Re: Musings for v.1.92
Posted: Tue Nov 01, 2022 7:41 am
For information and discussion about Oolite.
https://bb.oolite.space/
If I'm understanding this correctly, if AI scripts use setAI instead of switchAI too much, it can trigger an overflow that results in AI commands being thrown away, so effectively AIs don't work as intended at that point. I'm unclear if such overflows affect all AI, but if overflow is a global condition then a single misbehaving AI script can cause all AIs to break, including the vanilla ones. Therefore, I'm still a bit suspicious of Galactic Navy OXP (in that I don't use it and I don't recall experiencing this problem). Do I need to enable something extra in logcontrol.plist to see those errors? And do you have a consistent way of making this happen so I could try?Yes, and I've seen the same behavior on random trader freighters and their escorts.
Besides Hyperdives, I've tinkered with this quite a bit (e.g. here) and there's a few things to consider that may not be immerdiately obvious.Cholmondely wrote: ↑Sun Nov 20, 2022 5:29 pmThe laws of Ooniversal physics restricting the jump to 7ly do not also apply to fuel tank capacity, surely?
My concern is with big ships, whom I feel should use much more fuel in their fuel injectors, and thus would need bigger tanks. I'm happy for space constraints to restrict what happens with my Cobra Mk3 where I either lose a pylon or 5TC of cargo space when I'm using OXP's. OR alternatively gain just another 1 ly for my Cobra, but 20ly for a Boa. And while I use Ramirez's 3TC pylon containers, it does not make much sense to me. Maybe a choice between an extra 3ly or 5TC of Cargo Extension would make more sense?Redspear wrote: ↑Sun Nov 20, 2022 6:32 pmBesides Hyperdives, I've tinkered with this quite a bit (e.g. here) and there's a few things to consider that may not be immerdiately obvious.Cholmondely wrote: ↑Sun Nov 20, 2022 5:29 pmThe laws of Ooniversal physics restricting the jump to 7ly do not also apply to fuel tank capacity, surely?
This is expected to be the case by most HUDs and so displaying above 7LY tends to look fine on the nav charts but quirky elsewhere.
- Canonically one and the same
You could increase burn rate of course but with a reserve of another 3LY plus, the player likely loses something in terms of strategic tension.
- Injector use
The more fuel you have in reserve, the easier it is to leave a dangerous system almost immediately upon arriving there.
- System dodging
If going down the route you suggest, I'd be tempted to have injectors burn from a seperate tank, incorporating a seperate fuel even.
There's already a dynamic tension between jump distance and time (re contracts) and jump distance and escape routes (remaining fuel). Maybe injectors can only be refuelled by sun-skimming (filling both tanks).
Top up in a safer system before trying your luck in that hell-hole of a rocky dump you're headed to next.
And that's another idea... help me...
Charge them more for it and they effectively do...Cholmondely wrote: ↑Sun Nov 20, 2022 7:02 pmMy concern is with big ships, whom I feel should use much more fuel in their fuel injectors
...and therefore effectively have.
I genuinely don't know the answer to the following questions but...Cholmondely wrote: ↑Mon Jan 16, 2023 11:38 amHow about suns (ignore the flare) with "textures" as in this:
Yes. But. The viewscreen is presumably an enhanced camera view from the outside anyway. So one would expect the sun's glare to be toned down a bit.Redspear wrote: ↑Mon Jan 16, 2023 1:06 pmI genuinely don't know the answer to the following questions but...Cholmondely wrote: ↑Mon Jan 16, 2023 11:38 amHow about suns (ignore the flare) with "textures" as in this:
Wouldn't a sol like star be so bright as to make such detail undiscernable?
There must be a filter of some kind on the viewscreen (or prior) just to look at the star without damaging one's eyes but even then, are we confusing documentary/computer style images with what the pilot might expect to see?
I've always thought that...Cholmondely wrote: ↑Mon Jan 16, 2023 2:07 pmThe viewscreen is presumably an enhanced camera view from the outside anyway. So one would expect the sun's glare to be toned down a bit.
When it comes to the rear view, I'd agree.Cholmondely wrote: ↑Mon Jan 16, 2023 2:07 pmAnd even if you want to argue that the front view is from a window rather than a camera, this does not work for the other views!
Ahah! So you have a periscope mounted on your FdL Lightspeeder! I'd always wondered...Redspear wrote: ↑Mon Jan 16, 2023 5:10 pmI've always thought that...Cholmondely wrote: ↑Mon Jan 16, 2023 2:07 pmThe viewscreen is presumably an enhanced camera view from the outside anyway. So one would expect the sun's glare to be toned down a bit.
- windows are cool
- you don't want a tech failure that could deprive you of a front viewscreen
- therefore windows
When it comes to the rear view, I'd agree.Cholmondely wrote: ↑Mon Jan 16, 2023 2:07 pmAnd even if you want to argue that the front view is from a window rather than a camera, this does not work for the other views!
Perhaps the various Breakable Equip oxps never included the viewscreens/external cameras because they were considered (and likely are) much too crucial to gameplay. However, if the external camera is only needed at the rear then it's loss is unfortunate rather than critical.
If by that you mean a flawless, precision instrument, the construction of which meaning each individual component being asigned to a master of their craft, painstakingly deliberated over, each taking no less than 20 attempts, and then the whole wonderously combined to a finely tuned masterpiece by the greatest engineering genius throughout the eight, then yes, I suppose you could call it a "periscope"Cholmondely wrote: ↑Mon Jan 16, 2023 5:53 pmAhah! So you have a periscope mounted on your FdL Lightspeeder! I'd always wondered...