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More player ships in core game?
Posted: Thu Nov 10, 2011 2:46 pm
by RyanHoots
There are several core ships that I think should be for sale in standard shipyards. Off the top of my head, these include:
1. Mamba
2. Gecko
3. Krait
4. Sidewinder
Even if a ship doesn't have a witchspace engine, it can still be a lot of fun, only going where wormholes lead you, in an underpowered ship with no (or little) cargo capacity. Maybe an "EQ_HYPERDRIVE" or the like could be bought for ships without it?
Even if this suggestion doesn't make it to the core game, I can always write an OXP.
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 3:01 pm
by Smivs
No need Ryan, its
already been done.
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 3:05 pm
by RyanHoots
Thanks for the link, I'm downloading.
It would be nice, though, to have the ships buyable in the core game, though. Or make the Illicit Unlock OXP easier to find.
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 4:59 pm
by JazHaz
The main problem with Ilicit Unlock, is that its a hack. Most of the ships don't have proper views set and the lasers appear as crosses in the middle of the screen.
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 5:17 pm
by RyanHoots
JazHaz wrote:The main problem with Ilicit Unlock, is that its a hack. Most of the ships don't have proper views set and the lasers appear as crosses in the middle of the screen.
So, I can make my own version? Great.
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 6:14 pm
by Kaks
Definitely!
shipdata-overrides.plist should be ideal for adding specific viewpoints, huds, equipment and external views to the standard npc ships.
And, as of 1.75, you can also decide which ship hasn't got a
witchspace motor.
Up until then - and by default - all player buyable ships were capable of witchspace jumps.
Unfortunately it's an either/or option. I can't think of any way to switch that capability on or off via script...
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 7:07 pm
by RyanHoots
Kaks wrote:
shipdata-overrides.plist should be ideal for adding specific viewpoints, huds, equipment and external views to the standard npc ships.
I was actually planning to use like_ship to make "gecko-player" and so on, but that seems like shipdata overrides would work, too. Now I have two possible strategies...
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 7:20 pm
by Kaks
Sorry, 'minor' brain melt! I was thinking you'd be adding your stuff to the illicit unlock oxp...
It does make a lot of sense to like_ship stuff for the player ships when doing a stand-alone oxp!
In other words, please do ignore my ramblings!
Re: More player ships in core game?
Posted: Thu Nov 10, 2011 7:24 pm
by RyanHoots
Kaks wrote:Sorry, 'minor' brain melt! I was thinking you'd be adding your stuff to the illicit unlock oxp...
It does make a lot of sense to like_ship stuff for the player ships when doing a stand-alone oxp!
In other words, please do ignore my ramblings!
No, really, it was a good idea, just not exactly relevant (I do that a lot, as well ).
Also, new topic for my OXP in progress: https://bb.oolite.space/viewtopic.php?f=4&t=11149
Re: More player ships in core game?
Posted: Fri Nov 11, 2011 5:53 am
by Wildeblood
Kaks wrote:And, as of 1.75, you can also decide which ship hasn't got a
witchspace motor.
Up until then - and by default - all player buyable ships were capable of witchspace jumps.
Unfortunately it's an either/or option. I can't think of any way to switch that capability on or off via script...
Can non-hyperspace ships still buy a gal-drive?
Re: More player ships in core game?
Posted: Fri Nov 11, 2011 7:28 am
by Kaks
Yep! Galactic jumps are still fully possible, even if you don't have a witchspace drive!
Ah, the mysteries of 'science'!
Re: More player ships in core game?
Posted: Fri Nov 11, 2011 7:37 am
by Micha
Is that a bug? My understanding was that the Gal Hyperdrive is an 'overdrive burst' of the standard hyperdrive and hence should rely on a drive being fitted.
Re: More player ships in core game?
Posted: Fri Nov 11, 2011 7:53 am
by another_commander
I would rather consider the Galactic Hyperdrive as an external piece of equipment that enables ships to perform a once-only long distance jump. This equipment would be independent of the ship's drive type.
I guess it all comes down to personal preference and how each person views the Ooniverse.
Re: More player ships in core game?
Posted: Fri Nov 11, 2011 8:57 am
by Kaks
It's all a matter of interpretation!
In any case the present game behaviour was intentional, so that a player can still visit all galaxies without needing to buy a 'proper' ship.
After 1.76 we can revisit the concept, of course. Including the idea of having the witchspace motor as a proper piece of (unbreakable?) equipment!