Cargo expansion unlock?

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mossfoot
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Re: Cargo expansion unlock?

Post by mossfoot » Sat Jul 19, 2014 1:16 am

Initial findings:

Krait starts with 5TC and expands to 8TC
Gecko starts with 5TC and expands to 7TC
Both are PINK?!?!?! Is this somehow messing with the textures?

The Neolite Cobra MKI (renamed Eagle) does not get the expansion (no doubt due to renaming) and skin is fine.
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Re: Cargo expansion unlock?

Post by mossfoot » Sat Jul 19, 2014 4:41 am

In trying to fix a glitch with my Neolite alternate pantheon (the Neolite Adder I just got didn't allow for cargo expansion) I used your code as a way to try and understand the problem and fix it.

In the process I made a mess for myself but eventually worked my way out of it. But in doing so I might have discovered one of your problems. This bit for example:

Code: Select all

"oolite_template_adder-player" =
	{
		extra_cargo = 3;
		max_cargo = 5;
when added to my ship override list, resulted in the default cargo size being 5 and expandable to 8 (3 extra). So it seems max cargo is referring to before extra cargo is added.

Hope this helps a bit. Still don't know why the ships were pink... but given that I have ship override lists in my Neolite folder, maybe it's due to a conflict?
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Diziet Sma
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Re: Cargo expansion unlock?

Post by Diziet Sma » Sat Jul 19, 2014 6:54 am

mossfoot wrote:So it seems max cargo is referring to before extra cargo is added.

Hope this helps a bit. Still don't know why the ships were pink... but given that I have ship override lists in my Neolite folder, maybe it's due to a conflict?
Yeah.. the max_cargo thing was me not reading the wiki properly.. :oops:

That's now been fixed in v0.2

As to why some ships are pink.. some kind of conflict, I'm guessing, as I haven't touched that side of things.. perhaps it's due to the default models specified in the shipdata.plist for the player versions of the Gecko, Krait and Mamba? At a wild guess, since the Neolite ships probably don't specify player versions of those, perhaps it's attempting to default to the inbuilt ships instead, but not fully succeeding?

I'm sure there's some workaround for this.. but I'm still getting my head around the whole "template_ships vs base_ships vs shipsets" arrangement.. Assistance in this area from someone who actually knows what they're doing would be gratefully accepted.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: Cargo expansion unlock?

Post by spud42 » Sat Jul 19, 2014 7:27 am

mossfoot wrote:Yeah, I meant the additional ships... part of me was hoping to eventually get a Cobra MKII ;)
??? do you really mean Mk II ?? thought there was no such animal... some on the ED forums are upset that they have a Mk II ...
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Re: Cargo expansion unlock?

Post by mossfoot » Sat Jul 19, 2014 4:12 pm

It's an OXP ;). If I ever got one I'd work in an amusing story about how and make sure it wasn't in-universe other than that. ;)
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Re: Cargo expansion unlock?

Post by spud42 » Sun Jul 20, 2014 12:54 pm

mossfoot wrote:It's an OXP ;). If I ever got one I'd work in an amusing story about how and make sure it wasn't in-universe other than that. ;)

http://aegidian.org/bb/viewtopic.php?f= ... 94#p180454

but i suppose its as valid as adding the firefly or even a space 1999 Eagle to the ooniverse....
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Re: Cargo expansion unlock?

Post by mossfoot » Sun Jul 20, 2014 5:10 pm

spud42 wrote:
mossfoot wrote:It's an OXP ;). If I ever got one I'd work in an amusing story about how and make sure it wasn't in-universe other than that. ;)

http://aegidian.org/bb/viewtopic.php?f= ... 94#p180454

but i suppose its as valid as adding the firefly or even a space 1999 Eagle to the ooniverse....
Heh. I actually just noticed that. I can live without extra cargo space given how it would muck with the fiction, it seems to me they already squeezed out every ounce on it.

Now I really want it ;) if I did there would be an interesting backstory to justify it (hell, look how much effort I put into making Neolite ships coexist with standard designs ;) )
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Re: Cargo expansion unlock?

Post by spud42 » Mon Jul 21, 2014 12:51 pm

as Dizzy once said to me "its made out of handwaveium" , that explains everything!!!
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Re: Cargo expansion unlock?

Post by mossfoot » Tue Jul 22, 2014 8:32 pm

spud42 wrote:
mossfoot wrote:It's an OXP ;). If I ever got one I'd work in an amusing story about how and make sure it wasn't in-universe other than that. ;)

http://aegidian.org/bb/viewtopic.php?f= ... 94#p180454

but i suppose its as valid as adding the firefly or even a space 1999 Eagle to the ooniverse....
Also just noticed what you meant about the Cobra MKIII really just being a MKII with its flaws fixed and how this OXP MKII-X has a wildly different story.

Of course, I already worked out a neat story to explain that. Can't wait to use it ;)
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Re: Cargo expansion unlock?

Post by Potential Debris » Thu Jul 31, 2014 12:07 pm

Smivs wrote:where does the expansion go? Is it like a shipping container welded to the outside of the hull? Or is it just using spare space within the ship, and if so, why wasn't that space used properly in the first place?
I always assumed that it was a case of the designs of the ships being so old (the cobra design is centuries old by the time your Jameson first launches at lave, am I right?) that by using improved technology you can junk / replace some of the clunky old hardware inside and make space that way: This old life support system can be replaced by a modern one that does exactly the same job but takes up half the space. A few tweaks to the engine and the installation of a recycling valve and re-ionisation flange mean I no longer need an ionised wobblet compressor at all, so that's another few cubic metres freed up. Now that I have space directly accessible to the primary ion flow I can shift the quirium control array over here, away from the gamma suppressors, which means that this bulky radiation shielding can go...

It would also explain why such hacks are only available on some ships - Sure, if you have the know-how you could figure out how to do all this to a krait, or if you have the time there's a galactic-internet forum with a "how-to" guide that will totally invalidate your warranty and maybe brick your ship... Of course you can pay someone to do it for you, but only if there's sufficient demand for that type of mod on that kind of ship. That's why Cobras and Pythons can be expanded but adders can't.

Perhaps [drifting into OXP territory here] there could be "specialist" shipyards scattered throughout the 8 that offer tweak and mod services for specific makes of ship: You want to squeeze an extra 0.1 LY out of that Mamba? Well, there's a guy on a rock hermit over in Bierle...

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Re: Cargo expansion unlock?

Post by cim » Thu Jul 31, 2014 5:32 pm

Potential Debris wrote:invalidate your warranty and maybe brick your ship... [...] That's why Cobras and Pythons can be expanded but adders can't.
The Adder is pretty much a brick already, of course.

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Re: Cargo expansion unlock?

Post by Paradox » Thu Jul 31, 2014 5:36 pm

I simply explained it as a software upgrade to my cargo stacking/handling machinery. More efficient placement means more cargo can be fit. }:]

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Re: Cargo expansion unlock?

Post by Zireael » Thu Jul 31, 2014 6:08 pm

cim wrote:The Adder is pretty much a brick already, of course.
LOL.

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Re: Cargo expansion unlock?

Post by mossfoot » Thu Jul 31, 2014 6:27 pm

I prefer "tissue box that's been stepped on" ;)
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