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[WIP] More Core Player Ships OXP

Posted: Thu Nov 10, 2011 7:11 pm
by RyanHoots
I've started work on the OXP, as talked about in another thread. It's slow going, but it is going. :)
This OXP will make some core NPC-only ships buyable for the player. This includes some "Pirate" variants.
Feedback is welcome, as always.

Wiki page for the OXP: [wiki]More Core Player Ships OXP[/wiki]

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Test release, adds the player Krait only, download from RyanHoots.com:
http://oolite.ryanhoots.com/oxps/Player ... -11-28.zip

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 9:10 am
by Selezen
Isn't that what illicit_unlock.oxp does?

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 1:26 pm
by JazHaz
Selezen wrote:
Isn't that what illicit_unlock.oxp does?
Yes, but better! :)

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 2:20 pm
by RyanHoots
JazHaz wrote:
Selezen wrote:
Isn't that what illicit_unlock.oxp does?
Yes, but better! :)
Yep. This OXP is going to be more elegant (better external views and gun positions), plus I want to have the pirate versions for sale as well. Also, if anyone wants to debate the price of NPC-only core ships, it would be really appreciated because I have no idea where to start.

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 3:01 pm
by Smivs
Probably a good starting point is the Cobby Mk1, as it's closest to most of the ships you're looking at (Mamba, Sidewinder etc) in terms of size and general spec. Reduce the price a bit for lack of hyperdrive, but then look at things like pylons and (as best you can) energy banks etc to adjust the price.

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 3:10 pm
by RyanHoots
Smivs wrote:
Probably a good starting point is the Cobby Mk1, as it's closest to most of the ships you're looking at (Mamba, Sidewinder etc) in terms of size and general spec. Reduce the price a bit for lack of hyperdrive, but then look at things like pylons and (as best you can) energy banks etc to adjust the price.
Sound advice... I know I'm going to spend a lot of time flying NPC ships.

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 3:18 pm
by DaddyHoggy
RyanHoots wrote:
Smivs wrote:
Probably a good starting point is the Cobby Mk1, as it's closest to most of the ships you're looking at (Mamba, Sidewinder etc) in terms of size and general spec. Reduce the price a bit for lack of hyperdrive, but then look at things like pylons and (as best you can) energy banks etc to adjust the price.
Sound advice... I know I'm going to spend a lot of time flying NPC ships.
At which point they become NPC ships... :wink:

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 4:57 pm
by RyanHoots
DaddyHoggy wrote:
RyanHoots wrote:
Smivs wrote:
Probably a good starting point is the Cobby Mk1, as it's closest to most of the ships you're looking at (Mamba, Sidewinder etc) in terms of size and general spec. Reduce the price a bit for lack of hyperdrive, but then look at things like pylons and (as best you can) energy banks etc to adjust the price.
Sound advice... I know I'm going to spend a lot of time flying NPC ships.
At which point they become NPC ships... :wink:
Exactly. :)

Re: [WIP] More Core Player Ships OXP

Posted: Fri Nov 11, 2011 6:11 pm
by Okti
Just to clear what is meant for NPC. Thanks to El Viejo for the link.

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 5:26 pm
by RyanHoots
I'm starting to wonder if this is too far out of my ability range... the concept sounds simple, but believe me, it's not.
I'm releasing a version of this OXP that allows you to buy the Krait. Chances are good you'll find one for sale.

Download from oolite.ryanhoots.com:
http://oolite.ryanhoots.com/oxps/Player ... -11-28.zip

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 7:47 pm
by Killer Wolf
what's the issue? i kinda thought it was just a matter of duping up some shipdata stuff and working out view points etc.

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 7:52 pm
by RyanHoots
Killer Wolf wrote:
what's the issue? i kinda thought it was just a matter of duping up some shipdata stuff and working out view points etc.
The hard prat is figuring out the views (external ones are easy). It took a while to get the Krait right, but I got it eventually.

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 9:12 pm
by Commander Wilmot
I can't really add much to here, but I would like to convey my support. I have tried making separate temporary new commanders to fly npc ships via oxps like illicit unlock. While they have been fun, these commanders usually were just a temporary diversion, as those oxps often still had some issues, mainly with the viewpoints (no slight intended to the authors.)

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 9:49 pm
by RyanHoots
Commander Wilmot wrote:
I can't really add much to here, but I would like to convey my support. I have tried making separate temporary new commanders to fly npc ships via oxps like illicit unlock. While they have been fun, these commanders usually were just a temporary diversion, as those oxps often still had some issues, mainly with the viewpoints (no slight intended to the authors.)

Yeah, the views are very irritating. Smivs' scale image of Oolite ships is somewhat helpful, actually. Commander Wilmont, I'm very glad to know that support is out there. :)

Re: [WIP] More Core Player Ships OXP

Posted: Mon Nov 28, 2011 9:59 pm
by JazHaz
I'm another waiting for this OXP.

I think there should be no limits as to what you could buy and fly. The Krait is such a cool ship, despite not having a hyperdrive. Make sure its as fast as the NPC version though. Perhaps injectors as standard?