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Full Stop Key

Posted: Sun Jan 25, 2009 4:42 pm
by Greyman
Good evening everyone,

I do have a small suggestion which might be a good addition to the game. I propose adding a key binding to bring the ship to a quick stop. This might come in handy in some dog fight situations and even during docking sequence if another ship suddenly crosses your flight path.

As I'm not familiar with scripting Oolite I really don't know if this might be added through a OXP (maybe something like a retro thruster) or if it has to be put into the main code. Also I couldn't find a thread wih a similar suggestion so far.

Any opinions on this topic?


Greyman

Posted: Sun Jan 25, 2009 4:47 pm
by Thargoid
OXPs can't define new keys. But other than that it's simple (player.ship.speed = 0).

Posted: Sun Jan 25, 2009 6:11 pm
by Frame
Thargoid wrote:
OXPs can't define new keys. But other than that it's simple (player.ship.speed = 0).
did

Code: Select all

player.ship.speed
become read/write lately gotta test that

Edit: answer no

Code: Select all

> player.ship.speed = 0
Warning (strict mode): player.ship.speed is read-only
    Active script: "oolite-debug-console" 1.72
    oolite-debug-console.js, line 218:
    	if (result === null)  result = "null";

Posted: Sun Jan 25, 2009 6:14 pm
by Thargoid
Hmm, I thought I'd used it and it worked. Perhaps I'm mixing it up with something else.

Ah well, the log file has the final say I guess ;)

Posted: Sun Jan 25, 2009 8:56 pm
by Eric Walch
Thargoid wrote:
Hmm, I thought I'd used it and it worked. Perhaps I'm mixing it up with something else. ;)
You probably used: desiredSpeed. This is the speed the ship aims at and it will accelerate/decellerate to this speed according to the thrust settings and some other settings that might overrule this. It works never immediately but just like the AI command setSpeedTo:
And when set higher that maxSpeed it will use fuelInjection to achieve this speed (If fuel and the injectors are present).

Posted: Mon Jan 26, 2009 7:32 am
by Commander McLane
Apart from the problems in scripting it, I have to say that I don't agree with the suggestion in the first place. Why should the player get a quick stop option for his ship, and NPCs shouldn't?

And generally I think it makes sense that it takes some time to accelerate a ship, and some time to decelerate it. And by the way, how fast a ship accelerates and decelerates is defined by the thrust-key in shipdata. Ship designers are free to use this to create a ship that accelerates from naught to sixty in less than a second! :wink: And deceletation would be equally quick.

An alternative way of bringing your ship's speed to naught in an instant would be hitting the Coriolis of your choice (works like a concrete wall for your car) :twisted: .

Posted: Mon Jan 26, 2009 8:35 am
by Thargoid
You can already do naught to sixty in under a second if you've got the fuel injectors fitted. Just jab "I" for a half-second.

For me it wouldn't be so game-unbalancing I think. Or alternatively the fuel injectors should be changed to only become available when you're already running at max normal speed perhaps?

Posted: Mon Jan 26, 2009 10:47 am
by Commander McLane
Fuel Injectors don't help you at all for stopping your ship.

And the suggestion was only about a quick stop.

Posted: Mon Jan 26, 2009 11:01 am
by Thargoid
I know. You mentioned acceleration though ;)

Posted: Mon Jan 26, 2009 11:06 am
by Commander McLane
Just because of the car-analogy. In car tests we usually get the 0-60 times. Less often the sixty-to-naught values. :wink:

And in Oolite (fuel injectors aside) both are governed by the same thrust-key.