Thanks Dizzy, thanks Amah
OK, so the stuff you've seen so far was from 1.80 rather than current trunk (still tinkering with that one).
It might help if I list here the necessary adjustments and then edit this post as I am able to confirm them for 1.81.
I've split it into 3 different parts. Each one relies only on the code changes within it but if you like the idea of part II then you should probably have part I in order to really get the benefit.
Part I: System Rescaling
Part I on its own will give you a bigger system but that will only be apparent when you're involved in sun-skimming, planet-falling and searching for the station. Things are bigger but the only obvious advantage is in making the planet to station size ratio look more believable.
- Make planets, suns and moons bigger
OOPlanetEntity.m - line 106 wrote:
collision_radius = radius_km * 33.0; // Scale down by a factor of 100, original value 10.0
- Adjust planet size on F7 screen
OOStellarBody.h - line 53 wrote:#define PLANET_MINIATURE_FACTOR 0.0005 // original value 0.00185
- Increase torus drive multiplier (I know this works differently for 1.81 but early tests suggest I'd still need to adjust it)
PlayerEntity.h - lines 299 & 302 wrote:#define MIN_HYPERSPEED_FACTOR 64.0 // original value 32.0
#define HYPERSPEED_FACTOR 64 // original value 32
- Increase torus drive decelleration
PlayerEntity.m - line 2658 wrote:float deceleration = (speed_delta * delta_t * HYPERSPEED_FACTOR * 2); // original has no * 2
- Reduce mass-lock radius for planets and suns
PlayerEntity.m - line 2891 wrote:double factor = ([stellar isSun]) ? 1.4 : 1.0; // original values 2.0 : 4.0
- Adjust sun-skimming parameters for non-player ships
oolite-populator.js - lines 1474 & 1480 wrote:t.heatInsulation = 20; // original value 6
gs.heatInsulation = 20; // original value 6
oolite-priorityai.js - line 2029 wrote:(this.ship.heatInsulation > 1000/this.ship.maxSpeed || this.ship.heatInsulation >= 40)); // original value 12
Part II: System Rearrangement
Adding Part II will make a big difference to the appearance of the system, in that the changes made in Part I will now be more apparent from a distance. There is a sense of space being bigger.
- Double planet distance from witchpoint
Universe.m - line 893 wrote:double planet_zpos = (24.0 + (Ranrot() & 3) - (Ranrot() & 3) ) * planet_radius; // 9..15 pr (planet radii) ahead // original value 12.0
- Increase torus drive multiplier (needs to be doubled from value in Part I)
As above but double values for both min hyperspeed and decelleration multiplier
- Halve orbit of station
Universe.m - line 1121 wrote:stationPos = HPvector_subtract(stationPos, vectorToHPVector(vector_multiply_scalar(vf, 1.5 * planet_radius))); // original value 2.0
- Bring nav beacon closer to station
oolite-populator.js - line 119 wrote:coordinates: system.mainStation.position.add(system.mainStation.vectorForward.multiply(5E3)), // original value 10E3
- Widen the space lane (not necessary if combining with ship rescaling)
Universe.m - line 117 wrote:#define LANE_WIDTH 102400.0 // original value 51200.0
- Enable large objects to appear at much greater distances
Entity.h - line 46 wrote:#define ABSOLUTE_NO_DRAW_DISTANCE2 (25000.0 * 25000.0 * NO_DRAW_DISTANCE_FACTOR * NO_DRAW_DISTANCE_FACTOR) // original values 2500.0
Part III: Ship Rescaling
Part III adjusts the ships themselves. Because the ships have been sized differently, if you're piloting a ship that has been halved or reduced to a third in size then that factor will also make systems appear even larger. So for that adder pilot, the anaconda appeared 3 times bigger than in the standard game but a planet would appear around 10 times bigger. As the cobra III has been halved in size, many players would experience planets 6.6 times bigger than they are used to. Cargo pods will appear rather small if you're in an anaconda...
- Reduce the scanner Radius
Entity.h -lines 50 & 51 wrote:#define SCANNER_MAX_RANGE 12800.0 // original value 25600.0
#define SCANNER_MAX_RANGE2 163840000.0 // original value 655360000.0
- Prevent 'lollypops' from appearing outside the scanner
HeadUpDisplay.h - line 42 wrote:#define SCANNER_SCALE 128 // original value 256
- Reduce laser ranges (now possible via oxp)
- Rescale ship models (oxp)
- Adjust shipdata and halve speeds (oxp)
- Another doubling of the torus multiplier to account for those reduced speeds
As above but double values for both min hyperspeed and decelleration multiplier (cumulative with part II)
- Adjust Thargoid scanner radius to new scaling (oxp)
- Adjust turret range
ShipEntity.m - lines 418 & 10822 wrote:weaponRange = 3300.0; // original value 10000.0
weaponRange = 3300.0; // original value 10000.0
- Adjust ship behaviour to new ranges
ShipEntity.m - lines 4404, 4734, 4953 & 13166 wrote:if (getWeaponRangeFromType(forward_weapon_real_type) > 4125 && range > 4125) // original values 12500
else if (range < 4950) // original value 15000
if (range < 1500) // original value 3000
double range2, nearest2 = SCANNER_MAX_RANGE2 * 10000000.0; // 1000x typical scanner range (25600 km), squared. (Added an extra 0. Redspear)
With the exception of the very last one, all of those changes have now been coded for 1.80. Whilst it's true that I haven't sat watching computer piloted sun-skimmers go about their business, everything else has been tested. Many of these code changes will be the same for 1.81 but some have moved, many within the same file and some to other files. Nearly all of these migrations have been tracked and will be confirmed here soon.
It's possible that I've left out some other tweaks that I've done but I can add to this post as I recall them. For example, there's some mysterious stuff I did in January, before my 5 month break, that makes little sense now; I think it was just some early fumblings but I might have another look.
I hope to flesh this out as much as possible over the weekend.
This list is now complete in at least as far as my current testing has revealed.
I expect further alterations but I am not currently aware of the need for any.
Just got to get my head around Github and then we're off