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Heat shielding values

Posted: Sun Jun 19, 2016 10:28 pm
by phkb
The base level of heat shielding is 1.0. Adding the heat shielding equipment increases the value to 2.0. I had thought that 2.0 was the standard maximum value for heat shielding, but then I found this in the core Javascript populator:

Code: Select all

this._addCourier = function(pos)
{
	if (this._roleExists("trader-courier"))
	{
		var t = this._addShips("trader-courier",1,pos,0);
	}
	else
	{
		log(this.name,"Tried to add trader-courier but no ships of that role found - using default 'trader'");
		var t = this._addShips("trader",1,pos,0);
	}
	t[0].bounty = 0;
	t[0].heatInsulation = 6;
	if (t.escortGroup)
	{
		var gs = t.escortGroup.ships;
		for (var i=gs.length=1; i>=0; i++)
		{
			gs[i].heatInsulation = 6;
			gs[i].bounty = 0;
		}
	}
	this._setEscortWeapons(t[0]);
	return t;
}
Couriers get a default heat shielding of 6.0! I think this is a case of NPC's getting a better deal than the player!

Then I was looking at the definition for the GalTech Escort fighter player variant and found this:

Code: Select all

		heat_insulation = "10.0";
The standard heat shielding is 10?!

So my question is: What is the effective value range for heat shielding? I'm thinking about this in terms of Ship Configuration in two ways: firstly the types of heat shielding I make available for purchase, and secondly, making sure ShipConfig doesn't override an existing value (like the 10 for a GalTech Escort). If I provided the equipment to set the player's heat shielding value to 10, is that a ridiculous setting?

Re: Heat shielding values

Posted: Sun Jun 19, 2016 11:02 pm
by Smivs

Code: Select all

"heat_insulation" = "50.0";
will allow any NPC or entity to remain in close solar orbit indefinitely. I haven't tried a player ship with this though.

Re: Heat shielding values

Posted: Mon Jun 20, 2016 2:35 am
by phkb
Thanks smivs! Based on that I think it might be valuable to offer the player the option of having a heat insulation value of 10, to take the stress out of fuel skimming.

Re: Heat shielding values

Posted: Mon Jun 20, 2016 1:11 pm
by Anonymissimus
phkb wrote:
to take the stress out of fuel skimming.
Even with white stars (supposedly hot) I think I've most of the time been able to leave the star without jumping and without using injectors during the skimming process at any time. You need a fast ship, don't daddle around and hit jump drive immediately once available. The sun's mass lock border is the important point, rather than the temperature.
The cabin temperature first turns red, then flashes and then a "system shutdown" takes place (shields down) before the fiery death. If hitting jump drive or witchdrive when it's not flashing yet you're safe. If you have to do things like searching for a satellite to scoop that can be dangerous though.

Re: Heat shielding values

Posted: Mon Jun 20, 2016 3:54 pm
by Smivs
I've skimmed in a sluggish old Python with no shielding, so it's not that hard!