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Railguns OXP question

Posted: Fri Jan 20, 2012 12:57 pm
by Commander Learner
Hi commanders. Just noticed Railguns OXP and tested it. If I use this weapon to kill a mission critical ship, does the game register it? As I know, Primable Laser does not.

Oh, just to go off topic, 2 missions happening at the same time resulted in some light humour. I was in galaxy 4 taking a passenger somewhere and when I docked, the passenger got off, paid and the Nova mission got triggered. The poor guy just left my ship and now he's back again. :)

Re: Railguns OXP question

Posted: Fri Jan 20, 2012 12:59 pm
by Smivs
Commander Learner wrote:...some light humour. I was in galaxy 4 taking a passenger somewhere and when I docked, the passenger got off, paid and the Nova mission got triggered. The poor guy just left my ship and now he's back again. :)
I'd watch him...he'll be after some sort of discount next :wink:

Re: Railguns OXP question

Posted: Fri Jan 20, 2012 1:10 pm
by Cody
Commander Learner wrote:If I use this weapon to kill a mission critical ship, does the game register it?
No, I don't think it does.

Re: Railguns OXP question

Posted: Fri Jan 20, 2012 2:04 pm
by DaddyHoggy
A quote from Commander McLane I found:
Commander McLane wrote:Ah, I hadn't caught the Random Hits reference. And yes, the observation is true.

For the game a railgun projectile is not connected to the player ship, therefore none of the usual hit or kill events are triggered, and the OXP has to "manually" manipulate the appropriate game counters. Obviously that doesn't help other OXPs which rely on the normal triggers.

Spontaneously I'd say that's an unfixable glitch, and I can only advise you to not use your railgun for the final shot on a mission-relevant target, if the mission requires you to kill your target personally.

Re: Railguns OXP question

Posted: Fri Jan 20, 2012 2:07 pm
by Commander McLane
Indeed, you can't use the railgun for a mission-critical kill.

Note that this only applies to the kill itself, which means the very last shot that hits and kills the target. You can use the railgun as much as you want to hammer down its defenses. You just have to switch to your laser for the final shot.

Re: Railguns OXP question

Posted: Fri Jan 20, 2012 2:29 pm
by DaddyHoggy
Commander McLane wrote:Indeed, you can't use the railgun for a mission-critical kill.

Note that this only applies to the kill itself, which means the very last shot that hits and kills the target. You can use the railgun as much as you want to hammer down its defenses. You just have to switch to your laser for the final shot.
It's like a tvtrope of having your team of hired thugs to beat up your opponent so you can look good delivering the coup de grace

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 5:40 am
by BlackWolf
I was wondering if there is a way to boost the projectile speed and give it a tracer color?
Maybe have different types of ammo with slight damage differences each with their own tell tale color.
Lets say basic rail gun ammo is Tungsten. (No tracer tail/base speeds)
Spike (No tracer tail/ slightly faster speed than base/slightly less damage than base)
Javelin (No tracer tail/ slightly faster speed than base/slightly more damage than base)
Iridium (silver tracer tail/slightly more damage than Javelin/little faster)
Thorium (yellowish tracer tail/little more damage than Iridium/base speeds)
Uranium (light blue tracer tail/same damage as Thorium/faster speed than Iridium)
Plutonium (light green tracer tail/little more damage than Thorium/Same speed as Uranium)
Antimatter (coblat blue or purple tracer tail/more damage than Plutonium/same speed as Uranium)

Another idea I had was to allow the small railgun to have an auto fire feature if you hold down the activation key, and possibly boost the ammo count for the small railgun.
I would also limit the small railgun to the base ammo, spike and maybe Uranium.

Just a thought I had to spruce up this old oxp and maybe bring some new life to it.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 2:19 pm
by Cody
If I remember right, you can adjust the velocity of the slugs, and their density (which affects the hit), very easily in the OXP's shipdata.plist.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 4:27 pm
by BlackWolf
Cody wrote:
Tue Oct 23, 2018 2:19 pm
If I remember right, you can adjust the velocity of the slugs, and their density (which affects the hit), very easily in the OXP's shipdata.plist.
I know I have said this a time or two, I am not a coder. I know it's all lickitty split for all of you to do what it is you say to do, but for me it's all Greek. Even if you give me the code and tell me where to stick it, I will not know what the hell you're talking about, and chuckle to myself and say oh well I tried. Lmao.... Honestly I have tried to just do a simple color change on a skin in photoshop, repacked it and nope doesn't work. All I did was adjust the tone, easy. Nah....

I'm and artist and a creator, I create things, contemplate ideas and stuff. I generally do art or I write stories. I am teaching myself digital art, not bad at it but a lot I need to learn yet. I don't know anything about computers other than to search,play games, and draw. :) Simple guy, no college, dirt farmer with a talent for the pen.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 4:33 pm
by BlackWolf
I will say that if someone shows me how to do it and explains to me the whys and what nots, I am a quick learner. But there is no one nowhere even relatively close to me that knows anything about computers that I know, or know of, sad to say.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 5:44 pm
by Cody
You need absolutely no coding skills to make those changes - simply the ability to find the file within the OXP, open it in a text editor, alter a number, save it, and restart Oolite with the shift key held down 'til the spinning Cobra appears.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 6:03 pm
by BlackWolf
Cody wrote:
Tue Oct 23, 2018 5:44 pm
You need absolutely no coding skills to make those changes - simply the ability to find the file within the OXP, open it in a text editor, alter a number, save it, and restart Oolite with the shift key held down 'til the spinning Cobra appears.
I'll play around with that, but I'd still like to figure out how to add more ammo type and color trails just to enhance the oxp.
Upgrade it so to speak. It works I mean, not perfectly and could be better and available in the in game manager maybe. lol

I don't know how to do it but I'm sure someone could.
I'll find someone eventually.

Re: Railguns OXP question

Posted: Tue Oct 23, 2018 8:32 pm
by BlackWolf
Okay here is my full idea:
Just need to know if it is possible to do.

Railgun OXZ Idea:

Railgun sizes = Small, Medium & Large. (SM/M/L)
*(Base railgun ammo =’s Tungston slug.)

Railgun Ammo Types:
⁃ Tungsten Slug. (No tracer tail/ base damage/ base speeds)
⁃ Tungsten Spike (No tracer tail/ slightly faster speed than base/slightly more damage than Base)
⁃ Tungsten Javelin**(No tracer tail/ slightly faster speed than base/ twice the damage as Spike)
⁃ Iridium (Silver tracer tail/ slightly more damage than Spike/ little faster than Spike)
⁃ Thorium (Yellowish tracer tail/ little more damage than Iridium/ Base speeds)
⁃ Uranium (Light Blue tracer tail/ same damage as Thorium/ faster speed than Iridium)
⁃ Plutonium (Light Green tracer tail/ little more damage than Thorium/ same speed as Uranium)
⁃ Antimatter (Cobalt Blue or Purple tracer tail/ more damage than Plutonium/ same speed as Uranium)

Notes: **{M&L Railgun only}. **{Javelin Ammo is half amount for base price}.

Small Railgun
1. Small railgun are limited in ammo types due to small size, but ammo amount carried is increased x5, price remains the same as base type.
2. Small railgun also receive an automatic fire function by holding down the activation key. ("n" or "Tab" key depending on which way you primed it on the F4 page).
3. Available Ammo - *Slug, *Spike, *Depleted Uranium.

Considering that only the ammo for the railgun equipped in the shop is displayed means your list won’t be cluttered up. Most you’d have 8 options for ammo available listed only by name, amount and price.
*(Example - Slug Ammo, 100 rounds, 500 credits.)

Suggested prices and amounts baed of OXP:
Slug - 500 rounds - 500 credits SM-RG. / 100 rounds - 500 credits M&L-RG.
Spike - 500 rounds - 550 credits SM-RG. / 100 rounds - 550 credits M&L-RG.
Javelin - 50 rounds - 500 credits M&L-RG only.
Iridium Enriched - 100 rounds - 525 credits M&L-RG only.
Thorium Enriched - 100 rounds - 550 credits M&L-RG only.
Depleted Uranium - 500 rounds - 1000 credits SM-RG. / 100 rounds - 1000 credits M&L-RG.
Plutonium Enriched - 100 rounds - 1200 credits M&L-RG only.
Antimatter - 100 rounds - 5000 credits M&L-RG only.

***I will admit the prices listed for the Large Railgun maybe more than the medium, I am unsure at the time I wrote this up, so if wrong, correct accordingly. Thanks.

Someone really creative could also add chances or % or specific damage types or effects depending on the ammo type.
Such as the effects of antimatter rounds or the Javelins % to damage internal equipment and systems.
All of this would greatly enhance this old OXP and make it a great addition to the up coming 1.88v on the way.
Just a well contemplated thought. lol