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[RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 07, 2012 8:46 pm
by Rese249er
Yes, shocking, I know. I finally managed to cobble together an OXP without running into a brick wall and letting it go...

Inspired by my recent repaint of Shipbuilder's beautifully designed Serpent-class Cruiser, I've repainted the stock Cobra 3 with a greyscale camouflage pattern and set it to all the clean kinds of work.

249th Naval Reserve Wing OXP

249thOXPv1.2.3 introduces a fractalized, darker camouflage pattern and a cruiser based on the Anaconda for a bit more firepower. The 249th Cruisers also will appear in police roles.

v1.3.1 includes texture tweaks and better integration with RandomShipNames. Active Duty ships should now display "Active Duty 249:xxxxxxx" with the x's being replaced with a typical police serial number.

v2.0.1 establishes a new squad, Bravo, made up of ships from Mandoman's VTBSShipset.

v2.1 establishes Charlie Squad, made up of Zieman's Far Arms Hunter as a solo hunter and Z-ships Python Courier and Cobra Commodore as standard Reserve/Active cruiser and wingmen, as well as a duo of Cobra Commodores.

v2.1.1 expands the populator script to include Bravo and Charlie squads.

v2.1.2 fixes missing semicolons pointed out by Diziet Sma.

v2.1.4 fixes circular escort references.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 07, 2012 10:01 pm
by Shipbuilder
Rese249er - Congratulations on the release of your first oxp (Welcome to the dark side). :wink:

I'll download it and give it a go. :D

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 07, 2012 10:34 pm
by Rese249er
Um... It's not exactly at full speed. Gimme a bit and there'll be a properly functioning version.

EDIT: K, it was a quick fix, 0.9.2 is up in first post.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 07, 2012 11:09 pm
by Tricky
Someone is going to bring it up... so may I suggest this method rather than the legacy method...

Code: Select all

this.startUp = this.shipWillExitWitchspace = function() {
	var position,
	fraction = (Math.random() * 0.7) + 0.2;

	/* A fraction of 0.2 to 0.9 along the "wpu" route. */
	position = Vector3D.interpolate(new Vector(0, 0, 0), system.mainPlanet.position, fraction);
	/* Within scanner range of the calculated position. */
	system.addShips("cobra3-249L", 1, position, 25000);
}
Might not be exactly where you place your ships but doesn't use the legacy methods.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 07, 2012 11:12 pm
by Rese249er
I ripped it from the BigShips populator... Guess 0.9.3 will be up shortly...

Assuming that'll spawn its escort as well, I think I can call this v1.0

EDIT: v1.0.0 is up!

EDIT2: v1.1.0, now with tweaks to distinguish between Active and Reserve members.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Mon Oct 08, 2012 8:39 am
by JazHaz
Can we have a description of what this OXP does please?

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Mon Oct 08, 2012 8:55 am
by Smivs
JazHaz wrote:
Can we have a description of what this OXP does please?
...and maybe a screenshot or two? :)

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Mon Oct 08, 2012 9:22 am
by Rese249er
It adds Cobra 3's with a front-mounted military laser, a high probability of shield boosters and enhancers, and a custom paintjob in every role except pirates or Thargoids. At least 2 are spawned in every system in one role or another. They also have energy recharge and banks matching the player's starting Cob3.

I decided that my TG3 Armageddon-level Ooniverse needed a bit more firepower on the Galcop side. Umm... Backstory...

As the Ooniverse descends into lawlessness, Naval Reserve Wings have been multiplying under what little influence Galcop still holds. While mostly serving as simple law-abiding citizens capable of holding off or surviving pirate encounters, several wings have united under the banner of the 249th NRW, an honored Reserve unit constantly on call to assist in police action. The 249th NRW has adopted a stellar camouflage pattern as their colors, a rather distinctive mark if you can keep your lock on them.


A glimpse of a 249th member on active duty patrol...
Image

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Mon Oct 08, 2012 5:20 pm
by Tricky
Hmm... When it comes to camo in space... black paint with a few spots and fractal designs.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Tue Oct 09, 2012 1:57 am
by Rese249er
Interesting thought. I'm gonna have to tinker with the paint job...

EDIT:
Tricky wrote:
...camo in space... black paint with a few spots and fractal designs.
The paint-job has been altered with your suggestion weighing heavily on my mind, resulting in, I think, a much improved look. With Anacondas filling a heavy role, this OXP has made more improvements. Screenshots soon.

EDIT2:
Image
A 249th Active detachment with a Cruiser and two Cobras. Image has been brightened.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sat Oct 13, 2012 12:15 pm
by Commander McLane
Tricky wrote:

Code: Select all

this.startUp = this.shipWillExitWitchspace = function() {
	var position,
	fraction = (Math.random() * 0.7) + 0.2;

	/* A fraction of 0.2 to 0.9 along the "wpu" route. */
	position = Vector3D.interpolate(new Vector(0, 0, 0), system.mainPlanet.position, fraction);
	/* Within scanner range of the calculated position. */
	system.addShips("cobra3-249L", 1, position, 25000);
}
Wow! That's quite unnecessarily complicated.

May I ask why you wouldn't use the Image addShipsToRoute method, which is specifically designed to add a ship to a fraction of one of the routes without you having to do any calculation yourself?

Code: Select all

this.startUp = this.shipWillExitWitchspace = function() {
	/* Within scanner range of a position between 20% and 90% en route to the planet. */
	system.addShipsToRoute("cobra3-249L", 1, (Math.random() * 0.7) + 0.2, "wp");
}

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sat Oct 13, 2012 2:11 pm
by Tricky
It was a simplified version of some code I use that places an object upto twice scanner range. I forgot about the addShipsToRoute method for ships within scanner range.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sat Oct 13, 2012 4:03 pm
by Rese249er
Commander McLane wrote:
May I ask why you wouldn't use the Image addShipsToRoute method, which is specifically designed to add a ship to a fraction of one of the routes without you having to do any calculation yourself?
Derp. Would you mind helping me out by tipping me off as to how to get RandomShipNames to apply to all the ships within the 249th?

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sat Oct 13, 2012 8:49 pm
by Commander McLane
Rese249er wrote:
Would you mind helping me out by tipping me off as to how to get RandomShipNames to apply to all the ships within the 249th?
What kind of ships are we talking about? Randomshipnames automatically applies to all ships with any of the standard roles. If you're using a spawning script with a custom role, just give it to me, and I'll add it to the next version of randomshipnames.

Re: [RELEASE] 249th Naval Reserve Wing OXP

Posted: Sun Oct 14, 2012 1:15 pm
by Rese249er
*scratches head* That's a puzzler. I'll post the new textures for the 249th; if you would take a look at it afterwards, that'd be great.
EDIT: v1.3.0 is posted. If you can get RandomNames to apply, that'll be a final version barring unforeseen circumstances.