Refuels

An area for discussing new ideas and additions to Oolite.

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Arexack_Heretic
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Refuels

Post by Arexack_Heretic »

OK refuel topic

For any ideas about refueling stations, tankers, missions, scoopables, upgrades or events concerning refueling actions.

the basics:

relevant methods are:
setFuelLeak: <amount>
awardFuel: <amount>
EQ_FUEL
fuel_level_number
awardCredits: <number>

and probably mission variable methods for scripting purposes:
set: mission_variable <value>
reset: mission_variable <value>
increment: mission_variable (+1)
decrement: mission_variable (-1)
add: mission_variable <value>
subtract: mission_variable <value>
<value> can contain methods that output numbers or values.
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Post by Galileo »

I'd like to be able to use a method that works like the fuelscoop when sunskimming, so I can have a fly-through type fuel station without having to dock.

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Post by Arexack_Heretic »

Done with the basics.

Now how to get a tanker query the player:
Rob code from 'frog' rickshaw ;)

If player accepts the offer of refuel, how to do the transaction?-'beam' it over. (not very realistic)
-approach to a certain distance or a point behind the tanker and 'beam' it over? (how to test player location?)
-the tanker drops a number of fuel-cannisters (also a good thing to talk about, as I cant get any custom scoopables to work on the NIC-build)

refueling:
Topping off the fuel can be done with awardEquipment: EQ_FUEL.
or awardFuel: 7.

How to calculate the charge?
Possibly done best with a combo of mission variables and fuel_level_number.

Code: Select all

(set refuel_level 7)
(subtract: refuel_level fuel_level_number)
(awardCredits: -"refuel_level")
How to calculate the credits awarded? can one multiply the method number?
Something like: (awardFuel: -3"fuel_level_number")?
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Post by Arexack_Heretic »

Too fast for me. :)

Then we need the 'player is in refueling-box' technique, could be similar to docking.

every 10seconds (ie script update)
refueling
if player in box do:
AwardFuel: 0.5
AwardCredits: -2

or something like that.
Last edited by Arexack_Heretic on Thu Feb 16, 2006 12:58 am, edited 1 time in total.
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Post by Arexack_Heretic »

We have so far talked about:

-stations at WP (would change gameplay too much)
-stations/tankers at sun (why pay for fuel when near sun?)
-fuel cannisters (dropped very rarely by ships add one fuel or explode in your face, wreckage.oxp)
-tankers (transport.oxp: only for show now, but who knows...)
-tanker rendezvous at next jump coordinate WP (unlikely: too complex)
-refueling by random tankers. (see above)

I suddenly remember...
-races would need a refueling box-type thing too (pits)
(pass through finish-ring: do addFuel:7)
(Giles did some coding on the rings, they could be adapted for refueling purposes)
(entity/player pass ringx: message 'xpassed' to AI/missionscript)
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Post by Cmdr. Wombat »

Arexack_Heretic wrote:We have so far talked about:
Having read the thread, I have to ask: would this be the royal "we"? :D
It is generally inadvisable to eject over the target you just bombed.

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Post by Arexack_Heretic »

:) tempting, but no. Not entirely a solo act.

We as in multiple people in several threads.
Often hijacking a thread, hence this one. :P
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Post by Murgh »

I caught the summary essence of it, never suspecting A_H of acting like royalty :D

you've laid out many if not all the things to consider re:fueling. I don't think getting fuel zapped over is such a good idea either. scooping a sun is one thing, but running though a hoop is too easy. for me, a mobile fueling unit would be a semi-dockable ship. the only way I see around all the above complications.
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Post by rexpop »

I would go with the dock-able idea as it would add an element of skill to the process (assuming no docking computer). It should be an easier process than docking with a Behemoth.

That way when the players docks the game could treat it as a station with only fuel available (no shipyard or marketplace) and would probably simplify things and would focus the code on determining when a fuel tanker would appear and when it would leave the system.

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Post by jonnycuba »

Murgh wrote: ...for me, a mobile fueling unit would be a semi-dockable ship. the only way I see around all the above complications.
Funnily enough I was following a Hognose 'tother day (as you do) & eventually destroyed it's burden (an Anaconda) The tugline immediately reminded me of pictures & films of mid flight refueling

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Post by Arexack_Heretic »

3 strategies here:

1) dockable: Possible, tech 0 shipyard has only fuel. Not really applicable to tankers.

2) hoop: In the works, a series of hoops each adding 0.1LY fuel could be a usefull pittstop method.

3) semi dockable: **WANNA** , code checks whether a ship is in a semi-dockingbox, then adds fuel, rate of code refreshment determines rate of refueling.

---

2') Maybe passing a virtual 'hoop' behinde the tanker can activate refuel code or shortcircuit the fuelscoop effect.

2'') 0.1LY perhaps a bit low: 70 hoops to fully refuel is a bit much. ;)

3') For now best we can do is: Approach to close range, then refuel.
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Post by lex_talionis »

@ jonnycuba - i agree, i've often thought of that. but didn't think it worthy of suggestion :?
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Post by lolwhites »

I suggested this in another thread but it got buried:

What about secret refuelling stations in between certain systems used by the Navy or Link-type organisations. Surely the military, and secret services, would want shortcuts to allow them to communicate more quickly then mere civilians, or secretly access otherwise unreachable systems. Or can you only make witchspace jumps to solar systems?

They might add an extra something to missions...

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Post by Judebert »

Can I add a system to the galaxy with an OXP?

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Post by Arexack_Heretic »

I have mused on this before....

no you can't.

What you CAN do is:

-Force a scripted misjump between two specific systems.
-Send all ships away ( no pesky thargoids or behemoths interfereing)
and populate this witchspace in your own image.
-This will create a custom system that is only approachable if you 'know the secret route'

pitfalls:
-no placeSun script.
-witchspace ambient light and background blurs maybe will not respond the same as in systemspace.
- impossible to plot system-dot (and info!) on starmap, without resorting to hacking the hardcoded stuff.

In short: adding new systems so they behave as normal systems will require major h@cking. Giles won't like it one bit. But you can generate hidden systems.

edit: *snow* *snow*
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