Oolite Bulletins

For information and discussion about Oolite.
It is currently Wed Nov 14, 2018 6:10 pm

All times are UTC




Post new topic  Reply to topic  [ 10 posts ] 
Author Message
 Post subject: Time
PostPosted: Wed Nov 07, 2018 6:56 pm 
Offline
Dangerous
Dangerous
User avatar

Joined: Tue Apr 11, 2006 12:05 pm
Posts: 80
Location: Planet Pittsburgh - Steel System
Greetings....
Just an observation and somehow some advice and/or solution.

I have always wondered why when one visits a Coriolis Station to sell and buy goods that the Ooniverse clock stays so docile. In my mind it would be much more "realistic" if offloading/selling 50 tons of stuff would take some time, and indeed, the buying/loading of 50 tons of stuff would also take some time.
As it stands, one can visit a station, sell off 50 tons of computers and pick up 50 tons of furs and be in and out in minutes. Even allowing for looking at and kicking the thrusters of assorted space craft.

My point, is there an automatic way, or an OXP, to adjust the Ooniverse Clock to reflect a time in port.

I am thinking:
1 ton unload/load time = 30 minutes
10 ton unload/load time = 3 Hours - getting more efficient as more is loaded

etc......


Thanks....feel free to blast me with Mil Lasers if I deserve.

Regards

Hemlock

_________________
Commander Hemlock


Top
   
 Post subject: Re: Time
PostPosted: Wed Nov 07, 2018 7:45 pm 
Offline
Jedi Spam Assassin
Jedi Spam Assassin
User avatar

Joined: Thu Jul 12, 2007 10:54 pm
Posts: 6131
Location: Carter's Snort
A good idea - and open to all sorts of expansion. Different types of ship could have better or worse loading time modifiers: for example, the Python could have a particularly efficient cargo-hold layout, and load cargo much faster than (say) a Boa. Players could purchase upgrades such as rotating cargo racks, which speed loading and unloading. A more expensive upgrade (e.g. an internal crane) could give a bigger speed boost, at the cost of a small amount of cargo space.

Loading and unloading speeds could vary according to planetary tech level, too: low TLs could be slower, mostly done by hand, whereas high TL stations would have gravity sleds and cargo carousels.

It would be good if loading time was signalled to the player, as well as just advancing the clock. A "clunk" sound effect could signal a ship being loaded or unloaded. One clunk would be a very fast load; five clunks would be the slowest. It wouldn't slow the game to any practical degree but it would definitely make an immediately noticeable difference a player would see when visiting a low-tech system, or changing to a different type of ship.

_________________
Oofiction: Calliope: a Captain Hesperus adventure | Stranglehold: a Captain Hesperus adventure | Local Midnight in the Vacuum Bar | A Farewell to Arms, Legs, etc.: the Blaze O'Glory Story


Top
   
 Post subject: Re: Time
PostPosted: Wed Nov 07, 2018 8:16 pm 
Offline
Deadly
Deadly

Joined: Mon May 25, 2015 5:23 pm
Posts: 142
Location: Russia
I want little time for repair, upgrade an equipment in the Behemoth and Navy Station. The player pay more credits and should be little time.
If the torpedo will be installed one day during the battle in the war zone, then this battle will end without me:)

Suggestion a new station feature is adjusted time for install, upgrade and repair the ship equipments.


Top
   
 Post subject: Re: Time
PostPosted: Wed Nov 07, 2018 8:31 pm 
Offline
Jedi Spam Assassin
Jedi Spam Assassin
User avatar

Joined: Thu Jul 12, 2007 10:54 pm
Posts: 6131
Location: Carter's Snort
Yes, a nice idea … players could pay/bribe the station for faster loading!

_________________
Oofiction: Calliope: a Captain Hesperus adventure | Stranglehold: a Captain Hesperus adventure | Local Midnight in the Vacuum Bar | A Farewell to Arms, Legs, etc.: the Blaze O'Glory Story


Top
   
 Post subject: Re: Time
PostPosted: Wed Nov 07, 2018 9:37 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2208
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Here's a sample (untested!) script you can play with that adds time whenever cargo is bought and sold, factored so that efficiency improved with more cargo bought/sold:
Code:
"use strict";
this.name = "Cargo_Handling_Time";

this.playerBoughtCargo = this.playerSoldCargo = function (commodity, units, price) {
	// only add time for t commodities
	if (system.mainStation.market[commodity].quantity_unit === "0") {
		clock.addSeconds((units * 1800) * ((units * 0.6) / units));
	}
}
To use this, create a folder in your AddOns folder called "Cargo_Handling.oxp", create a subfolder in this called "Config", and save the script in that folder with the name "script.js".

[Edited to fix bug in sample script]

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Last edited by phkb on Thu Nov 08, 2018 10:11 pm, edited 1 time in total.

Top
   
 Post subject: Re: Time
PostPosted: Thu Nov 08, 2018 1:33 pm 
Offline
Dangerous
Dangerous
User avatar

Joined: Tue Apr 11, 2006 12:05 pm
Posts: 80
Location: Planet Pittsburgh - Steel System
Thanks phkb....

It didn't seem to work though....did as you instructed...used Notepad++

Save file to large to append.....

H

_________________
Commander Hemlock


Top
   
 Post subject: Re: Time
PostPosted: Thu Nov 08, 2018 10:07 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2208
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Sorry, there was a missing bracket. The save further confusion, though, I've put together a small OXP with the working code: Cargo_Handling.oxp.zip. Just unzip the OXP folder into your AddOns folder and you should be good to go.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Time
PostPosted: Fri Nov 09, 2018 10:01 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2543
Location: Finland
Just a quick comment here. If someone takes this further, it should probably work so that some sort of transaction key needs to be pressed for things to actually happen. You would kind of create a list of actions and then execute it.


Top
   
 Post subject: Re: Time
PostPosted: Fri Nov 09, 2018 1:29 pm 
Offline
Dangerous
Dangerous
User avatar

Joined: Tue Apr 11, 2006 12:05 pm
Posts: 80
Location: Planet Pittsburgh - Steel System
Quote:
Sorry, there was a missing bracket. The save further confusion, though, I've put together a small OXP with the working code: Cargo_Handling.oxp.zip. Just unzip the OXP folder into your AddOns folder and you should be good to go.
Perfect! Works like a champ.....Thank you so much.

I suppose that anyone with the coding brain could if they desire add on to this to expand the ideas outlined above that would be good. Obviously not for everyone's Ooniverse.

Regards

_________________
Commander Hemlock


Top
   
 Post subject: Re: Time
PostPosted: Wed Nov 14, 2018 4:12 am 
Offline
Competent
Competent
User avatar

Joined: Thu Apr 05, 2018 5:31 am
Posts: 59
Location: Vladivostok, Russia
Seems interesting and well-reasoned addition to Ooniverse!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 10 posts ] 

All times are UTC


Who is online

Users browsing this forum: Bing [Bot] and 9 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:
Powered by phpBB® Forum Software © phpBB Limited