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2 ideas
Posted: Thu Sep 17, 2009 7:26 pm
by pagroove
Ok, just shooting some idea's in the sky
1. A detonated missile in my ship caused my ECM to failure. Would it be possible to implement a reinforced missle bay as an upgrade to prevent such failures?
2. Another wish is to remake the energy bomb so that is is slower. Maybe with a keystroke to 'load' the bomb witch energy (which costs time) Then the weapon would still be powerful but not an instant detonation.
In that way even npc's can use it. The power overload would trigger a warning to all ships in range who then have a chance to escape. Maybe you could buy a engine shielding as protection.
Posted: Thu Sep 17, 2009 10:51 pm
by Alex
Hi pagroove,
Any time I have needed my energy bomb, it has been an extreme emergency Even with immediate detonation, there have been times when I haven't quite made it to the trigger in time.
Micro seconds late and KABOOM, ouch!
I Like the missile bay idea. That would be a good upgrade.
Just sorry I don't know how to code these sort of things myself.
Re: 2 ideas
Posted: Fri Sep 18, 2009 5:00 am
by Diziet Sma
pagroove wrote:Ok, just shooting some idea's in the sky
1. A detonated missile in my ship caused my ECM to failure. Would it be possible to implement a reinforced missle bay as an upgrade to prevent such failures?
You had a missile cook-off whilst on the pylon? Didn't know that could happen..
Posted: Fri Sep 18, 2009 7:03 am
by Killer Wolf
i've never heard of that either! if unused missiles in your ship can detonate from an EMC blast, how come they ALL don't if you've got a rack of them?
Re: 2 ideas
Posted: Fri Sep 18, 2009 7:30 am
by Eric Walch
Diziet Sma wrote:pagroove wrote:Ok, just shooting some idea's in the sky
1. A detonated missile in my ship caused my ECM to failure. Would it be possible to implement a reinforced missle bay as an upgrade to prevent such failures?
You had a missile cook-off whilst on the pylon? Didn't know that could happen..
I don't think it could until 1.73. Since 1.73 we can check for a missile presence.
Could be that such behaviour is be scriptable now: Special missile is checking if you have a certain missile on board, if yes, remove it, play an explosion sound and do serious damage to ship.
Re: 2 ideas
Posted: Fri Sep 18, 2009 8:42 am
by pagroove
Eric Walch wrote:Diziet Sma wrote:pagroove wrote:Ok, just shooting some idea's in the sky
1. A detonated missile in my ship caused my ECM to failure. Would it be possible to implement a reinforced missle bay as an upgrade to prevent such failures?
You had a missile cook-off whilst on the pylon? Didn't know that could happen..
I don't think it could until 1.73. Since 1.73 we can check for a missile presence.
Could be that such behaviour is be scriptable now: Special missile is checking if you have a certain missile on board, if yes, remove it, play an explosion sound and do serious damage to ship.
Well it didn't play a sound but I got a message and then in the equipment screen the ECM was damaged. But I got it once before in an older version of Oolite. So I assume it was also possible in earlier versions.
However a reinforced bay (at a price) can prevent such failures
Posted: Fri Sep 18, 2009 8:54 am
by Thargoid
It sounds to me like you got a normal equipment failure as a result of ship damage, and in this case it just happened to be that the cause of the damage was a missile hit, and the result of that damage was that your ECM system failed. It wouldn't I think have been anything more specific like that, or linked to anything on your ship (other than of course it being equipped with ECM).
Posted: Fri Sep 18, 2009 8:57 am
by pagroove
Thargoid wrote:It sounds to me like you got a normal equipment failure as a result of ship damage, and in this case it just happened to be that the cause of the damage was a missile hit, and the result of that damage was that your ECM system failed. It wouldn't I think have been anything more specific like that, or linked to anything on your ship (other than of course it being equipped with ECM).
I got a message saying: 'A missile detonation caused the ECM to failure'
Something literary like that.
Posted: Fri Sep 18, 2009 9:13 am
by Eric Walch
pagroove wrote:I got a message saying: 'A missile detonation caused the ECM to failure'
Something literary like that.
To be precise on that message:
Code: Select all
player.commsMessage("Warning: Missile detonation caused failure of " + EquipmentInfo.infoForKey(equipment).name, 5)
This message is part of one of missiles&bombs missiles.
You could install the missile_analyser. Than you know what type of missile is heading your way. It won't save you from the missile, but at least you know who to blame.
Posted: Fri Sep 18, 2009 9:59 am
by pagroove
Eric Walch wrote:pagroove wrote:I got a message saying: 'A missile detonation caused the ECM to failure'
Something literary like that.
To be precise on that message:
Code: Select all
player.commsMessage("Warning: Missile detonation caused failure of " + EquipmentInfo.infoForKey(equipment).name, 5)
This message is part of one of missiles&bombs missiles.
You could install the missile_analyser. Than you know what type of missile is heading your way. It won't save you from the missile, but at least you know who to blame.
I had no missile fired at me. It detonated in my bay. Also no sound was played. Otherwise I would have heard an explosion.
Posted: Fri Sep 18, 2009 11:26 pm
by CptnEcho
pagroove wrote:
I had no missile fired at me. It detonated in my bay. Also no sound was played. Otherwise I would have heard an explosion.
Good thing it didn't detonate inside your cockpit.
Posted: Sat Sep 19, 2009 1:23 am
by pagroove
CptnEcho wrote:pagroove wrote:
I had no missile fired at me. It detonated in my bay. Also no sound was played. Otherwise I would have heard an explosion.
Good thing it didn't detonate inside your cockpit.