
Edit:Updated pic.
Moderators: winston, another_commander
https://bb.oolite.space/viewtopic.ph ... 45#p259439cag wrote: ↑Tue Oct 17, 2017 1:51 amAlso, are there any pre-determined garbage collection calls? I'm recycling arrays to reduce how many I create and if I know when a pre-determined GC will occur, I can purge some if my pool gets too big. I currently do purge much in shipWillDockWithStation & shipWillEnterWitchspace on the assumption GC may happen but knowing actually when/if might be helpful.
It's already possible to change materials/shaders on mission screens.spara wrote:I want to set materials for a ship using a ship script. Currently I can easily do that in shipSpawned event. That however, does not work when the ship is being displayed on mission screen.
You indeed can change materials on mission screen. And I actually heavily utilized that with those card games I did a long time ago. I had to scratch my head quite a bit to remember what this was all about. It's about a different way to do ship variants. Traditionally one like_ships a core ship and it's roles and in the process changes the distribution balance of different ships. I was experimenting with the idea of changing the livery via script rather than defining oodles of new ships. I actually managed to attach the livery to the personality of the ship. The show stopper was different mission screens in various OXPs that show some random ship and some missions regarding it. I could not get my hands on those because there is practically no hook to the model displayed on the mission screen. Or it would have needed some serious hacking.Svengali wrote:It's already possible to change materials/shaders on mission screens.spara wrote:I want to set materials for a ship using a ship script. Currently I can easily do that in shipSpawned event. That however, does not work when the ship is being displayed on mission screen.
shipdata.plist
you get an empty object via getMaterials()
.I am not convinced this is a good idea. Even if we do let scripts change the player ship's speed, it is very likely that the player will do something to counter the effect (that something being straightforward piloting most of the times). Also, it is very jarring for players having the ship do things that they did not specifically request, with the exception of docking autopilot, of course. Finally, it is not as simple a task to code as it looks. Changing any ship's current speed on a whim may interfere with the physics of the game, so it is really a load of effort for very little (if any) gain.Reval wrote: ↑Sun Nov 01, 2020 12:59 amProposal is to be able to set the current speed of the player ship.
Useful (to me, at least) because on leaving space-dock, one is currently forced to bring the ship to full speed manually. I'd like to be able to have my ship's speed set to full automatically, perhaps via a simple OXP, thereby obviating need for the tedious pressing of 'w' every time I launch from station...