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Engine Noise...

Posted: Thu Mar 02, 2006 2:52 pm
by Phoenix4
Hi, not sure if this has already been suggested, but how about engine noises?

Rather than just having a constant droning noise, how about something that raises in pitch when increasing speed, or opening up the throttles etc.

Also pitching and rolling have an effect on engines, so perhaps slight sound changes to go with the flight attitude of the craft.

One last thing, fuel scoops. I recall in the Commodore version a sort of 'vacuum' sound as something was collected. Could that be added?

And finally, how about a 'tractor beam' of sorts, to catch multiple cargo cannisters rather than chasing them all over space. Perhaps this could be comnined with an option to scan their contents to see if they are worth collecting (I read something about this on the bulletin board). Perhaps it could also be used to lock onto small craft to enable you to capture their vessel??

Anyway, that's enough from me.....over to you guys!!

Px4

Posted: Thu Mar 02, 2006 2:58 pm
by winston
This is all actually in a fairly recent svn revision (and made it into the Linux development build 1.63-dev1). The fuel scoops make a scooping noise while tractoring cargo (and it's a bit easier to scoop cargo now because cargo you get close enough to gets tractored).

Posted: Thu Mar 02, 2006 3:17 pm
by Phoenix4
You guys have beaten me to it!! :D

Oh well, just have to wait until we see this on the PC - don't suppose you have a rough idea when the next PC build will be released?

Talking of updates, will I be able to use my current saved-games when the next version is available?

Thanks again!

Px4

Posted: Thu Mar 02, 2006 3:32 pm
by Rxke
Yes, save-games are transferrable. No problem at all.

It is only in cases of having installed certain OXP's (Oolite eXpansion Packs) and then removing them again that could cause trouble. (Say you buy a ship that's in one such pack, then later remove it etc...)

The Windows-build will have to wait for nic settling down at his new residence, I guess, or someone else running a Windows computer with enough time/knowledge/urge to build one...

Posted: Thu Mar 02, 2006 4:35 pm
by aegidian
winston wrote:
The fuel scoops make a scooping noise while tractoring cargo (and it's a bit easier to scoop cargo now because cargo you get close enough to gets tractored).
Yup. It was prompted by the external views where cargopods just sort of disappeared. Now they get sucked into your ship - I'll add an option for just where on your ship they get sucked into in a mo...

You still need to collide the forward lower quadrant of your ship with the flotsam in order to trigger the scoops' tractor effect.

Posted: Thu Mar 02, 2006 4:53 pm
by Murgh
aegidian wrote:
Yup. It was prompted by the external views where cargopods just sort of disappeared. Now they get sucked into your ship - I'll add an option for just where on your ship they get sucked into in a mo...
just a feeling this is going to be very cool 8)

would it make sense for this coordinate to coincide with the aft_eject_position?

Posted: Thu Mar 02, 2006 4:56 pm
by aegidian
Murgh wrote:
aegidian wrote:
Yup. It was prompted by the external views where cargopods just sort of disappeared. Now they get sucked into your ship - I'll add an option for just where on your ship they get sucked into in a mo...
just a feeling this is going to be very cool 8)

would it make sense for this coordinate to coincide with the aft_eject_position?
Some ships have obvious fuelscoops, so no, not always. Currently it defaults to (0, 0, 0) - usually the center of the ship.

Posted: Thu Mar 02, 2006 8:57 pm
by Arexack_Heretic
fuel_scoop_position then?