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 Post subject: Energy Rebalance
PostPosted: Tue Apr 10, 2018 3:46 am 
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Dangerous
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Joined: Thu Apr 05, 2018 5:31 am
Posts: 68
Location: Vladivostok, Russia
Energy Rebalance
10 April 2018 - Version 0.2.1
https://drive.google.com/open?id=1jHOSy ... U1MrcRurNk

Energy Rebalance (Ship Configuration Compatible) aka Energy Rebalance SCC (modification made by phkb)
08 May 2018 - Version 0.1
https://drive.google.com/open?id=1F6i15 ... p94pQzgN5L

This OXP rebalances energy between shields and energy banks. If forward/aft shield level dropped below 25% of max capacity under fire, energy from banks is transferred directly onto shield in question, preventing damage of equipment and cargo, until energy banks are drained under 64 units.
Well, Energy Rebalance looks as extremely simplified and fully automated "light" version of Shield Cycler (author Lone_Wolf), but it is not equipment upgrade. It is redefined game mechanics.

Dependencies:

Energy Rebalance OXP requires Breakable Shield Generators & Breakable Energy Unit (author Capt Murphy).
Energy Rebalance SCC OXP requires Ship Configuration (author phkb).

Conflicts:

Energy Rebalance OXP is incompatible with Shield Equaliser+Capacitors (author CommonSense OTB) and with Shield Cycler / Shield Cycler Next (author Lone_Wolf).
It is also incompatible with Ship Configuration (author phkb). Use Energy Rebalance SCC in this case.
You must select Energy Rebalance OR Energy Rebalance SCC to install, not both versions!

Credits:

Shield Cycler / Shield Cycler Next (author Lone_Wolf) - clear formulation of problem with energy damage and working way for fixing it.
IronHide (author Thargoid) - some code tricks (not included onto final code, but very helpful in testing of some ideas).
phkb - editing Energy Rebalance to adopt for Ship Configuration.


Last edited by stranger on Tue May 08, 2018 6:24 am, edited 3 times in total.

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 Post subject: Re: Energy Rebalance
PostPosted: Tue Apr 10, 2018 6:18 am 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
It is also incompatible with Ship Configuration (author phkb).
It looks like it wouldn't be hard to add compatibility with Ship Config. I'll see if I can put a small code snippet together.

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 Post subject: Re: Energy Rebalance
PostPosted: Tue Apr 10, 2018 6:28 am 
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Dangerous
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Joined: Thu Apr 05, 2018 5:31 am
Posts: 68
Location: Vladivostok, Russia
Quote:
Quote:
It is also incompatible with Ship Configuration (author phkb).
It looks like it wouldn't be hard to add compatibility with Ship Config. I'll see if I can put a small code snippet together.
Nice! Ship Configuration seems a bit complicated for me, but it is very interesting project. I like idea of equipment bay with limited capacity.


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 Post subject: Re: Energy Rebalance
PostPosted: Tue May 08, 2018 6:34 am 
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Dangerous
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Joined: Thu Apr 05, 2018 5:31 am
Posts: 68
Location: Vladivostok, Russia
Energy Rebalance OXP is presented in two versions now:

Energy Rebalance OXP in initial variant - dependent on Breakable Equipment and incompatible with Ship Configuration.
Energy Rebalance SCC (rewritten by phkb) - compatible with Ship Configuration. Thanks, phkb, for adopted SCC variant and sorry for such long delay!


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 Post subject: Re: Energy Rebalance
PostPosted: Tue May 08, 2018 1:34 pm 
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Dangerous
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Joined: Wed Jan 18, 2017 2:01 pm
Posts: 109
sounds really cool. i wonder if someone will come up with crew variables for how well the energy rebalance behaves? not having an actual crew for some ships makes it a lot harder to handle all the crew stations, so something like your energy rebalance is very welcome.


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 Post subject: Re: Energy Rebalance
PostPosted: Tue May 08, 2018 10:43 pm 
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Dangerous
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Joined: Thu Apr 05, 2018 5:31 am
Posts: 68
Location: Vladivostok, Russia
Quote:
i wonder if someone will come up with crew variables for how well the energy rebalance behaves?
Simulating crew is interesting idea and there are some tricks to do it. There are some pros and cons affecting gameplay also. I think it deserves separate discussion.


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