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[Release] Satellites OXP
Posted: Wed Feb 20, 2013 11:03 am
by Rorschachhamster
Download from my box account:
The Satellite OXP 1.051
EDIT: And thanks to Eric Walch this should even work now...
EDIT: Should now check for missing main planet in nova systems and not log errors. Untested...
EDIT: Surveillance satellites now (with 1.04) fulfill a police role as far as watching and giving out fines go.
It does what it says on the can. It adds a not totally random number of 4 different satellites to each main planet's orbit. I'll repost the sneak peak here:
Many thanks to Eric Walch for his code/ai-combo to get them into orbit, I could dumb it down enough for me to work (with).
The satellites have a custom ANC symbol:
If you feel your ANC gets too clustered with satellites you could just delete the following line from the shipdata.plist:
Be sure to delete it four times, for every satellite type there is.
At the moment they can be shot at with leisure, there is no one complaining, not even GalCops.
It's on the list.
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 11:26 am
by Smivs
Very nice and it is good to see more orbital 'clutter' as I always felt there should be loads more stuff around the main planet. Are these four different types of satellite? If so, what are the oher three like?
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 11:54 am
by Rorschachhamster
Smivs wrote:Very nice and it is good to see more orbital 'clutter' as I always felt there should be loads more stuff around the main planet. Are these four different types of satellite? If so, what are the oher three like?
2 ordinary ones with dishes and a "surveillance one"... -wich isn't that special, too, because they look all rather alike. But it has 4 different models with handcrafted textures.
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 1:58 pm
by Rorschachhamster
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 1:59 pm
by Pleb
Yay! More
target practise stations that I promise not blow up
...
But seriously looks good will download later!
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 4:16 pm
by Eric Walch
Just one warning: Make the names more unique. e.g. "SateliteAI.plist" could exist in another oxp. And becauce there can only be one, the last loaded wins. Same for textures, those also need more unique names.
One hint for the script:
Instead if giving
this.shipWillLaunchFromStation
the same content as
this.shipWillExitWitchspace
(with the added count), you could use:
Code: Select all
this.shipWillLaunchFromStation = function ()
{
this.shipWillExitWitchspace();
delete this.shipWillLaunchFromStation;
}
It will do the same and saves the work of every time editing at two places when you make changes in the script.
In the current form, 4 new satelites will be added on launch when you had shot down all 4 of them.
I already found 2 of them. Nice looking and a good orbit speed. I see the problem of making live pictures.
And about scan class. Instead of defining them as rock, I would use:
Code: Select all
scan_class = "CLASS_CARGO";
"cargo_type" = "CARGO_NOT_CARGO";
Not that any player would notice the difference but some scripts might scan rocks and cargo seems better. The second line makes sure you can't scoop it as cargo.
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 6:17 pm
by Rorschachhamster
Thanks, I'll do that.
EDIT:
Reuploaded, added "RS" in front of circa everything, and corrected the demoship.plist.
EDIT2: ..and again.
Copy and paste...
EDIT3: and this model.dats don't rewrite by their own.
At least nobody downloaded in between this...
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 9:41 pm
by Shipbuilder
These look great.
Well done with this OXP.
I really liked the style of your models and texturing by the way.
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 9:45 pm
by Switeck
Awesome concept -- excellent eye-candy right where it should be.
You could even convert this to work with OXPConfig on whether these are track-able by their beacon symbol.
If you haven't already, please make the satellites slow enough that an Anaconda isn't badly outpaced by one. It's embarrassing enough getting outrun by other ships, by an object in a "freefall" orbit (minimal orbital thrusters used) - Outrageous!
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 10:36 pm
by Dr.Tripsa
Agreed, great oxp, but slow em down, or allow some in geo-stationary orbit.... like those spy sats
Re: [Release] Satellites OXP
Posted: Wed Feb 20, 2013 11:47 pm
by Rorschachhamster
First: Thanks!
@shipbuilder: The textures are really easy... but I have to get new akkus for my digicam and get new shots as soon as the sun is shining again (or at least bright enough behind the clouds)... helps if you've got a (smallish, but still) port just before your front door. I wrote it on the screenshot thread, but I repeat it here: The blue part of the... let's call it hubble-alike... was made with my webcam and the fretboard of my bass guitar.
Oh, and the foil was silver and wrapped around delicious chocolate.
Regarding slowing them down, I felt that they should orbit rather fast - so you would see them sometimes passing by. *shrug* You could adjust the max speed in the shipdata.plist, the AI puts them randomly at full, 3/4, 1/2, and 1/4 of that value...
And I have to look at
how I could use OXPConfig to get
anything done.
But if it's possible, maybe the speed could be adjusted, either.
Re: [Release] Satellites OXP
Posted: Thu Feb 21, 2013 7:59 am
by Diziet Sma
Yay! A much-needed item has finally been added to the Ooniverse! Thanks!
Switeck wrote:please make the satellites slow enough that an Anaconda isn't badly outpaced by one. It's embarrassing enough getting outrun by other ships, by an object in a "freefall" orbit (minimal orbital thrusters used) - Outrageous!
Re: [Release] Satellites OXP
Posted: Thu Feb 21, 2013 3:00 pm
by JazHaz
Great idea. Downloaded.
Re: [Release] Satellites OXP
Posted: Thu Feb 21, 2013 5:03 pm
by JeX
Yum!
Seriously, with this speed of OXPs being released, Oolite is soon going to be the most superior spacesims ever.
Re: [Release] Satellites OXP
Posted: Thu Feb 21, 2013 5:29 pm
by Pleb
JeX wrote:Seriously, with this speed of OXPs being released, Oolite is soon going to be the most superior spacesims ever.
I thought it already was?