@caracal: Long answer.
Hi!
The corrected roles made a huge difference! I had no idea how many law-abiding citizens there were in the ooniverse! Before, it seemed like half of the ships I saw were tagged Offender or Fugitive, but now they're relatively rare. And since the fix, I haven't once gotten in trouble for shooting a Bad Guy in front of the police. So thanks!
Yeah, it made a bigger difference than I thought ...
Not all error messages have been removed, of course. The thing is just too big to catch them all in one round, given that not every ship is processed every time you run the game. I have a collection of some, but from what I've read here, you've already found and fixed most of them. I'll wait until your next release, then see if I can spot any more.
No, please post your list here! If you found anything I haven`t found yet, it`s very helpful to have it
before the next release!
know that some ships are represented multiple times, from different shipyard entries, but in at least one case, there was something like a 60,000Cr difference between two ships that were both "standard customer model". And that ship is only in RS, and only in there once.
The only possible explanation for that is that there
are two different versions of that ship which have the same in-game name, but are actually different (i.e. one has 0.35 LS top speed, the other 0.37 LS but both are named Cobra MkIII). Otherwise it would be a mystery. Do you recall which ship that was?
An alternative explanation would be that you had another oxp installed also that has the same ship type but with a different price which is not rewritten properly by RS - have you checked for that?
Do the RS prices as they stand now include standard equipment in the cost? How about the tech level?
The additional equipment is calculated by the core game into the price. The ship`s TL determines where a ship can be found, not its equipment. Which equipment is added is dtermined by the core game, RS can`t influence that a lot.
By your price ranges, the ship would have been, I think, TL5, but injectors are TL10, so I listed it as TL10. Not entirely sure that's accurate, wanted to get your thoughts.
Well, i think such a ship should be available from TL 5 onwards, as the ship should determine the TL, not the equipment imo.
Equipment can always be brought in from other systems easily - which explains the ridiculous pricing of an Adder with a Naval Energy Unit found in a TL 2 shipyard - only the ship was built in the system itself. Or so goes my in-game reasoning.
got me wondering about whether it was factored into the price.
Probably yes, the core game does that, as mentioned above.
Clear this up for me: You figure the cargo pricing factor based on the "extended" cargo capacity, of the base Cobra MkIII versus the ship being priced. That is, its base capacity plus the Large Cargo Bay enhancement if that's allowed. Then, in your document of ship data, you frequently list "No ECC" under "Possible Equipment". Does the inability to have a Large Cargo Bay count as "less equipment" in the overall pricing equation? That is, would that be a 90% instead of 100%, if a ship has "No ECC"? If so, haven't you already figured in the cargo capacity difference by using the "extended" capacity figure for the cargo pricing factor? Isn't that a bit of double-dipping? Also, I notice that there's now a shipdata entry that lets you specify how large a Large Cargo Bay is, different from the stock 15 tons. This area seems to need a bit of clarification, at least for me.
Cargo works price-wise as follows:
* The cargo capacity that is used as a comparison is the cargo capacity + an eventual large cargo bay. So how large a large cargo bay can be for a given ship is irrelevant, as this was already factored in.
* Below 35 tons of capacity (the Cobra MkIII is taken as base standard always) you pay a little less (I think 1% less per 2 tons less) for the ship. Beyond 35 tons you pay 1% more per additional ton of cargo space.
* If it makes sense to also factor the "has ECC" or "has no ECC" into the price I`m also not so sure anymore. I left it in because I had the vague idea to make the scope of a large cargo bay dependable on the "base cargo bay" but leave the price as it is for all ships. That way, while the Cobra MkIII`s large cargo bay adds 15 tons to its 20 for a total of 35 tons, an Anaconda`s large cargo bay might add 570 tons to its 750 for a total of 1320 tons ... not sure yet. Ideas welcome.
So far, I haven't found any real reason to dock at a SIRF, beyond the visual pleasure of it.
The SIRF Yards have a Tech Level that is three levels higher than the TL of the system surrounding it. If you look at the equipment dock you will see that. In systems of TL 13+ the TL of the SIRFYards stays at 15, but the equipment including the TL 15 equipment gets cheaper. Much cheaper. There`s your reason
The shipyards of the SIRF Yards should also have ships of three TLs higher - that it ìsn`t like that is actually a bug in the core game that I have requested to be repaired, but as yet, this hasn`t been done ...
When this is repaired, the higher-TL shipyards will also be a reason to visit the SIRFYards ...
In the real world we live in, prices tend to go more on a logarithmic/geometric scale than the linear one you use ... Now, having said all that, I'm not entirely sure you/we want to get quite that realistic with the prices!
Well, most things rise as a curve:
* Speed (double price for each 0.1 LS raise, that means: quadruple for + 0.2 LS,
octuple for 0.3 LS etc. ... you get the picture)
* Cargo bay: + 1 ton + 1%
etc. ...
And at the end, everything is multiplied. A ships with 100 tons more cargo, + 0.1 LS, five missiles more and five energy banks more and with an energy recharge rate of, say, 5 more, doesn`t go up linear - its 2 (100 tons) * 2 (+0.1 LS) * 2 (+5 missiles) * 2 (+5 energy banks) * 2 (energy recharge rate +5) = 2 to the power of 5 ~
32 times more expensive than its reference ship ...
A Cobra MkIII that is uplifted like that, would cost not 150.000 Cr, but 4.8 million credits!
So, I think the price progressions go up quite the way you described them with the cars - planes - spaceships metaphor ... I fear it is this realistic, hence the name.
Is it or is it not possible for an OXP to set the prices seen in a shipyard display, based on data of its own, and what it can get from the game engine? Because if it can, then I can easily envision an ECMAScript (JavaScript to some) proggie that implements the RS pricing model, and just calculates the prices on the fly. If this isn't possible, wonder how hard it would be to add?
That would be very,
very great, if that was possible, but I don`t know if it is and if, how-to. If someone ever scripted a gadget like that I`d immediately include it into future RS and be
hugely thankful for getting spared lots of future work by hand ...
Just have to say, great work on RS, and keep it up.
Thanks, I`ll do just that. The next version will see a split of the pricing model (Realistic Shipyards V1.1) and the full, big, add-all ships version (Oolite Ships Extension V1.0). And the latter one will include many more ships generated by varying what`s already there a bit ...
some ideas for the future, like an automated installer that lets you include or omit ships, either in groups ("Trek", "Star Wars", "Uber", "Starter", etc.) or individually
That`s a very good idea. Cmdr Maegil I think said he might create RS versions "for Jamesons" and "for veterans". If he or someone else invests the work, I would appreciate that very much and, if wanted, even host it on my paid box account and add download links on the Realistic Shipyards page to the alternate variants.
An automatic installer that lets you add or remove ships or ship packs, but not by oxp picking (the ship oxps in RS have been repaired, some of them massively, by using the old oxps again you`d get all the old errors again!) but directly from RS, would be the best actually. No idea if or how that is possible - if someone does it, again, I would embrace it, host it and list it on the RS page.
comprised of unpaid volunteers who do it for the love of the game
I get company
Hmm, maybe I am doing a spliff, as DaddyHoggy suggested elsewhere
By all means, if it pleases you, do, and - see above!
Cheers
L