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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. :wink:

Re: More player ships in core game?

Posted: Thu Nov 10, 2011 3:01 pm
by Smivs
No need Ryan, its already been done. :wink:

Re: More player ships in core game?

Posted: Thu Nov 10, 2011 3:05 pm
by RyanHoots
Smivs wrote:
No need Ryan, its already been done. :wink:
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. :D

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! :D

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! :D
No, really, it was a good idea, just not exactly relevant (I do that a lot, as well :oops: ).

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'! :D

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! ;)