[WIP] Equipment Space OXP
Posted: Thu Mar 26, 2015 1:28 pm
Some time ago, in a dicussion far, far away ...
Here is my take on the 'Equipment Space' concept.
Download version 0.4 from Elite Wiki if you're interested.
This is a WIP release lacking some features it should have. In particular, this OXP does not provide a way to remove equipment. I recommend installing Commander McLane's sell_equipment OXP for this purpose.
Version 0.4 is now available. This version basically just tweaks a few space allocations. If you've tried this OXP, please do provide feedback on whether you think these are OK.
From version 0.2 Large Cargo Bays are added to several core ships which couldn't previously fit them (including the ever-popular 3 TC extension for the Adder) as well as an "Extra Equipment Bay" option for some ships, converting cargo space to equipment racks. The two modifications are, of course, mutually incompatible; you can have lots of cargo or lots of equipment but not both.
Ships which are already over-equipped (as your Iron Ass probably will be) are allowed to keep everything they have, but there will be a notice saying something like '34 racks in use of 16 maximum' staring you in the face every time you look at the F5 screen.
Ships get the following equipment space allowances:
Adder: 16 equipment racks
Anaconda: 16
Asp Mk2: 29
Boa: 24
Boa Class Cruiser: 26
Cobra Mk3: 32
Cobra Mk1: 20
Fer-de-Lance: 34
Moray Star Boat: 19
Python: 16
OXP ships: 28 racks by default (may also apply to 1.77-era replacement shipsets); this can be changed by script_info (see ReadMe for details).
Some NPC-only core ship templates also get various allocations, just in case you fly something which like_ships one of these.
Equipment space requirements for each item are shown in the description on the F3 screen. OXP equipment takes up no space by default, but again you can use script_info to specify appropriate values for specific items.
I should probably mention that the Large Cargo Bay actually removes about half your equipment racks, so if your Cobra Mark 3 says it only has 16 racks available this is why.
This is only my first OXP so please feel free to tell me I'm doing it all wrong. In particular I will welcome any feedback on the numbers I've chosen for space allocation and usage.
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Changelog:
0.4: -Increased Fer-de-Lance equipment allowance, reduced Boa Mk2, made Advanced Space Compass take up a rack
0.3: - Added "EquipmentSpace_scripted" and changed the Large Cargo Bay to use this.
- Changed 'shipyard.plist' to 'shipyard-overrides.plist' to hopefully correct
'start_choices' incompatibility.
- Increased Galactic Hyperdrive space requirement to 4 racks from 2.
- Reduced size of Extra Equipment Bay for the Boa and Boa Mk2 from 'XL' to 'L'.
- Reduced size of Extra Equipment Bay for the Anaconda from 16 racks to 14.
- Corrected instructions in ReadMe for equipment with custom condition scripts.
- Fixed a few bugs relating to equipment removal, damage and repairs, especially on
Oolite 1.81.
0.2: - Added support for "EquipmentSpace_for_EQ_WHATEVER" and "EquipmentSpace_conditional_equipment"
ship script_info keys.
- Added Large Cargo Bays to Adder, Asp, Cobra Mk1, Fer-de-Lance.
- Fixed an error in the instructions given above for adapting OXP equipment.
- Added Extra Equipment Bay options for some ships. Using "start_choices" or another
OXP which adds a cargo-bay extension to the Adder may prevent this feature working
correctly on that ship.
It appears enough people disliked this idea for it not to get implemented in Oolite 1.81. But enough people (including me) liked it that I thought it might be worth trying to do by OXP. As far as I know (and if I'm wrong please say so) nobody else has yet done this, with the possible exception of Zireael's somewhat different "Frontier Style Equipment" OXP.cim wrote:Add the concept of 'equipment space'. This is distinct from hold space. Some equipment items take up quite a lot of space - ECM, Energy Units, Shield Boosters, Galactic Hyperdrive. Each ship gets a particular allocation of equipment space. Old equipment OXPs would take up a default amount of space.
Here is my take on the 'Equipment Space' concept.
Download version 0.4 from Elite Wiki if you're interested.
This is a WIP release lacking some features it should have. In particular, this OXP does not provide a way to remove equipment. I recommend installing Commander McLane's sell_equipment OXP for this purpose.
Version 0.4 is now available. This version basically just tweaks a few space allocations. If you've tried this OXP, please do provide feedback on whether you think these are OK.
From version 0.2 Large Cargo Bays are added to several core ships which couldn't previously fit them (including the ever-popular 3 TC extension for the Adder) as well as an "Extra Equipment Bay" option for some ships, converting cargo space to equipment racks. The two modifications are, of course, mutually incompatible; you can have lots of cargo or lots of equipment but not both.
Ships which are already over-equipped (as your Iron Ass probably will be) are allowed to keep everything they have, but there will be a notice saying something like '34 racks in use of 16 maximum' staring you in the face every time you look at the F5 screen.
Ships get the following equipment space allowances:
Adder: 16 equipment racks
Anaconda: 16
Asp Mk2: 29
Boa: 24
Boa Class Cruiser: 26
Cobra Mk3: 32
Cobra Mk1: 20
Fer-de-Lance: 34
Moray Star Boat: 19
Python: 16
OXP ships: 28 racks by default (may also apply to 1.77-era replacement shipsets); this can be changed by script_info (see ReadMe for details).
Some NPC-only core ship templates also get various allocations, just in case you fly something which like_ships one of these.
Equipment space requirements for each item are shown in the description on the F3 screen. OXP equipment takes up no space by default, but again you can use script_info to specify appropriate values for specific items.
I should probably mention that the Large Cargo Bay actually removes about half your equipment racks, so if your Cobra Mark 3 says it only has 16 racks available this is why.
This is only my first OXP so please feel free to tell me I'm doing it all wrong. In particular I will welcome any feedback on the numbers I've chosen for space allocation and usage.
_______________________________________________________________________________________________________________
Changelog:
0.4: -Increased Fer-de-Lance equipment allowance, reduced Boa Mk2, made Advanced Space Compass take up a rack
0.3: - Added "EquipmentSpace_scripted" and changed the Large Cargo Bay to use this.
- Changed 'shipyard.plist' to 'shipyard-overrides.plist' to hopefully correct
'start_choices' incompatibility.
- Increased Galactic Hyperdrive space requirement to 4 racks from 2.
- Reduced size of Extra Equipment Bay for the Boa and Boa Mk2 from 'XL' to 'L'.
- Reduced size of Extra Equipment Bay for the Anaconda from 16 racks to 14.
- Corrected instructions in ReadMe for equipment with custom condition scripts.
- Fixed a few bugs relating to equipment removal, damage and repairs, especially on
Oolite 1.81.
0.2: - Added support for "EquipmentSpace_for_EQ_WHATEVER" and "EquipmentSpace_conditional_equipment"
ship script_info keys.
- Added Large Cargo Bays to Adder, Asp, Cobra Mk1, Fer-de-Lance.
- Fixed an error in the instructions given above for adapting OXP equipment.
- Added Extra Equipment Bay options for some ships. Using "start_choices" or another
OXP which adds a cargo-bay extension to the Adder may prevent this feature working
correctly on that ship.