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Derelicts

Posted: Wed Apr 18, 2012 10:24 am
by Duggan
Maybe someone clears them from across all 8 Galaxies and puts them in the Tionisla Orbital Grave Yard real quickly, only occasionally leaving one in Witch Space if one uses the interstellar tweak oxp.

It occurs to me ..given all the scrapping that goes on , One might, rather should..come across an occasional burnt out old hulk in the space lanes close to those floating containers and metal fragments.

It would I think add to the immersive quality of the Game and just for a bit of spice a recently derelict Pirate...akin to the Renegade Pirates might have on occasion something of a Quirium based self destruct proximity activated surprise just to keep the cargoe pod collectors on their toes a bit :)

Re: Derelicts

Posted: Wed Apr 18, 2012 10:27 am
by SandJ
Duggan wrote:
One might, rather should..come across an occasional burnt out old hulk in the space lanes
One does. Ships where the pilot ejected but for some reason the ship wasn't finished off.

I have come across 3 so far. They are very rare.

Re: Derelicts

Posted: Wed Apr 18, 2012 10:36 am
by Smivs
Indeed they do exist, although as SandJ says, they are quite rare. I came across a nice juicy Anaconda just a few weeks ago. :D

Re: Derelicts

Posted: Wed Apr 18, 2012 10:54 am
by Commander McLane
You may want to try out [EliteWiki] Dredgers OXP. This not only adds more derelict ships, but also gives you the opportunity to salvage them.

Re: Derelicts

Posted: Tue Apr 24, 2012 11:26 pm
by UK_Eliter
My Interstellar Tweaks OXP will, occasionally, add some derelicts - with perhaps some cargo.

Ah. Actually,we may not be getting the cargo. I'm unsure. I'll add something now - and upload a new version in a while (after people have found some bugs, as doubtless they will!) - to ensure we do.

The OXP (in its present form) is available via the Wiki.

Re: Derelicts

Posted: Thu Apr 26, 2012 9:21 pm
by Switeck
I'm having problems with derelicts on the programming side of Oolite -- I'm regularly seeing a derelict and its freshly ejected escape pod nearby when arriving at a new system due to a OXP. How can I have JUST the derelict spawned without getting an escape pod?
I'd prefer not to have to create the derelict and then move or delete the escape pod. :(

Re: Derelicts

Posted: Thu Apr 26, 2012 10:04 pm
by Commander McLane
Switeck wrote:
How can I have JUST the derelict spawned without getting an escape pod?
Make a shipdata entry for a derelict and then spawn it? Seems like the obvious solution. Or have I misunderstood something?

All you need is a clone of any ship you like, with the appropriate scanclass, and unpiloted = true. Look into an early version of Tionisla Orbital Graveyard. Half the grave stones were derelict Adders.

Re: Derelicts

Posted: Fri Apr 27, 2012 4:44 am
by Capt. Murphy
There was a bit of discussion about spawning derelicts a while back here.

https://bb.oolite.space/viewtopic.php?f=4&t=11299

Re: Derelicts

Posted: Fri Apr 27, 2012 7:21 am
by Eric Walch
Switeck wrote:
I'm having problems with derelicts on the programming side of Oolite -- I'm regularly seeing a derelict and its freshly ejected escape pod nearby when arriving at a new system due to a OXP. How can I have JUST the derelict spawned without getting an escape pod?
I'd prefer not to have to create the derelict and then move or delete the escape pod. :(
Look how dredgers.oxp does it. It contains a function this.addDerelict(location,count). There I add a random trader, add a shipLaunchedEscapePod handler to the script of the just added trader*, and than add an escape-capsule to the ship when it hasn't one and than launches the ships escapepod. The newly added handler in the ship-script than will remove the pod again.
That way you indeed can turn any ship from your installed oxps into a fully correct derelict. (scan_class cargo, no pilot etc.)

That way you don't need a shipData list with modified like-ship copies of known ships like I did in the earlier versions of this oxp.

*: Or replace the whole script with one containing that event handler as you don't want the ship to keep its original script. Its original shipSpawned handler might contain unwanted commands and it might contain other unwanted handlers for a derelict.