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Interstellar Jerry Can
Posted: Thu Apr 19, 2007 8:00 am
by Blunderbuss
I keep getting pulled out of witchspace in the middle of nowhere by those damn thargoids...
With not enough fuel to get anywhere I am forced to kill as many of them as possible before being destroyed and starting again at the last save point...
Would it not be a good idea to create something like an "Interstellar Jerry Can" for those hard times when you run out of fuel on the side of the witchspace motorway!?!?!?!?
Posted: Thu Apr 19, 2007 9:02 am
by Dr. Nil
I think that something like that is already available:
https://bb.oolite.space/posting.php?mode ... 005cf2a83c
Posted: Thu Apr 19, 2007 9:26 am
by Uncle Reno
I think you pasted the wrong link there Doc.
https://bb.oolite.space/viewtopic.php?t= ... k&start=15 - the link is in the fourth post down, I don't know if this is the one Dr Nil intended.
Posted: Thu Apr 19, 2007 10:29 am
by Ramirez
I've put an entry up on the Wiki for this:
http://wiki.alioth.net/index.php/Fuel_Tank
Taken to extremes it could be viewed as a bit of a cheat, though at 70c per tank it's not exactly cheap.
Posted: Thu Apr 19, 2007 10:33 am
by Killer Instinct
Wonderful - just wonderful. An end to the endless nightmare of whichspace nothingless. Even with the Bethemoth OXP installed I've been caught too many times.....lost in space with no fuel to get anywhere....
Posted: Thu Apr 19, 2007 12:17 pm
by Uncle Reno
Strange, I've only been intercepted by Thargoids 2 or 3 times in all the time I've been playing Oolite. I'm assuming that it happens more often for other people then.
Posted: Thu Apr 19, 2007 12:31 pm
by Wiggy
I always maintain that Original BBC Elite put you halfway across your journey, and took half your fuel, so theoretically, you should still be able to witchspace out after a malfunction.
(I've got it on an emulator somewhere, I must check.)
I have mixed feelings about the jerry can. The fuel limit is a fundamental part of the game -- but then, I must admit that I top up at behemoths and Hermits, so I can afterburn around the system.
If you're getting a lot of malfunctions, it's usually an indication you need to have some repairs done. You can of course force a malfunction by pitching up when the hyperspace countdown gets to zero.
Posted: Thu Apr 19, 2007 12:48 pm
by TGHC
Wiggy wrote:I have mixed feelings about the jerry can. The fuel limit is a fundamental part of the game -- but then, I must admit that I top up at behemoths and Hermits, so I can afterburn around the system.
You can also head for the sun and do some fuel scooping too, pretty essential with some missions, and if you are hypering 6.8ly to an anarchy system with a fancy cargo!
@ Blunderbuss, your Thargoid encounters may be if you're doing the Thargoid plans mission without realising it, alternatively if you find yourself in "interstellar space" with a bunch of Thargoids unintentionally, it could be that you are inadvertantly holding the up or down key during hyperspace, and forcing a Witchjump.
Posted: Thu Apr 19, 2007 2:47 pm
by Dr. Nil
Uncle Reno wrote:I think you pasted the wrong link there Doc.
Yeah that was a rather useless link (was supposed to point to the wiki)
Posted: Fri Apr 20, 2007 3:02 pm
by Arexack_Heretic
[shameless plug]
Don't forget to install the wonderfull wrex_cargo_teaser which includes the standard fuelcannister as scoopable cargo and alot of cool cargopods to boot.
[/shameless plug]
Didn't get intercepted often back then... and when it did happen, I usually had fuel left.
However the two times I got stuck are burnt into my cortex as if with a INGRAMM laser array.
At least for the C64 version... the point of intercept was variable, not always halfway.
It may even have taken you X LY in a random direction, with X the intended jump range.
...IIRC it cost 100% of the intended-jump-fuel-use and put you at a random range somewhere in the neighbourhood of the target-system.
Not completely sure though...get out that emulator!
...May not apply to induced mis-jumps...not sure whether the original or even OOlite has
unforced mis-jumps.
Posted: Fri Apr 20, 2007 7:42 pm
by TGHC
I removed wrex_cargo_teaser because when you scooped a fuel cannister it created a fuel leak and drained your Quirium tanks. Other than that, the cargo cannisters were superb.
Posted: Fri Apr 20, 2007 8:51 pm
by Arexack_Heretic
The fuel leak only occured one in twenty or so,
...and you were warned by the red flashers I think...
Posted: Fri Apr 20, 2007 9:33 pm
by TGHC
Hmmm......... I had 100% leakers, and yes they all flashed.
Posted: Fri Apr 20, 2007 9:54 pm
by Arexack_Heretic
...that mush have been annoying.
You may have DL-ed a buggy version, I have since revised it several times.
Posted: Sat Apr 21, 2007 6:09 am
by Commander McLane
In my version of Cargo-wrecks-teaser the "good" fuelpod appears five times as often:
Code: Select all
<key>roles</key>
<string>fuelpod debris_small cargopod(0.05)</string>
as the "bad" one:
Code: Select all
<key>roles</key>
<string>fuelpod debris_small cargopod(0.01)</string>
The significant difference between them however is: The "good" fuelpod has
green flashers, the "bad" fuelpod
red flashers.