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Laser Cooler v1.1

Posted: Fri Jul 31, 2015 11:38 pm
by Norby
Following Layne's idea I found a way to make a [wiki]Laser Cooler[/wiki] equipment, availabe in the package manager.

Turn off and on your hot weapons to attach the Cooler to the current laser, then "fire" until heat is transferred into your ship, increasing your cabin temp.

The Cooler will automatically detach when finished or anytime when you turn off and on your weapons again.

Need much energy and fuel for cooling and a ship over 130t mass like a Cobra Mark III.

Re: Laser Cooler v1.0

Posted: Fri Jul 31, 2015 11:42 pm
by Layne
Norby wrote:
Following Layne's idea I found a way to make a [wiki]Laser Cooler[/wiki] equipment, availabe in the package manager.

Turn off and on your hot weapons to attach the Cooler to the current laser, then "fire" until heat is dissipated.
The Cooler will automatically detach when finished or anytime when you turn off and on your weapons again.

Need much energy for cooling and a ship over 130t mass like a Cobra Mark III.
Wait, what? My which now? O.o

Re: Laser Cooler v1.0

Posted: Fri Jul 31, 2015 11:52 pm
by Norby
Layne wrote:
Wait, what? My which now?
The idea of spending much enegy for fast cooling.

There is another idea within from me: the usage of a negative number in shot_temperature on a temporary weapon with 0 damage.

Re: Laser Cooler v1.0

Posted: Sat Aug 01, 2015 9:27 am
by avder
What if it were to require both witchspace fuel and energy? Minimum of 0.1ly. Meaning if you were out of witchspace fuel, the cooler would not function, or would instead function very poorly. Further, since it would be using the fuel as a liquid coolant, it could increase the probability of things going wrong with the witchspace drive, increase the chance of the injectors being damaged during the fight, etc, for a period of time during and shortly after use until the fuel cools back down? Or in extremely rare cases have the witchspace drive, if activated to jump to another system during or shortly after cooler use, become a quirium cascade device, killing both the player and everyone around him without warning? At least that way the player gets some satisfaction in the form of taking all their opponents down with them.

Just thinking about this from a balance point of view. This is an extremely powerful item and I think there should be risks involved :D

Re: Laser Cooler v1.0

Posted: Sat Aug 01, 2015 10:33 am
by Day
Maybe we could borrow ideas from the overclocking community :D
Coolants, mineral oil, etc...

Re: Laser Cooler v1.0

Posted: Sat Aug 01, 2015 10:42 am
by Disembodied
My very first post on this forum, I think, was a proposition to dump heat from the lasers into the cabin (never used in-game, but I did manage to use the idea elsewhere). I rapidly came to prefer the built-in limitations of the game, and live without laser coolers, but the notion still exists (assuming cabin temperature can be modified): gain more firepower but risk cooking yourself in your ship ...

Re: Laser Cooler v1.1

Posted: Sat Aug 01, 2015 12:54 pm
by Norby
Thanks for the ideas, Laser Cooler v1.1 consume fuel and raise the cabin temp.

Avder: your ideas about the too hot fuel assume the fuel is not used up but recycled soI think it is in either-or with fuel consumption. I choosed the simple variant, but the code is free so anybody can improve further (including you ;)).

About balancing I need feedback from players over my short combat tests. The current raw data: a full cooldown need 10s instead of the normal 36s, use 2 banks of energy, 1.6ly fuel and raise the cabin temp from normal to the maximum.

Re: Laser Cooler v1.0

Posted: Sat Aug 01, 2015 2:33 pm
by Layne
Day wrote:
Maybe we could borrow ideas from the overclocking community :D
Coolants, mineral oil, etc...
Nubian servants with palm-leaf fans...

Six hundred lemon snow-cones...

Repeated showings of beloved winter holiday classics...

Re: Laser Cooler v1.1

Posted: Sat Aug 01, 2015 9:07 pm
by Duggan
Is this oxz not obviated by altering the appropriate script to read
shot_temperature = 2.25;
?

Just curious you understand.

Re: Laser Cooler v1.1

Posted: Sat Aug 01, 2015 9:28 pm
by Norby
Duggan wrote:
Just curious you understand.
No, my attempt to read your mind was unsuccessful ;), please describe.

Edit: If you suggest just to lower the heat of the military laser (and all other) then another difference is the ceased fire while the cooler is used over the additional costs in fuel and cabin temp.

Re: Laser Cooler v1.1

Posted: Sat Aug 01, 2015 9:30 pm
by Layne
Duggan wrote:
Is this oxz not obviated by altering the appropriate script to read
shot_temperature = 2.25;
?

Just curious you understand.
I believe Norby's intention isn't just to reduce laser heatup but to provide an in-game cost/benefit ratio for doing so.

Re: Laser Cooler v1.0

Posted: Sat Aug 01, 2015 9:40 pm
by Day
Layne wrote:
Day wrote:
Maybe we could borrow ideas from the overclocking community :D
Coolants, mineral oil, etc...
Nubian servants with palm-leaf fans...

Six hundred lemon snow-cones...

Repeated showings of beloved winter holiday classics...
Err... I would install _that_ oxp.

Re: Laser Cooler v1.1

Posted: Sat Aug 01, 2015 9:59 pm
by Duggan
I believe Norby's intention isn't just to reduce laser heatup but to provide an in-game cost/benefit ratio for doing so.
Ah, I understand now.

Re: Laser Cooler v1.1

Posted: Wed Aug 05, 2015 11:09 pm
by Duggan
Perhaps some Quirium deprecation might also be apt as Quirium seems the main source of energy in the Ooniverse.

Re: Laser Cooler v1.1

Posted: Wed Aug 05, 2015 11:50 pm
by Norby
Duggan wrote:
Quirium deprecation
Please describe this.