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Re: Let's Play Oolite

Posted: Wed Jun 27, 2012 7:03 pm
by CommRLock78
Thanks for putting together those videos, JJCorny :mrgreen: ! I just found this thread and put two and two together (I thought I recognized the name). The videos were a excellent introduction to the game after I first found out about it last December, when I came across this site http://www.makeuseof.com/tag/6-free-spa ... -os-linux/ (glad I was able to find the article again, since I owe that guy a big thanks, too :wink: .

Re: Let's Play Oolite

Posted: Wed Jun 27, 2012 8:05 pm
by Corny
Yeah, this article seems to have brought a bunch of people to Oolite. :)
Glad that you like my videos. The "JJ" was a prefix that I used when my channel had other uses, but "Corny" was taken at that time... By a guy who'd never upload anything! Grrrrr :x

Re: Let's Play Oolite

Posted: Sat Jun 30, 2012 10:41 am
by Shipbuilder
Fatleaf wrote:
Shipbuilder wrote:
I've noticed on the Wiki that many ships have a set of specifications provided and that the energy is referenced by identifying how many energy banks a ship has rather than specifying the exact amount of energy.

Does anyone know how much energy consists of one energy bank ?
That would be 64.
I was just checking one of the ships I have developed. The ship has a energy level of 250 but only has 3 energy banks. Based on an energy level of 64 per energy bank anything above an energy level of 192 would have at least 4 energy banks :?

Re: Let's Play Oolite

Posted: Sat Jun 30, 2012 11:02 am
by Eric Walch
Shipbuilder wrote:
Fatleaf wrote:
That would be 64.
I was just checking one of the ships I have developed. The ship has a energy level of 250 but only has 3 energy banks. Based on an energy level of 64 per energy bank anything above an energy level of 192 would have at least 4 energy banks :?
According to the hud info is is also possible to set the number of banks to a fixed number. With those HUDs you don't have a feedback about the absolute energy level. (you can create a hud for an adder with 10 very tiny energy banks :P )

Re: Let's Play Oolite

Posted: Sat Jun 30, 2012 11:10 am
by Shipbuilder
Eric Walch wrote:
Shipbuilder wrote:
Fatleaf wrote:
That would be 64.
I was just checking one of the ships I have developed. The ship has a energy level of 250 but only has 3 energy banks. Based on an energy level of 64 per energy bank anything above an energy level of 192 would have at least 4 energy banks :?
According to the hud info is is also possible to set the number of banks to a fixed number. With those HUDs you don't have a feedback about the absolute energy level. (you can create a hud for an adder with 10 very tiny energy banks :P )
I'm using the standard Oolite HUD - Does this HUD use a different value for energy per energy bank ?

The reason why I am raising this query is that I am looking at putting information together for some Wiki pages on the ships I have released and am due to release shortly and the 'standard' format for the pages I have looked at for a guide generally lists energy levels by listing the numbers of energy banks.

As there is a variation of how different HUDs convert energy in to energy banks would it not be better to provide the numerical energy value instead ?

Re: Let's Play Oolite

Posted: Sat Jun 30, 2012 11:30 am
by Eric Walch
Shipbuilder wrote:
As there is a variation of how different HUDs convert energy in to energy banks would it not be better to provide the numerical energy value instead ?
They all use the same formula to convert energy to banks (Unless a fixed number of banks is set for the hud). The formula is:

Code: Select all

n_bars = maxEnergy/64.0;
n_bars is an integer though, meaning that any decimal part is ignored. In your case we have 250 / 64 = 3.90625 This will be rounded down to 3. Effectively a bank will be a bit more than 64. For a one bank ship it could be up to 127 for the single bank. :D

I updated the wiki: it was not maximum 64 for a bank, but a minimum of 64 energy for a bank.

Re: Let's Play Oolite

Posted: Sat Jun 30, 2012 1:16 pm
by Shipbuilder
Eric - Thanks for your detailed explaination. :D

Re: Let's Play Oolite

Posted: Sat Sep 08, 2012 1:51 pm
by Corny

Re: Let's Play Oolite

Posted: Sat Sep 08, 2012 3:26 pm
by JazHaz
At last! :)

Re: Let's Play Oolite

Posted: Sat Sep 08, 2012 3:49 pm
by Corny
Yeah, yeah, I know... never would've thought that it would take me more than a YEAR for the Python session.

Re: Let's Play Oolite

Posted: Sun Sep 09, 2012 10:22 am
by Svengali
But it's still a good session .-) Thanks a lot for the nice vids, Corny.

Re: Let's Play Oolite

Posted: Sun Sep 09, 2012 11:16 am
by Cody
Cool vid, Corny!

Re: Let's Play Oolite

Posted: Sun Sep 09, 2012 5:57 pm
by CommRLock78
One question - how did you get the dialogue with the pirates "You're dead", and my favorite "Do you have any free cargo?" Damn... I want dialogue like that :mrgreen:

Re: Let's Play Oolite

Posted: Sun Sep 09, 2012 6:10 pm
by Corny
It's part of the OXP DeepSpacePirates, which causes those pirates to appear in deep space, far away from the trade lanes. That's what the (ds) in the ship ID stands for.

I love those questions! :) Really, I intended to get more people interested in Oolite, but I didn't think about all the OXPs that I present for people who already know Oolite, but not these wonderful expansions!

Re: Let's Play Oolite

Posted: Mon Sep 10, 2012 8:37 am
by CommRLock78
Corny wrote:
It's part of the OXP DeepSpacePirates, which causes those pirates to appear in deep space, far away from the trade lanes. That's what the (ds) in the ship ID stands for.

I love those questions! :) Really, I intended to get more people interested in Oolite, but I didn't think about all the OXPs that I present for people who already know Oolite, but not these wonderful expansions!
Thanks for the pointer Corny :D - it's always good to see someone that doesn't mind helping to figure things out - just like all things there's a learning curve to Oolite as well ;). (That dialogue is great too - I've already read about the OXP and downloaded :mrgreen: )