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Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 2:15 pm
by JazHaz
Frame wrote:...for more priority stuff im trying to get this Polaris Destroyer Ship done and released before all electric hell comes down on me again.. Textures Done.. now all the boring config stuff ensues...
It involves some heavy custom turreting..
here is a render from my 3d editor of choice...
enjoy...
Yes there will be nameplates with names from the famous systems.
Cheers Frame....
Does anyone have a box download link for this?
Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 2:26 pm
by Cody
That's from Frame's long-running WIP - I tested a section of it a couple of years ago. Docking/fighting with one of those ships was very cool!
No link though - it remains a WIP, as far as I know.
Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 3:34 pm
by Svengali
Disembodied wrote:Does the fuel have to be sucked out of empty space? Could it not perhaps be something players could, with the right equipment (primed with gold/platinum - platinum's probably better, as a catalyst), tease from e.g. the surface of an asteroid?
I think it should only work in interstellar space. In standard space there are enough sources to refuel and more sources will reduce the need to dock even further.
Commander McLane wrote:To be honest again, there was even a time when I was beginning to lose interest in the boards, because of the prevalence of so many OXPs that pulled all sorts of game-changing features (usually in favour of the player, hence "cheats") out of thin air, with no thought spent on balance, and without any reluctance.
You're not alone .-) My motivation dropped inbetween to -1 as well, but then I've stopped only thinking about what some OXPs are taking away (read rendering flat) and started thinking about ways for my OXPs to handle it. It was clear that this needs mechanisms to detect specific things and the main reason for the strength checks in CCL. It's a start, not more. But also not less .-)
Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 5:08 pm
by cim
Commander McLane wrote:Its main justification from a balancing point of view is that it remedies one of the few serious flaws of vanilla Oolite: the ability to get stuck in interstellar space.
A quick note: 1.79 without OXPs will not have this problem - it contains both a way to get out of interstellar space and some light entertainment while you discover what it is.
Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 5:10 pm
by Cody
cim wrote:A quick note: 1.79 without OXPs will not have this problem - it contains both a way to get out of interstellar space and some light entertainment while you discover what it is.
<looks up, intrigued - chortles>
Re: Fuel Collector Release 0.06
Posted: Wed Sep 25, 2013 5:20 pm
by Smivs
This is surprisingly good news
Both surprising and good, that is.
Re: Fuel Collector Release 0.06
Posted: Thu Sep 26, 2013 12:58 am
by UK_Eliter
cim
Do you think you might spill the beans about this way of escaping from insterstellar space, at least to me by PM? I think I might need to know about it for my
Interstellar Tweaks OXP. Thanks!
Re: Fuel Collector Release 0.06
Posted: Thu Sep 26, 2013 8:23 am
by Disembodied
cim wrote:A quick note: 1.79 without OXPs will not have this problem - it contains both a way to get out of interstellar space and some light entertainment while you discover what it is.
Hooray! The Bug bug bites the space dust!
Re: Fuel Collector Release 0.06
Posted: Thu Dec 12, 2013 2:12 pm
by Zireael
I guess making collecting fuel cost platinum/gold and disallowing the use in torus drive would be fine.
Also, it's great news that one can no longer get stuck in interstellar space w/o fuel!
Re: Fuel Collector Release 0.06
Posted: Sat Jun 27, 2015 1:38 pm
by vsfc
Hi Commanders!
Fuel Collector is no available through Download Manager.
vsfc
Re: Fuel Collector Release 0.06
Posted: Sun Aug 23, 2015 7:12 pm
by Anonymissimus
cim wrote:Commander McLane wrote:Its main justification from a balancing point of view is that it remedies one of the few serious flaws of vanilla Oolite: the ability to get stuck in interstellar space.
A quick note: 1.79 without OXPs will not have this problem - it contains both a way to get out of interstellar space and some light entertainment while you discover what it is.
I wonder whether you are the only one knowing of it though ? I've searched the changelog and your commits for the respective time frame and the source code semi-automatically for any hint, as if that's true there must be something somewhere in the source, to no avail. You can put it into tiny font for instance as this forum doesn't seem to allow spoiler tags. So anyone can decide whether and when he wants to read it (after getting frustrated enough to feel comfortable by looking it up anyway).
Assume an Adder with a pulse laser only and nothing else please.
EDIT
I just checked that an intergalactic jump works, but that's 5000cr you don't have. There also was no particular entertainment. Ejecting escape pod in interstellar just loses the game, and that's 1000cr you don't have. Trying this and that target in the galactic chart just doesn't work without enough fuel. Which can always happen with jumps farther than 4.6ly. (You will have 2.4 left and need 2.3, if you jumped 4.8 you have 2.2 but need 2.4).
Re: Fuel Collector Release 0.06
Posted: Sun Aug 23, 2015 7:32 pm
by Cody
Anonymissimus wrote:I wonder whether you are the only one knowing of it though ?
The escape
route out of interstellar space is there to be discovered by any player! Not necessarily easy, but you get a fighting chance!
Re: Fuel Collector Release 0.06
Posted: Sun Aug 23, 2015 8:58 pm
by Anonymissimus
Does that mean everyone has to discover it on his own because of some weird philosophy or does it mean none except very few developers even know about it until someone discovers it, from which point on it will likely be common knowledge ?
I had a trader with escorts appear and open a wormwhole once as if he had just launched from a station but that didn't make any sense. No idea what triggered it. Perhaps thargoids being seemingly regenerated continuously has to do with it too.
Re: Fuel Collector Release 0.06
Posted: Mon Aug 24, 2015 5:32 am
by Diziet Sma
Anonymissimus wrote:You can put it into tiny font for instance as this forum doesn't seem to allow spoiler tags.
Jr trarenyyl hfr EBG13 jvgu fcbvyref, sbe gung irel ernfba.
Re: Fuel Collector Release 0.06
Posted: Mon Aug 24, 2015 6:29 am
by cim
Anonymissimus wrote:Does that mean everyone has to discover it on his own because of some weird philosophy or does it mean none except very few developers even know about it until someone discovers it, from which point on it will likely be common knowledge ?
I thought it
was common knowledge by now. (It may be sufficiently common knowledge that no-one bothers talking about it, of course...)
Unless you already knew it was there you'd have great difficulty finding it by searching the source: commit
242002 first introduced it.
Anonymissimus wrote:I had a trader with escorts appear and open a wormwhole once as if he had just launched from a station but that didn't make any sense. No idea what triggered it. Perhaps thargoids being seemingly regenerated continuously has to do with it too.
Those are the things originally referred to. To ensure that escape is always theoretically possible, other ships will sometimes also be brought out of hyperspace by the Thargoid ambush, some of which will have followed an existing wormhole and so have enough fuel to immediately run.
To ensure that the player can't just kill a few Thargoids and then wait, they'll call in reinforcements as the battle continues.
The odds are that if you misjumped with insufficient fuel and no galdrive or OXP-based escape route, the Thargoids will kill you before you can escape - but it's always possible to survive in theory.