Oolite Bulletins

For information and discussion about Oolite.
It is currently Sat Dec 16, 2017 2:43 pm

All times are UTC




Post new topic  Reply to topic  [ 248 posts ]  Go to page Previous 110 11 12 13 1417 Next
Author Message
 Post subject: Re: Liners OXP
PostPosted: Mon Mar 12, 2012 1:19 pm 
Offline
Intergalactic Spam Assassin
Intergalactic Spam Assassin
User avatar

Joined: Thu Dec 14, 2006 9:08 am
Posts: 9520
Location: a Hacker Outpost in a moderately remote area
One last remark about the Aurora: it should probably have frangible = no like the other liners. As it is now, you can shoot an engine away and still see the exhaust afterwards. That looks a little odd.

_________________
The Story — The Career — The OXPs


Top
   
 Post subject: Re: Liners OXP
PostPosted: Mon Mar 12, 2012 8:41 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Feb 21, 2007 11:52 pm
Posts: 3025
Location: On a famous planet
Thank you Commander Mc Lane for taking the time and patience to fix all this. Also Thanks to Smivs for support. :)

I'm very interested in the changes you made. Send them to Smivs for the next update. The Aurora was my first ship and at the time little did I know about things like centering. I believe I did better with the Tigershark. But we still found that this liner could/should be in the OXP.

So yes I'm interested and I want to say a big thank you!
And Commander Mc Lane should definitely be in the credit list of this oxp too.

One thing I wish (But I've read elsewhere that it is virtually impossible) is that you could land on a liner and then it would present you with the message that the liner is about to jump to system... so that you could get the choice to hitch a ride.

_________________
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
http://aegidian.org/bb/viewtopic.php?f=4&t=13709


Top
   
 Post subject: Re: Liners OXP
PostPosted: Mon Mar 12, 2012 9:37 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Tue Sep 22, 2009 11:07 am
Posts: 2988
Location: Enfield, Middlesex
Quote:
One thing I wish (But I've read elsewhere that it is virtually impossible) is that you could land on a liner and then it would present you with the message that the liner is about to jump to system... so that you could get the choice to hitch a ride.
With the initial release of the OXP, I was flying near a Liner near a witchpoint, when it suddenly (and with no warning) jumped, and I got pulled into its wormhole. When I emerged I flew away and it jumped again. This time, I managed to stay clear.

The wormholes left by these liners are huge, and long lasting. See the screenshot below, check out the time until collapse!

Image
Oolite Liner Wormhole by JazHaz, on Flickr

I had a bit of fun shooting through the wormhole at a constore, and have the defenders come out and make a beeline for me, only to get caught by the wormhole!

_________________
JazHaz

Quote:
Quote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!


Top
   
 Post subject: Re: Liners OXP
PostPosted: Tue Mar 13, 2012 2:32 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Feb 21, 2007 11:52 pm
Posts: 3025
Location: On a famous planet
Yep thats the fun! The wormholes almost fill the entire scanner range :)
It happened to me too. :).

Makes me think about a sort of Black hole.oxp where you have to escape random appearing wormholes that eat everything. Ships are sucked in and appear on the other side in instellar space. Could it be a new Thargoid weapon?

_________________
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
http://aegidian.org/bb/viewtopic.php?f=4&t=13709


Top
   
 Post subject: Re: Liners OXP
PostPosted: Tue Mar 13, 2012 2:58 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Fri Nov 26, 2010 9:08 pm
Posts: 1044
Location: Help! I'm stranded down here on Earth!
Quote:
Makes me think about a sort of Black hole.oxp where you have to escape random appearing wormholes that eat everything. Ships are sucked in and appear on the other side in interstellar space.
... and when you next dock there is a call for pilots with experience of the phenomenon - i.e. who have been through it and survived - to go to [some planet] to give evidence ...

... where you get given the job of going to [another planet] for a conference where you personally are told to go to [third planet] to meet someone ...

... where you can volunteer to take a specially modified Q-Bomb back to [original planet] ...

... where you are to set it off to destroy the anomaly causing the black holes. Sadly, when you get to [original planet], you find the Thargoid war fleet that created the 'anomaly' and discover the truth that it is a Thargoid weapon, and, having detonated the modified Q-Bomb you return to [third planet] to report it, where you are told your counter-Thargoid-special-weapon activities have only just begun...

_________________
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company :D
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.


Top
   
 Post subject: Re: Liners OXP
PostPosted: Tue Mar 13, 2012 8:23 pm 
Offline
Retired Assassin
Retired Assassin
User avatar

Joined: Tue Feb 09, 2010 11:31 am
Posts: 8311
Location: Disunited Kingdom
Progress Report
Commander McLane has kindly sent all the Aurora updates to me, so I will try to incorporate them and issue a re-release shortly.

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


Top
   
 Post subject: Re: Liners OXP
PostPosted: Tue Mar 13, 2012 8:47 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Feb 21, 2007 11:52 pm
Posts: 3025
Location: On a famous planet
That's perfect! a big thanks to Commander Mc Lane!

_________________
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
http://aegidian.org/bb/viewtopic.php?f=4&t=13709


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 10:27 am 
Offline
Intergalactic Spam Assassin
Intergalactic Spam Assassin
User avatar

Joined: Thu Dec 14, 2006 9:08 am
Posts: 9520
Location: a Hacker Outpost in a moderately remote area
The liners spawning script produces odd results. I'm getting a liner in roughly every second system. Also, I just met one in an Anarchy. Wouldn't the touristic routes be more confined to safer systems?

The script itself doesn't contain a political condition, only productivity and planet radius. And both are rather broad. With two small random values you get a liner everywhere, independent of what they compare to.

_________________
The Story — The Career — The OXPs


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 10:48 am 
Offline
Wiki Wizard
Wiki Wizard
User avatar

Joined: Wed Mar 10, 2010 12:30 pm
Posts: 1857
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)
Quote:
Also, I just met one in an Anarchy. Wouldn't the touristic routes be more confined to safer systems?
Unless a fire in your machine room leaves you unable to maneuver and you get into pirate waters :D


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 11:06 am 
Offline
Retired Assassin
Retired Assassin
User avatar

Joined: Tue Feb 09, 2010 11:31 am
Posts: 8311
Location: Disunited Kingdom
Quote:
I just met one in an Anarchy. Wouldn't the touristic routes be more confined to safer systems?
The P&Oo Cruises Saga Class liners, which specialise in retirement cruises for the elderly are limited to safer systems. The others, however, can be found more widely as the patrons might like a bit of excitement on their holidays. :)

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 11:15 am 
Offline
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
User avatar

Joined: Sat Jun 16, 2007 3:48 pm
Posts: 5536
Location: Netherlands
Quote:
The script itself doesn't contain a political condition, only productivity and planet radius. And both are rather broad. With two small random values you get a liner everywhere, independent of what they compare to.
It is a copy of the conditions of the big_ship populator. The only difference is that the big_ship populator has a (fast decreasing) chance of adding a second and third ship.

The conditions do contain government, only not explicit. productivity is defined as:
Code:
productivity = ((economy ^ 7) + 3) * (government + 4) * population * 8;
And even population in above formula increases with government:
Code:
population = (techlevel * 4) + government + economy + 1;
resulting in:
Code:
productivity = ((economy ^ 7) + 3) * (government + 4) * ((techlevel * 4) + government + economy + 1) * 8
And here, even techlevel increases with govenment :)

For the big ship populator the ship addition was mainly triggered by expected trading and than is productivity the main key for addition. At first I also added government as criterium, but checking it separately seemed pointless as it already was part of the productivity.

I agree that for a pure liner population script, testing productivity makes no sense and it should use other criteria of its own.

_________________
UPS-Courier & DeepSpacePirates & others at the box and some older versions


Last edited by Eric Walch on Fri Mar 16, 2012 11:23 am, edited 1 time in total.

Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 11:21 am 
Offline
Intergalactic Spam Assassin
Intergalactic Spam Assassin
User avatar

Joined: Thu Dec 14, 2006 9:08 am
Posts: 9520
Location: a Hacker Outpost in a moderately remote area
Quote:
Quote:
I just met one in an Anarchy. Wouldn't the touristic routes be more confined to safer systems?
The P&Oo Cruises Saga Class liners, which specialise in retirement cruises for the elderly are limited to safer systems. The others, however, can be found more widely as the patrons might like a bit of excitement on their holidays. :)
Indeed. I'll keep that in mind when I choose a company to book a cruise from. :wink:

I have another issue, however. The blurb in the OXP talks about finding liners either in the main space lane or orbiting the planet. It would be cool if the latter would actually occur. Currently it doesn't.

I think it shouldn't be too difficult. Having an AI that keeps the ship in a certain distance from the planet (say 2.5 times the planet radius) should suffice. Could be called liners_orbitPlanetAI.plist.

_________________
The Story — The Career — The OXPs


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 11:54 am 
Offline
Retired Assassin
Retired Assassin
User avatar

Joined: Tue Feb 09, 2010 11:31 am
Posts: 8311
Location: Disunited Kingdom
Quote:
The blurb in the OXP talks about finding liners ... orbiting the planet. It would be cool if the latter would actually occur. Currently it doesn't.
It sort of does. You will find them from time to time adjacent to the main station, loading and off-loading passengers and supplies. As the station is in orbit, so are any liners 'parked' near it.
Having said that, I like the idea of an orbitAI and this may be a feature we can add to a future version.

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 12:36 pm 
Offline
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
User avatar

Joined: Sat Jun 16, 2007 3:48 pm
Posts: 5536
Location: Netherlands
Quote:
[Having said that, I like the idea of an orbitAI and this may be a feature we can add to a future version.
It won't work with AI alone, so you need help of JS to calculate the next point of the orbit. You could do it with something like:

In the AI
Code:
{
    GLOBAL = {ENTER = ("setStateTo: ORBIT_PLANET");
    };
    ORBIT_PLANET = {
        "COURSE_OK" = ("setSpeedFactorTo: 0.65", performFlyToRangeFromDestination);
        "WAYPOINT_SET" = ("setAITo: gotoWaypointAI.plist");
        "TARGET_FOUND" = (setTargetToFoundTarget, "setAITo: traderInterceptAI.plist", fightOrFleeHostiles);
        "INCOMING_MISSILE" = ("setAITo: traderInterceptAI.plist", "setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.5 2.0"); 
        ATTACKED = ("setAITo: traderInterceptAI.plist", fightOrFleeHostiles);
        UPDATE = ("sendScriptMessage: newOrbitPoint", "setDesiredRangeTo: 500.0",
            setDestinationFromCoordinates, checkCourseToDestination, "pauseAI: 10");
    }; 
}
In the ship script:
Code:
this.newOrbitPoint = function ()
{
    var v = this.ship.position.add(this.ship.heading.multiply(10000));
    v = v.subtract(system.mainPlanet.position).direction().multiply(2.5 * system.mainPlanet.radius);
    this.ship.savedCoordinates = system.mainPlanet.position.add(v);
}
The script calculates than every AI update a new point 10000 meters in front of the ship on the orbit.

_________________
UPS-Courier & DeepSpacePirates & others at the box and some older versions


Last edited by Eric Walch on Fri Mar 16, 2012 4:35 pm, edited 2 times in total.

Top
   
 Post subject: Re: Liners OXP
PostPosted: Fri Mar 16, 2012 2:08 pm 
Offline
Intergalactic Spam Assassin
Intergalactic Spam Assassin
User avatar

Joined: Thu Dec 14, 2006 9:08 am
Posts: 9520
Location: a Hacker Outpost in a moderately remote area
@ Eric: I think this isn't necessary. The reason for me thinking that is that we already had neatly orbiting ships in the game.

Back in the days when exitingTraderAI only went to a desired range of 10000 from the station, traders launched by (among others) Superhubs never could jump, because they were still masslocked. Thus they were stuck in the AI state where they flew to a desired range of 10000 from the station. This lead automagically to orbiting the station in an almost perfect circular orbit. Whenever the desired range was reached, the ship would just dive a little bit until its current destination vector was inside the 10000 m radius, and continue its journey. Rinse, repeat. The result was a circular orbit with the ship's belly always pointing to the station. I don't see any reason why this shouldn't work for orbiting a planet as well.

_________________
The Story — The Career — The OXPs


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 248 posts ]  Go to page Previous 110 11 12 13 1417 Next

All times are UTC


Who is online

Users browsing this forum: Yahoo [Bot] and 17 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited