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[OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 9:46 pm
by Nexus-Hex
First of all, I'm not talking about the real thargoid laser.

I've been reading about having a thargoid laser in your ship. I know it doesn't work with player ships. But that's totally understandable.

Instead of trying to use an alien weapon in our puny human ships, why don't we copy it and make a working prototype?

If we do it, we'll be doing the same GalCop did with Quirium when they first discovered it on a Thargoid ship.

I think it could be done by making a ordinary laser green and then copying the parameters of the thargoid laser into it like laser damage, temperature, etc. This would be like a reverse engineered thargoid laser.

What do you think?

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 10:05 pm
by Cody
Apart from its 'omnidirectional' capability, isn't the Thargoid laser inferior to the military laser?
Making a laser green is trivial, btw - any colour you like! Mine are green, as it happens.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:09 pm
by Nexus-Hex
Cody wrote:
Apart from its 'omnidirectional' capability, isn't the Thargoid laser inferior to the military laser?
Making a laser green is trivial, btw - any colour you like! Mine are green, as it happens.
Is it inferior to the Millitary Laser?
I have seen it take down shields very fast.
Imagine if we have this technology, we would destroy the Thargoids.

(I roleplayed a bit. Sorry :wink: )

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:11 pm
by Norby
If auto-aim is not needed then it is easy, just put the followings into an equipment.plist:

Code: Select all

(
	(
		10, 10000, "Reversed Engineered Thargoid Laser",
		"EQ_WEAPON_CANNON_REV_THARGOID_LASER",
		"Captured Thargoid weapon, NOT self-aiming.",
		{
			available_to_all = true;
			condition_script = "oolite-conditions.js";
			weapon_info = {
				range = 17500;
				energy = 1.1;
				damage = 12.5; //change this to 60 to get a Laser Cannon
				recharge_rate = 1.0;
				shot_temperature = 8.0;
				color = "greenColor";
				threat_assessment = 0.5;
			};
		}
	)
)
In this form this is about 1/3 as strong as a Pulse laser (half speed and less damage), better in range only.

I can imagine it with higher damage like bundle more captured barrels into one weapon. For example 60 make it as strong as a Beam laser but put all power into one big shot as [wiki]Laser Cannons[/wiki]. I added the _CANNON_ part into the eq key due to the cannons oxp use it to detect the high punch weapons, where NPCs can decide to eject if energy is low to prevent the last lethal shot.

If the damage is raised but temp is not then it could be a good alternative of Beam laser which almost never overheat. The price could be the same (1000cr) but need higher techlevel (11), I set these above.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:37 pm
by Nexus-Hex
Norby wrote:
If auto-aim is not needed then it is easy, just put the followings into an equipment.plist:

Code: Select all

(
	(
		10, 10000, "Reversed Engineered Thargoid Laser",
		"EQ_WEAPON_CANNON_REV_THARGOID_LASER",
		"Captured Thargoid weapon, NOT self-aiming.",
		{
			available_to_all = true;
			condition_script = "oolite-conditions.js";
			weapon_info = {
				range = 17500;
				energy = 1.1;
				damage = 12.5; //change this to 60 to get a Laser Cannon
				recharge_rate = 1.0;
				shot_temperature = 8.0;
				color = "greenColor";
				threat_assessment = 0.5;
			};
		}
	)
)
In this form this is about 1/3 as strong as a Pulse laser (half speed and less damage), better in range only.

I can imagine it with higher damage like bundle more captured barrels into one weapon. For example 60 make it as strong as a Beam laser but put all power into one big shot as [wiki]Laser Cannons[/wiki]. I added the _CANNON_ part into the eq key due to the cannons oxp use it to detect the high punch weapons, where NPCs can decide to eject if energy is low to prevent the last lethal shot.

If the damage is raised but temp is not then it could be a good alternative of Beam laser which almost never overheat. The price could be the same (1000cr) but need higher techlevel (11), I set these above.
Man, you're awesome.
I'm gonna release this as an OXP.
I'll credit you.

BTW, How do you make that box and green text?
I'm quite new to the formatting of this forum.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:41 pm
by Norby
Nexus-Hex wrote:
I have seen it take down shields very fast.
Mainly because all shot will hit until you are within range.
Nexus-Hex wrote:
Imagine if we have this technology, we would destroy the Thargoids.
Then add a "Heavy Thargoid Laser" also where damage and temp are raised equally, for exapmle 4 times more (240 damage and 32 temp). It would be very powerful: destroy small ships with a single shot, even a Thargoid need 3 hits only. It could have the same techlevel but much more cost (20k?). I suggest to restrict it over 250t ship mass (for Python, Anaconda and large oxp ships only) like a Vulcan Cannon.
Nexus-Hex wrote:
How do you make that box and green text?
Highlight some of your typed text then press the "Code" button over the input area. Test the result with the "Preview" button below before submit and adjust if needed. Url and Img buttons are similar useful ones.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:43 pm
by Nexus-Hex
Norby wrote:
Nexus-Hex wrote:
I have seen it take down shields very fast.
Mainly because all shot will hit until you are within range.
Nexus-Hex wrote:
Imagine if we have this technology, we would destroy the Thargoids.
Then add a "Heavy Thargoid Laser" also where damage and temp are raised equally, for exapmle 4 times more (240 damage and 32 temp). It would be very powerful: destroy small ships with a single shot, even a Thargoid need 3 hits only. It could have the same techlevel but much more cost (20k?). I suggest to restrict it over 250t ship mass (for Python, Anaconda and large oxp ships only) like a Vulcan Cannon.
Nexus-Hex wrote:
How do you make that box and green text?
Highlight some of your typed text then press the "Code" button over the input area. Test the result with the "Preview" button below before submit and adjust if needed. Url and Img buttons are similar useful ones.
I think I can release it as an OXP.
I'll credit you.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Mon Jan 02, 2017 11:53 pm
by Cody
The 'icode' button is also handy for short, in-line code - planetinfo.plist for example.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 12:10 am
by Norby
Another line (after color):

Code: Select all

            is_mining_laser = 1;
All laser cannons break asteroids also, they should due to the damage of a Mining laser is 50.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 2:18 pm
by Nexus-Hex
Little question:
The Default Thargoid Laser is:
• A pulse laser?
• A laser beam?

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 2:20 pm
by Nexus-Hex
By the way, I need someone who can make my idea come true.
I have even a story for the RETL.
But I need a coder.
I don't know how to code or anything.
Please.

I just know how to edit some values in OXPs and that's all.
I don't know how to script.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 2:32 pm
by Smivs
Nexus-Hex wrote:
I don't know how to script.
Most of the OXP authors here (myself included) learnt their scripting making OXPs. This would be a good place to start for you, as it is relatively straight forward. Find an OXP that does something similar to what you want and pick it apart, try to get a beginning of understanding, then start trying a few things.
I don't expect anybody has the time to take on a project for somebody else, but you will get plenty of help and advice, so have a go and ask when you need to. You will probably pick things up quite quickly, and ultimately doing it yourself will always be much more satisfying.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 2:38 pm
by tsoj
Is there any JavaScript property for ships that has the heading for a lasermount like the FORWARD_WEAPON or a method that changes it?

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 3:04 pm
by Smivs
Check out the Oolite javascript pages on the wiki. There is a lot there and to start with it can seem a bit daunting and confusing, but it is a goldmine of information.

Re: [OXP Request] Reversed Engineered Thargoid Laser

Posted: Tue Jan 03, 2017 3:16 pm
by Nexus-Hex
Smivs wrote:
Check out the Oolite javascript pages on the wiki. There is a lot there and to start with it can seem a bit daunting and confusing, but it is a goldmine of information.
OK. I'll try.
By the way, how can I make that when you buy the equipment pops up a screen containing something written?