship.reactionTime in Skilled NPC js like above for all roles?
A definite possibility but perhaps a bit simplistic. If you look at the entries for the various roles in Skilled NPC's (including the one listed in your code snippet above) there are variations involved that are dependent on Government Type and Math.random calculations. Ideally such calculations should randomize the ship.reactionTime variable as well. Time would also need to be spent to determine just what the variations are within the ship.reactionTime numbers. How much of a game play difference is there between the default of ship.reactionTime = 1.5, ship.reactionTime = 1.25, and so on down until some number is reached that makes NPCs invulnerable. Finding that balance, plus the coding, plus Real Life, would be a challenge for me in the foreseeable future.

Re: Screenshots

Posted: Wed Sep 20, 2023 6:19 pm
by cbr
Nite Owl wrote: Wed Sep 20, 2023 4:23 pm
Finding that balance, plus the coding, plus Real Life, would be a challenge for me in the foreseeable future.
Finding that balance would be a challenge for anybody, especially with(in) gameplay...

Re: Screenshots

Posted: Wed Sep 20, 2023 6:29 pm
by cbr
Image

playing with light and dark...

Re: Screenshots

Posted: Thu Sep 21, 2023 6:02 pm
by cbr
Image

Re: Screenshots

Posted: Fri Sep 22, 2023 8:38 pm
by cbr
Image
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phkb's anaconda with blacked out color spec gloss map.
With the new materials settings the diffuse map colors almost seem to glow!