[Release] Satellites OXP

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Rorschachhamster
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[Release] Satellites OXP

Post by Rorschachhamster » Wed Feb 20, 2013 11:03 am

Download from my box account:
The Satellite OXP 1.051

EDIT: And thanks to Eric Walch this should even work now... :oops:

EDIT: Should now check for missing main planet in nova systems and not log errors. Untested... :oops:

EDIT: Surveillance satellites now (with 1.04) fulfill a police role as far as watching and giving out fines go.

It does what it says on the can. It adds a not totally random number of 4 different satellites to each main planet's orbit. I'll repost the sneak peak here:
Image

Many thanks to Eric Walch for his code/ai-combo to get them into orbit, I could dumb it down enough for me to work (with). :wink:

The satellites have a custom ANC symbol:
Image
If you feel your ANC gets too clustered with satellites you could just delete the following line from the shipdata.plist:

Code: Select all

"beacon" = "Satellite_location";
Be sure to delete it four times, for every satellite type there is.

At the moment they can be shot at with leisure, there is no one complaining, not even GalCops. :wink: It's on the list. :D
Last edited by Rorschachhamster on Sat Sep 21, 2013 6:53 am, edited 6 times in total.

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Re: [Release] Satellites OXP

Post by Smivs » Wed Feb 20, 2013 11:26 am

Very nice and it is good to see more orbital 'clutter' as I always felt there should be loads more stuff around the main planet. Are these four different types of satellite? If so, what are the oher three like?
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Re: [Release] Satellites OXP

Post by Rorschachhamster » Wed Feb 20, 2013 11:54 am

Smivs wrote:Very nice and it is good to see more orbital 'clutter' as I always felt there should be loads more stuff around the main planet. Are these four different types of satellite? If so, what are the oher three like?
2 ordinary ones with dishes and a "surveillance one"... -wich isn't that special, too, because they look all rather alike. But it has 4 different models with handcrafted textures. 8)

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Re: [Release] Satellites OXP

Post by Rorschachhamster » Wed Feb 20, 2013 1:58 pm

Ok, I made some screenshots. Damned satellites didn't want hold still... :D
Image
Image
Image
Hope you'll like it.
:D

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Re: [Release] Satellites OXP

Post by Pleb » Wed Feb 20, 2013 1:59 pm

Yay! More target practise stations that I promise not blow up... :twisted:

But seriously looks good will download later! 8)

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Re: [Release] Satellites OXP

Post by Eric Walch » Wed Feb 20, 2013 4:16 pm

Just one warning: Make the names more unique. e.g. "SateliteAI.plist" could exist in another oxp. And becauce there can only be one, the last loaded wins. Same for textures, those also need more unique names.

One hint for the script:

Instead if giving this.shipWillLaunchFromStation the same content as this.shipWillExitWitchspace (with the added count), you could use:

Code: Select all

this.shipWillLaunchFromStation = function ()
{
    this.shipWillExitWitchspace();
    delete this.shipWillLaunchFromStation;
}
It will do the same and saves the work of every time editing at two places when you make changes in the script.

In the current form, 4 new satelites will be added on launch when you had shot down all 4 of them. :lol:

I already found 2 of them. Nice looking and a good orbit speed. I see the problem of making live pictures. :)

And about scan class. Instead of defining them as rock, I would use:

Code: Select all

scan_class = "CLASS_CARGO";
"cargo_type" = "CARGO_NOT_CARGO";
Not that any player would notice the difference but some scripts might scan rocks and cargo seems better. The second line makes sure you can't scoop it as cargo.

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Re: [Release] Satellites OXP

Post by Rorschachhamster » Wed Feb 20, 2013 6:17 pm

Thanks, I'll do that. :D

EDIT:Reuploaded, added "RS" in front of circa everything, and corrected the demoship.plist. :oops: :mrgreen:

EDIT2: ..and again. :oops: Copy and paste... :oops: :oops: :lol:

EDIT3: and this model.dats don't rewrite by their own. :roll: At least nobody downloaded in between this... :oops:

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Re: [Release] Satellites OXP

Post by Shipbuilder » Wed Feb 20, 2013 9:41 pm

These look great.

Well done with this OXP.

I really liked the style of your models and texturing by the way.
Last edited by Shipbuilder on Sun Oct 27, 2013 3:56 pm, edited 1 time in total.
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Re: [Release] Satellites OXP

Post by Switeck » Wed Feb 20, 2013 9:45 pm

Awesome concept -- excellent eye-candy right where it should be.

You could even convert this to work with OXPConfig on whether these are track-able by their beacon symbol.

If you haven't already, please make the satellites slow enough that an Anaconda isn't badly outpaced by one. It's embarrassing enough getting outrun by other ships, by an object in a "freefall" orbit (minimal orbital thrusters used) - Outrageous! :oops:

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Re: [Release] Satellites OXP

Post by Dr.Tripsa » Wed Feb 20, 2013 10:36 pm

Agreed, great oxp, but slow em down, or allow some in geo-stationary orbit.... like those spy sats ;)
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Re: [Release] Satellites OXP

Post by Rorschachhamster » Wed Feb 20, 2013 11:47 pm

First: Thanks! :oops:

@shipbuilder: The textures are really easy... but I have to get new akkus for my digicam and get new shots as soon as the sun is shining again (or at least bright enough behind the clouds)... helps if you've got a (smallish, but still) port just before your front door. I wrote it on the screenshot thread, but I repeat it here: The blue part of the... let's call it hubble-alike... was made with my webcam and the fretboard of my bass guitar. :D :wink: Oh, and the foil was silver and wrapped around delicious chocolate. 8)

Regarding slowing them down, I felt that they should orbit rather fast - so you would see them sometimes passing by. *shrug* You could adjust the max speed in the shipdata.plist, the AI puts them randomly at full, 3/4, 1/2, and 1/4 of that value...

And I have to look at how I could use OXPConfig to get anything done. :D :wink: But if it's possible, maybe the speed could be adjusted, either. 8)

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Re: [Release] Satellites OXP

Post by Diziet Sma » Thu Feb 21, 2013 7:59 am

Yay! A much-needed item has finally been added to the Ooniverse! Thanks! 8)
Switeck wrote:please make the satellites slow enough that an Anaconda isn't badly outpaced by one. It's embarrassing enough getting outrun by other ships, by an object in a "freefall" orbit (minimal orbital thrusters used) - Outrageous! :oops:
Image
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Re: [Release] Satellites OXP

Post by JazHaz » Thu Feb 21, 2013 3:00 pm

Great idea. Downloaded.

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Re: [Release] Satellites OXP

Post by JeX » Thu Feb 21, 2013 5:03 pm

Yum!

Seriously, with this speed of OXPs being released, Oolite is soon going to be the most superior spacesims ever.

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Re: [Release] Satellites OXP

Post by Pleb » Thu Feb 21, 2013 5:29 pm

JeX wrote:Seriously, with this speed of OXPs being released, Oolite is soon going to be the most superior spacesims ever.
I thought it already was? 8)

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