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dev question, equipment.plist-wise & credits-wise
Posted: Fri Jun 19, 2009 3:40 pm
by Lestradae
1) If I take out EQ_NAVAL_ENERGY_UNIT from the shipyard plist for a given player ship, so as not to have it appear as additional equipment with this ship, will it still be possible to buy one if it is offered?
2) If I put oxp equipment into the optional equipment section of a ships shipyard plist listing, like for example EQ_CHAIN_LAUNCHER, will it sometimes be offered with that equipment added in additionally and its price added to the complete ship pricetag?
3) The cap for money in Oolite 1.72.2 was in the region of 210 million Cr. I found that out by trial and error. Getting beyond that sum persistent overrun errors happened. It seems to me that this cap has changed (gone higher up or the overrun bug squashed) under the "1.73" trunk. Is that observation of mine correct and if yes, where is the cap beyond which credits will no longer be depocted & work correctly?
Thanks in advance for info
L
Posted: Fri Jun 19, 2009 4:02 pm
by Nemoricus
From what I know:
1. If it's not in their shipyard.plist entry, the player won't see that piece of equipment if they're flying that ship.
2. If it's in their optional equipment section, they have a chance of being equipped with it.
Also, I see two Ophidian Class Yachts at the moment. One costs 80350 and comes with ECM and the other is 80750 and is standard. I'm not sure what's up with that.
Posted: Fri Jun 19, 2009 6:09 pm
by Cmdr James
When you go to a used car lot, do you expect all the same cars to cost exactly the same, regardless of age and color and so on?
Posted: Fri Jun 19, 2009 6:20 pm
by Nemoricus
Fair enough. It just wasn't what I was expecting from Oolite.
Posted: Fri Jun 19, 2009 6:32 pm
by Cmdr James
The pricing for ships is actually quite complex, taking into account tech levels and so on.
*bump*
Posted: Sat Jun 20, 2009 5:58 pm
by Lestradae
* bump *
Might I humbly direct the attention of someone who might have answers to the content of my
as yet still completely unanswered three questions above?
Please? Anyone? No? ...
L
Posted: Sat Jun 20, 2009 6:00 pm
by Nemoricus
Lestradae: I addressed the first two questions in my first post in this topic. I don't know about the third one.
Re: *bump*
Posted: Sat Jun 20, 2009 6:17 pm
by Cmdr James
Lestradae wrote:* bump *
Might I humbly direct the attention of someone who might have answers to the content of my
as yet still completely unanswered three questions above?
Please? Anyone? No? ...
L
As far as I can see its a uint64_t which allows really big numbers. Should be big enough that you dont need to worry, unless you are doing something silly with superhuge rewards.
It is possible that there could be some code that doesnt handle really big numbers though.
Posted: Sun Jun 21, 2009 11:26 am
by LittleBear
I think "optional_equipment" means the equipment that the ship is capable of having fitted to it, wheras "standard_equipment" is equipment that comes free with the ship. Eg if you included an ECM as "standard_equipment" all ships of that type with have an ECM fitted, but when shown on the screen it will just say "Standard Customer Model" rather than listing the ECM. Bit like with cars. Some models have air-conditioning as standard, so all cars of that type have it. On other cars its an optional extra.
Oolite randomly adds items from "optional_equipment" as items the ship may come with (and boosts the base price if items in optional-equipment are added when it generates the ship for sale).
So I think if you don't list an item in optional_equipment the the ship will neither appear for sale with it nor can it be bought.
Re: dev question, equipment.plist-wise & credits-wise
Posted: Sun Jun 21, 2009 1:55 pm
by JensAyton
Lestradae wrote:3) The cap for money in Oolite 1.72.2 was in the region of 210 million Cr. I found that out by trial and error. Getting beyond that sum persistent overrun errors happened. It seems to me that this cap has changed (gone higher up or the overrun bug squashed) under the "1.73" trunk. Is that observation of mine correct and if yes, where is the cap beyond which credits will no longer be depocted & work correctly?
The cap for 1.72.2 is two hundred and fourteen million, seven hundred and forty-eight thousand, three hundred and sixty-four point seven credits. I found this by knowing about base-two arithmetic. :-)
The cap for 1.73 is one quintillion, eight hundred and forty-four quadrillion, six hundred and seventy-four trillion, four hundred and seven billion, three hundred and seventy million, nine hundred and fifty-five thousand, one hundred and sixty one and a half credits (in the short scale system; in the long scale system, that’s one trillion, eight hundred and forty-four billiard, six hundred and seventy-four billion, four hundred and seven milliard, three hundred and seventy million, nine hundred and fifty-five thousand, one hundred and sixty-one and a half credits). However, you might start seeing problems as soon as you go over nine hundred and twenty-two quadrillion, three hundred and thirty-seven trillion, two hundred and three billion, six hundred and eight-five million, four hundred and seventy-seven thousand, five hundred and eighty point seven credits (or nine hundred and twenty-two billiard, three hundred and thirty-seven billion, two hundred and three milliard, six hundred and eight-five million, four hundred and seventy-seven thousand, five hundred and eighty point seven credits).
Additionally, JavaScript can’t deal precisely with values above four quadrillion, five hundred and three trillion, five hundred and ninety-nine billion, six hundred an twenty-seven million, three hundred and seventy thousand, four hundred and ninety-five credits (or four billiard, five hundred and three billion, five hundred and ninety-nine milliard, six hundred an twenty-seven million, three hundred and seventy thousand, four hundred and ninety-five credits), and will have problems with fractional values somewhat before that.
Posted: Sun Jun 21, 2009 1:59 pm
by Nemoricus
I'd say that's sufficient for most purposes.
I hope that all of your questions are answered now, Lestradae.
..
Posted: Sun Jun 21, 2009 4:03 pm
by Lestradae
Thanks, guys, for the answers, much appreciated!
Especially Ahruman, for the infotainment!
I do need the murderously high credit numbers for a scenario I am thinking about for credit multi-millionaires who might get the OSE option of buying stations and getting an income from them.
Won't need the 900 billiard credit cap actually
But it's a good thing for my plans that it's beyond the 214748364.7 credits limit that Ahruman so eloquently explained
The first two questions are sadly not yet answered, as I have obviously issues with formulating understandable questions
I want to know if the optional equipment in shipyard.plist also works problem-free
with oxp equipment!
That's not so trivial, as such equipment doesn't have to be listed in shipyard.plist to be
buyable either - if the energy bomb i.e. is not listed there, you can't buy an energy bomb for that ship at all - but if i.e. the "hyperradio" isn't listed there it can still be bought!
So my one question is, if I do not list the NEU which is pretty special equipment not on the shipyard plist of a ship, will that ship be able to buy the NEU or not? (I know that with any other core equipment it is the case that no, with oxp equipment it would be yes)
My other question is that, as ships are sometimes offered with the optional equipment in shipyard plist,
if this also works the same with oxp equipment! (Like i.e. the hyperradio)
All muddled again?
L
Posted: Sun Jun 21, 2009 4:10 pm
by Nemoricus
No, it's fairly clear.
Let's say you have a piece of equipment called X. It's internally called EQ_X.
Now, this is an OXP equipment item. You want to know if a ship that doesn't have EQ_X listed in its shipyard file can use it or not.
I believe it depends on whether EQ_X has the available_to_all tag set to true. If not, a ship has to have it specifically listed in its shipyard data in order to use it.
Confirmation, anyone?