The latest version of Ship Configuration (v 0.1.0) is now available for download. This version includes a deeper integration of ship heat into the gameplay. Now some activities will make your ship's temperature rise, things like using fuel injectors, using the cloaking device, your laser temperature and even laser strikes on unshielded hulls all influence the overall temperature of your ship. To counter this you can purchase heat sinks from most stations (TL2 and above) that can be deployed when your temperature gets too high to reduce the ship's temperature. Doing one thing (like using injectors) the temp will rise slowly, but do two or three things at the same time (eg use your cloaking device or overheat your laser) and your temp could rise sharply.
The electrical bus overload chance is now visible on the configuration screen. Running your ship with a bus overload will increase the base temp of your ship - that is, your ship will have a higher standard temperature (which will be a blessing to those species who like warm, humid environments!). You may decide to run with a bus overload if you want to save space and weight, and you are planning on avoiding all combat.
Armour plating has been added to the list of configuration options. There are 7 classes of armour available, each with a different weight, strength and damage point. The damage point is the percentage of remaining armour at which damage may be passed through to equipment items. So, if the damage point of your armour is 80%, then damage to equipment may start to occur when 20% of your armour is destroyed. Armour is applied the same way as shields, forward and aft.
Another big change in this version is the application of base ship configuration items to all ships (well, at least all the manned, non-station, non-thargoid ones). I found that once you have a few OXP's installed that spawn ships with a non-core primary role, the config wasn't being applied because I was only applying to the roles I was aware of. Now all ships will get the standard config, and for those ships with a core role there are additional config settings which will be applied. So a hunter ship will be configured differently to a pirate ship. Feedback on my choices would be great!
Balance is again the operative word here. I've done a lot of testing and I think I've got it close, but suggestions are very welcome. Particularly if you're using an OXP ship I'm not familiar with, the default calculations for space and weight might need to be tweaked.
Once again, please be aware that this is a fairly big change to the way the game works. I've created a Wiki page for this OXP, so you can easily read up on all the details -
Ship Configuration. Don't use it on your primary save game unless you're really sure you want to, and even then make sure you have a backup! The first time you open your save game with this OXP installed, the base equipment will be assigned to your ship and, combined with any other equipment you have installed, this may result in equipment taking up cargo space. If your cargo hold is full, then cargo will be sold until all equipment can be fitted. And if you have a lot of equipment items installed you may need to remove some in order to fit inside the space restrictions on your ship.
Configuration changes are still free for the moment. If this release proves to be reasonably stable then the next release will probably have the costs charged.
As always, comments, feedback, suggestions and bug reports all welcome.
Edit: Oh, and here's some links (they're in the first post too, but this will save you a couple of clicks:
ShipConfiguration.oxz. For this file, just put it in your AddOns folder.
ShipConfiguration.zip. For this file, you'll need to extract the "ShipConfiguration.oxp" folder from the ZIP file, plonk it in your AddOns folder, and restart Oolite holding the Shift key down. If you use this on an existing save game, make sure you take a backup!