[RELEASE] WildShips OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Keeper
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Re: [RELEASE] WildShips OXP

Post by Keeper » Tue Jul 25, 2017 8:42 pm

Hmm, looks like a year ago I introduced random coloring to the Duma (two variations), Nyoka and Chatu. Did I ever send that update to anyone?

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spara
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Re: [RELEASE] WildShips OXP

Post by spara » Tue Jul 25, 2017 10:58 pm

Keeper wrote:
Tue Jul 25, 2017 8:42 pm
Hmm, looks like a year ago I introduced random coloring to the Duma (two variations), Nyoka and Chatu. Did I ever send that update to anyone?
I don't seem to have that. Send it to me and I'll include it to the OXP.

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gsagostinho
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Re: [RELEASE] WildShips OXP

Post by gsagostinho » Wed Aug 09, 2017 11:02 am

Hey guys, here is one more suggestion for this OXP: perhaps it would be better if all these stations also required a docking clearence like most other dockables. I think that the only dockables that don't need clearence are the Rock Hermits, and that makes sense given what they are and their size. But with huge stations like this I think clarences would look much better. Also, it's relatively easy to collide with an departing ship which just materialized in front of you if clarences are not necessary. Would this be something easy to implement?

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Re: [RELEASE] WildShips OXP

Post by Astrobe » Thu Sep 14, 2017 2:00 pm

gsagostinho wrote:
Wed Aug 09, 2017 11:02 am
Hey guys, here is one more suggestion for this OXP: perhaps it would be better if all these stations also required a docking clearence like most other dockables. I think that the only dockables that don't need clearence are the Rock Hermits, and that makes sense given what they are and their size. But with huge stations like this I think clarences would look much better. Also, it's relatively easy to collide with an departing ship which just materialized in front of you if clarences are not necessary. Would this be something easy to implement?
Basically yes, all it takes is to have

Code: Select all

requires_docking_clearance = yes;
in the relevant shipyard.plist entry. In the specific case of Wildships, all Kyota stations inherit from wildShips_kiota4Ring, so adding the key for this station info should be enough. You can even do that by creating a shipdata-overrides.plist file outside of the OXZ.

I am currently testing a modification OXZ that does that, but also restricts Wildships to spawn only one station at most and only near the sun. It also prevents it from replacing the main station.

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Re: [RELEASE] WildShips OXP

Post by gsagostinho » Fri Sep 15, 2017 2:44 pm

@Astrobe Great, thanks, I just added that to my local copy!

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Re: [RELEASE] WildShips OXP

Post by Rustem » Wed Jan 17, 2018 8:39 am

I had an uncertainty about right size of the Duma (mass = 812000).

Questions: Duma has right size? It is tanker?

Image

Image

Ship mass:
wildShips_nyoka - 79000
wildShips_chatu - 631000
wildShips_tembo - 405000
wildShips_duma - 812000

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Re: [RELEASE] WildShips OXP

Post by Rustem » Thu Jan 18, 2018 8:58 am

I am understand this issue with strangle size the Duma. The Duma consist from 2 ships: simple Duma for assassin, hunter, courier(inter-system) and Duma Fleet Hauler for tanker roles(in-system).

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	"wildShips_duma" = {
                "model_scale_factor" = 0.65;
	};
	"wildShips_dumaFleet" = {
                "max_cargo" = 125; //cargo capacity for trader
                "model_scale_factor" = 1.0;
	};
Then mass of wildShips_duma reduced from 812000 to 230000.

If accepted this understanding, then can be added in the wiki page about different ship classes the Duma.

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Re: [RELEASE] WildShips OXP

Post by spara » Sat Oct 06, 2018 1:33 pm

A tiny bug fix. Svengali spotted a call to a non existent function and that's now been remedied in version 1.11.3.

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