Search found 1496 matches

by Redspear
Mon Apr 27, 2020 2:28 pm
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 43
Views: 17528

Re: Laser Combat Reimagined OXZ

Hi dybal, thanks for bringing this up. Default values are: WEAPON_PLASMA_CANNON = 6.0; WEAPON_PULSE_LASER = 15.0; WEAPON_BEAM_LASER = 15.0; WEAPON_MINING_LASER = 50.0; WEAPON_THARGOID_LASER = 12.5; WEAPON_MILITARY_LASER = 23.0 If I'm reading this right then that would make the NPC beam laser 5 times...
by Redspear
Sun Apr 26, 2020 9:33 pm
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 43
Views: 17528

Re: Laser Combat Reimagined OXZ

A few significant changes to the tables posted recently... https://i.postimg.cc/rscvYBmh/laser-chart2.png No range difference for ship size - mainly because if you're seeing bigger ships further away then it won't be obvious that they're bigger Greater damage difference for ship size - this gives gr...
by Redspear
Sun Apr 26, 2020 12:47 pm
Forum: Discussion
Topic: Screenshots
Replies: 5677
Views: 1072768

Re: Screenshots

OK, thanks.
by Redspear
Sun Apr 26, 2020 12:38 pm
Forum: Discussion
Topic: Screenshots
Replies: 5677
Views: 1072768

Re: Screenshots

Do we have a seperate cloud layer now (in terms of an imported texture)?

When I did the additional planets textures I had to superimpose.
by Redspear
Fri Apr 24, 2020 9:56 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208388

Re: Split: Re-scaling experiment

Apologies for the delay folks. Working on the new build is highlighting the odd tweak that I can incorporate in the more conservative version. For example, I'd factored in increase in planet size and lane length when normalising docking traffic. Up the scale to x10 however and it no longer works as ...
by Redspear
Mon Apr 20, 2020 7:14 pm
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 43
Views: 17528

Re: Laser Combat Reimagined OXZ

The easiest way to make use of this new model (in terms of making combat viable) throughout the game, would probably be to... Start the player with a beam laser . The Case Against Non canonical : the stock mk 3 came with a pulse laser in elite Anti-premise : not starting with the worst or minimum eq...
by Redspear
Mon Apr 20, 2020 10:43 am
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 43
Views: 17528

Re: Laser Combat Reimagined OXZ

With only one laser being reallocated, here's what the power distribution among ships could look like. On the left we have the current model (note how common beam lasers are) and on the right the proposed model. The boxed numbers are the power levels that a cobra 3 would have as it progresssed throu...
by Redspear
Mon Apr 20, 2020 9:46 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208388

Re: Split: Re-scaling experiment

Masslocks in opposite direction* clear 4 times as fast Masslocks in the same direction* clear 2 times as fast * i.e. other ship(s) heading. This is, of course, nonsense. They're both at x2 (as speed difference is the critical factor). Anyway, I plan to post the first of the two builds I've been wor...
by Redspear
Mon Apr 20, 2020 9:37 am
Forum: Discussion
Topic: Screenshots
Replies: 5677
Views: 1072768

Re: Screenshots

another_commander wrote:
Sat Apr 18, 2020 3:34 pm
I have to say, these gas giant textures are really nice.

Image
Agreed :shock:
by Redspear
Fri Apr 17, 2020 2:41 pm
Forum: Expansion Pack
Topic: Laser Combat Reimagined OXZ
Replies: 43
Views: 17528

Re: Laser Combat Reimagined OXZ

Had another rethink (that's why it's only v0.4 folks :wink: ...) I think that the first post does a pretty good job of identifying the problem but unfortunately then goes on to replace rather than to fix it. Range is is tricky customer to tinker with becasue it is so influenced by speed... So, if th...
by Redspear
Wed Apr 15, 2020 7:25 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208388

Re: Split: Re-scaling experiment

New build seems to be working as hoped. I actually forgot to adjust the lane width so there were too many encounters but encouragingly they didn't seem so bad due to the new speeds. Masslocks in opposite direction* clear 4 times as fast Masslocks in the same direction* clear 2 times as fast * i.e. o...
by Redspear
Wed Apr 15, 2020 10:22 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208388

Re: Split: Re-scaling experiment

Once again, thank you :)
by Redspear
Wed Apr 15, 2020 9:09 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 208388

Re: Split: Re-scaling experiment

OK, so two different builds are emerging here. Firstly a more conservative, oxp friendly, cosmetic build. Secondly, a radical, oxp unfriendly, test build. The cosmetic possibilities have been mentioned at some length already I think. Adjusting laser ranges disproportionately to the scanner has been ...
by Redspear
Tue Apr 14, 2020 11:02 am
Forum: Expansion Pack
Topic: Much ado about pirates
Replies: 4
Views: 915

Re: Much ado about pirates

Where equipment probability is reduced, allow auto-weapons Where laser is downgraded, allow auto-weapons Looking at the populator script however, it appears quite heavy handed and arguably with good reason. Because a ship can often have several different roles it makes sense that it might be equipp...
by Redspear
Sun Apr 12, 2020 9:06 pm
Forum: Expansion Pack
Topic: Much ado about pirates
Replies: 4
Views: 915

Re: Much ado about pirates

Thought some more about this and as well as adjusting injector likelihood I considered a couple of other elements. Default Weapon The Gecko, Krait, Mamba escort & Sidewinder escort all have beam lasers by default. Not can have beam lasers but do have beam lasers . They include some of the smallest a...