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[Release] Multiple Lasers v1.8

Posted: Sun Jan 17, 2016 9:51 pm
by Norby
If you want more firepower and challenging enemies then this addon is waiting for you in the Weapons category. :)

The multiply feature allow to make playable ships with more lasers facing to the same direction. This mod make a serious change through the whole Ooniverse and add extra lasers to many trader ships. Most ship models contain parts which looks like secondary weapon mounts, now can shot laser beams from these points.

Small escorts stay with a single laser only, probably not enough room inside.
The old cheap Python got dual aft lasers only for better defense during run.
Very large ships like Carriers are not extended, use big [wiki]Laser Cannons[/wiki] instead.

Details: [wiki]Multiple Lasers[/wiki]

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Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 10:47 pm
by Fritz
Norby wrote:
Old cheap traders like Python are unchanged also, not a battleship.
You haven't seen my Python! :twisted:

I actually thought about fitting additional lasers to the Python's "wing tips", like it is done with Staer9's Iguana. This could be done more easily with version 1.83. But is this version recommended (and stable enough) for playing already, and for developing OXPs for version 1.82 and earlier?

Btw, this should become a core feature of the Krait!

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 11:20 pm
by Norby
Fritz wrote:
You haven't seen my Python!
Without the dataKey of your ship I have no chance to modify it. ;) You can make new ship variants with extra gun subentities independently from this addon, here I just aim to improve core ships and some known OXP ships.

If you think that an existing OXP ship what I missed could have more lasers by default then we can discuss about it.
Fritz wrote:
is [1.83] recommended (and stable enough) for playing already, and for developing OXPs for version 1.82 and earlier?
Pretty stable in my tests but play at your own risk only, so save often and into many files. Should work for 1.82 but you must handle when you use a function added in 1.83.
Fritz wrote:
this should become a core feature of the Krait!
Will not imho. Any core suggestion can gather opponent people easily so our core developers are very cautious and in most cases recommends to stay at OXP level.

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 11:25 pm
by Cody
What... no side lasers for NPC ships, Norby? Go on, I dare you!

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 11:45 pm
by Norby
Cody wrote:
no side lasers for NPC ships, Norby?
When I read this I thought in order:
1. are you joking?
2. if not then side lasers are not part of this addon, at least I can not see an old-style battleship so far which looks good with multiple side lasers through the whole lenght of the hull. Hm, maybe [wiki]Serpent Class Cruiser[/wiki]?
3. you are just joking. ;)

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 11:49 pm
by Cody
<chortles> I think I recall cim saying that the broadside AI didn't work too well, so it was nixed.

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Sun Jan 17, 2016 11:58 pm
by Fritz
Multiple lasers were part of the original Elite, so it wouldn't be wrong even in "strict mode". But I don't remember if this was only for the player, or for NPC ships too.
Pretty stable in my tests but play at your own risk only, so save often and into many files.
That's what I do anyhow! I save at every station/rock hermit, and I create a new file every time (more than 1000 meanwhile!).

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 12:03 am
by Norby
Cody wrote:
the broadside AI didn't work too well
The [EliteWiki] wiki say that any accuracy below 5 suffer a penalty with side lasers, moreover an accuracy over 5 must be set by hand. So for a line of side cannons like in a sailing warboat I should setup a sharpshooter, but (@cim:) still will remain some (or even serious) inaccuracy?

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 12:16 am
by Cody
Against a fast-moving target, I'd wager most players would struggle for accuracy with their side lasers too.

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 12:25 am
by Fritz
I struggle against asteroids... :roll:

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 8:02 am
by Norby
Fritz wrote:
I struggle against asteroids... :roll:
Mining need less shot also:
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Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 11:24 am
by Fritz
I don't usually do mining. I do have a mining laser on the left side, but I only use it rarely (otherwise I would have more practise in aiming!). Mining isn't really a challenge, even when a splinter stealing mining transporter is around, and it is a very slow way to make money, especially if you own 1.5 millions already...

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 2:39 pm
by CWolf
Norby wrote:
Fritz wrote:
I struggle against asteroids... :roll:
Mining need less shot also:<removedbigpic>
What is that at the bottom of your screen, under the scanner?

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 2:58 pm
by Norby
CWolf wrote:
What is that at the bottom of your screen, under the scanner?
I think you mean the Cargo bar and other features on my Large HUD in [wiki]HUDSelector[/wiki] which need [wiki]CombatMFD[/wiki] also.

Re: [Release] Multiple Lasers v1.0 (for Oolite v1.83)

Posted: Mon Jan 18, 2016 3:11 pm
by CWolf
Norby wrote:
CWolf wrote:
What is that at the bottom of your screen, under the scanner?
I think you mean the Cargo bar and other features on my Large HUD in [wiki]HUDSelector[/wiki] which need [wiki]CombatMFD[/wiki] also.
No... the nose!