Low end mines?

An area for discussing new ideas and additions to Oolite.

Moderators: another_commander, winston

User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

Post by Cmdr Wyvern »

Dr.-SPACE-Nil wrote:
A Lawmaker missile which targets the worst offender within range (don't use it if it's yourself ;))
A spin on this idea: It's one slow missile that splits into three or four smaller, very fast missiles, then the small warheads target seperate offenders. Make it ordinance only carried by police Vipers. 8)

BTW, the nuke is released to Oosat2. Feel free to take it apart and see how it works.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

The requirements are in a file in the topmost folder of most OXP's.

Good work commander.

If you need a torpedo model...I got mine rusting on the surplus-pile.
It is the size of a small fighter though, so might be better suited to a torpedo that is even more powerfull.

Image
Riding the Rocket!
User avatar
Dr. Nil
---- E L I T E ----
---- E L I T E ----
Posts: 985
Joined: Thu Sep 28, 2006 5:11 pm
Location: Nearest Hoopy Casino
Contact:

Post by Dr. Nil »

Cmdr Wyvern wrote:
A spin on this idea: It's one slow missile that splits into three or four smaller, very fast missiles, then the small warheads target seperate offenders. Make it ordinance only carried by police Vipers. 8)
Good idea.

@Arexack_Heretic: I like the model. I've been reading a lot of older posts on this forum and you seem to have some cool unreleased things lying about. Any chance that you'll release some of it for study? Even if it's WIP I bet that there's still a lot to be learned from reading it.
Image

300 billboards in Your Ad Here!
Astromines and more in Commies.
AVAILABLE HERE along with other Oolite eXpansion Packs.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Good idea.

I might upload it to my webspace folder...should be about the same address as the above image.

The torp may need some nice extra greebles like lines where plates join, pipes, etc.
It does have a red-light on the nose, that goes on after activation (to prevent tube-accidents). But that worked unreliably.
Although, you need to fuelinject to overtake it after launch. ;)

I have this torp installed into a frigate-type vessel.
Also a beta, that is way too maneuverable, yet is in great trouble to point it's 12 barrels of plasma lances at a foe. :(

In any case I had 50 per cruiser, but they either launch all 50 of them at the start of hostillities or keep them locked in their tubes till they are about to be blown away.

Kinda nice to see a stream of torpedoes heading for a cluster of thargoids though. :D
(Although my testscript had a 50-50 chance of the frigate being a pirate, they were meant to attack eachother for observation. Then one would be happy for them not being able to hit anything smaller than a coriolis.)
Riding the Rocket!
User avatar
Dr. Nil
---- E L I T E ----
---- E L I T E ----
Posts: 985
Joined: Thu Sep 28, 2006 5:11 pm
Location: Nearest Hoopy Casino
Contact:

Post by Dr. Nil »

Arexack_Heretic wrote:
I might upload it to my webspace folder...should be about the same address as the above image.
Please do. Reading the rest of your post makes me drool. :D
Image

300 billboards in Your Ad Here!
Astromines and more in Commies.
AVAILABLE HERE along with other Oolite eXpansion Packs.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

OK uploading some OXP directories into ..AREXACK/WIP/

The file you were looking for is called Requires.plist and contains:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>version</key>
	<string>1.65</string>
</dict>
</plist>
Or something similar.
I never bothered much with it. Just don't forget to write a readme-file with requirements instead.

ps the frigate is just a testbed type thing without a nice texture.
It's in together with carrier. and might need some files in ATT1 or V2. or some only on my working folder.
pps It seems my webspace is already full. :(
so many older folders may be empty, but recent work is there at least.
Riding the Rocket!
User avatar
LittleBear
---- E L I T E ----
---- E L I T E ----
Posts: 2866
Joined: Tue Apr 04, 2006 7:02 pm
Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.

Post by LittleBear »

Would that work for an OXP?

As an alternative, you set the Tech level to an impossible one (eg 20) for the missile, but tweak the Behomoths equivilant tech level to 20. That way you'd only be able to buy the Missile when docked with a Behemoth.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

That would require you to script a custom tech20 behemoth special for your missile-oxp. It may work.

If I myself set tech level at 99 or 20, I meant it to only available as a mission item or to NPC-battleships etc.

ps Just found my latest work on another drive. sigh.
Wait a mo, while I upload PPC_AH and such.
Riding the Rocket!
User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

Post by Cmdr Wyvern »

I tried to script the nuke so that it only appeared on the equipment screen if you had the naval energy unit. That didn't work.
Then I tried to script it so it was only sold on behemoths and gwxstations. Again, that didn't work.

Using requires.plist to try to make it require Thargon Threat and Behemoth oxps flopped, too.

Bother. So I wound up sticking a fork in it, and releasing as is. It works as designed, and like q-bombs, there's not much chance a pirate is gonna nuke ya.

Hey A-H, that torp model would work for a torp carrying a q-bomb for a warhead. The mother of tactical weapons... :lol:
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

you could write a small script for an 'underhanded' transaction...

dock at station + some additional requirements + chance factor.

Mission screen text:
Commander, would you be willing to carry this mother of a missile in the coming Thargoid offensive?
choice Y/N

Y: script SpecialCargo: MassiveTorpedoMounting, AddEquipment: RemoveMissiles, AddEquipment: EQ_OMEGAMISSILE

INFLIGHT: checkForEquipment: EQ_OMEGAMISSILE.
EquipmentFound: nothing, or 1% chance of AI-funny statement a la DarkStar.
NothingFound: remove specialcargo, AddCargo: 5 alloys.


Edit: PS webspace is : http://home.tiscali.nl/arexack/arexack/WIP/
Riding the Rocket!
User avatar
GoreLeech
Dangerous
Dangerous
Posts: 97
Joined: Mon Jan 23, 2006 1:40 am
Location: Harassing Orbital Arm 7
Contact:

Post by GoreLeech »

This is going somewhere i like :twisted: i will enjoy (if i can) making rather large carriers (like Moth's) only a HELL of a lot bigger.....think battlestar bigger :D and will equip with many fighters and have them broadside each other with nukes torpedoes and general crap flying around....also perhaps the Moth's should have small(er) intercept fighters instead of carrying way more ass kickage naval asp's, and vipers......the thargon ships never really stand a chance except for their more powered laser
Image
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

With Thargorn-threat installed this is still true, although the most casualties are from the other thargoids attacking terroriser escorts and a behemoth v2's frontal turret barrage.

I'm not sure whether multiple launchbays are supported yet in v1.65b, but try by all means. :D

My initial idea for the torpedo was as a defencecraft-roletype miniship launched from a tiny dockingbay (launchtube).
The only problem was larger ships trying to dock with the torpedo-tube. :roll:
Riding the Rocket!
User avatar
Dr. Nil
---- E L I T E ----
---- E L I T E ----
Posts: 985
Joined: Thu Sep 28, 2006 5:11 pm
Location: Nearest Hoopy Casino
Contact:

Post by Dr. Nil »

Arexack_Heretic wrote:
Image
Any chance of a variant with the warhead smoothed?
Image

300 billboards in Your Ad Here!
Astromines and more in Commies.
AVAILABLE HERE along with other Oolite eXpansion Packs.
User avatar
Captain Hesperus
Grand High Clock-Tower Poobah
Grand High Clock-Tower Poobah
Posts: 2312
Joined: Tue Sep 19, 2006 1:10 pm
Location: Anywhere I can sell Trumbles.....

Post by Captain Hesperus »

Would the smoothing instruction from the Taranis OXP work?

Captain Hesperus
"Errrm. I have nothing to say right now."
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

The smoothinggroups would need to be defined...
maybe the groups can be recognised due to their #of vertices.
I suggest only smoothing the cylindrical sections with the red-stripes.

IIRC the tailfins are constructed of 3 clades that go all through the model, so there should be no gaps intruduced from smoothing.
The fins should remain as they are, otherwise they will look too organic.

ps. If you want it done, you should do it yourself. I don't have the drive to do it right now.

Anyway, one does not get too many chances to see one up-close. So I don't really see much point in it.
Same goes for missiles, the paintjob is only for display purposes:
In the fraction of a second you could distinguish a smart from a hard missile, it detonates.
Riding the Rocket!
Post Reply