[RELEASE]Ardvark

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mandoman
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[RELEASE]Ardvark

Post by mandoman » Fri Oct 05, 2012 11:37 pm

The Ardvark is a weird trader ship. While it isn't advisable to take on pirates, or offenders if you don't need to, the Ardvark can pack a fairly good punch. Really, it's kind of wimpy, but pretty well set up for trading. For kicks and giggles, the two ball turret dish mounts up front twirl around, just for flashiness. Stupid, yes, but why not have fun. Anyway, the stats bellow tell you what this ship can do......kind of.

Specs.:

Max Speed = 350
Max Energy = 300
Energy Recharge Rate = 3.4
Thrust = 25
Max Cargo = 50 tons

https://www.box.com/s/cpqmrnik3yuqyq7lu9hp

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Re: [RELEASE]Ardvark

Post by Cpt » Sun Oct 07, 2012 4:22 pm

Max Speed = 350
That is so very fast...

*EDIT I compared this to the players ship speed of 0.35... spot the non-programmer...
Last edited by Cpt on Mon Oct 08, 2012 5:51 am, edited 1 time in total.
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Re: [RELEASE]Ardvark

Post by mandoman » Sun Oct 07, 2012 5:29 pm

I've been around this block before. Fast is relative. Some players LOVE fast, and consider what the Ardvark does as slow. I seem to fall in that camp. If you like the ship, but don't want the max speed so high, open up the Config file in the oxp, then open shipdata.plist with a good text editor, pan down to where it says "max_speed = 350;", and change the 350 to a lower number. I don't mind at all. In fact, I wish I could release two versions of all my ships, one with lower numbers for those who are use to that, and one with the higher numbers, which youngun's like myself prefer, but that would be too much. I'm truly sorry you don't like the max speed.
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Re: [RELEASE]Ardvark

Post by Shipbuilder » Sun Oct 07, 2012 5:52 pm

I don't think a maximun speed of 350 is too fast, certainly not for small to medium size ships.

Don't forget the max speed of probably the most famous Elite ship, the Cobra Mk3 (which is a multi use ship), is 350.
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Re: [RELEASE]Ardvark

Post by mandoman » Sun Oct 07, 2012 6:44 pm

Hey, that's right, and I don't think the Ardvark is much off in size from the Cobra Mk3. Good one, Shipbuilder. :wink:
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Re: [RELEASE]Ardvark

Post by Tricky » Sun Oct 07, 2012 10:35 pm

Shipbuilder wrote:I don't think a maximun speed of 350 is too fast, certainly not for small to medium size ships.

Don't forget the max speed of probably the most famous Elite ship, the Cobra Mk3 (which is a multi use ship), is 350.
Player ship speed is 350.
Standard trader is 300 and the alternative version is 320.

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Re: [RELEASE]Ardvark

Post by mandoman » Sun Oct 07, 2012 11:06 pm

Hi Tricky. What do you mean? The Core shipdata.plist shows the Cobra3-player has a max speed of 350. At least it does in the version I downloaded, and installed.
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Re: [RELEASE]Ardvark

Post by Tricky » Sun Oct 07, 2012 11:12 pm

mandoman wrote:Hi Tricky. What do you mean? The Core shipdata.plist shows the Cobra3-player has a max speed of 350. At least it does in the version I downloaded, and installed.
Yes, but cobra3-trader and cobra3-alternative set max speed at the quoted speeds above of 300 and 320 respectively. Those are for NPC's BTW.

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Re: [RELEASE]Ardvark

Post by Rese249er » Sun Oct 07, 2012 11:40 pm

I think it's time I pulled your ships into my 'verse en mass. They are lookin too good to not see out my screen.
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Re: [RELEASE]Ardvark

Post by mandoman » Sun Oct 07, 2012 11:53 pm

Glad to hear you're liking them, Rese249er. I have every ship oxp that doesn't cause Latest.log error warnings installed in my Ooniverse. If I have any mission oxps, they are one at a time, except for Thargoid Wars. I always have all the Thargoid oxps, and Behemoth oxps, if possible. I love ships. All kinds of ships, fast or slow.

I see what you mean, Tricky, but I don't see what you mean. If the Core shipdata.plist has the player ship at 350, shouldn't THAT be considered the standard? If there weren't any players, what difference does it make what the NPC ships can do. I don't make the fastest, or the most dangerous ship oxps out there. However, I DO have the most dangerous in my AddOns folder. I like the danger, and the challenge. My new favorite to fight these hazards is the SolorWing, and I am using the basic version, with a touch of my own color scheme to make it stand out from the others. Any way, now I'm blathering. One man's turtle is another man's hare. :mrgreen:
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Re: [RELEASE]Ardvark

Post by Tricky » Mon Oct 08, 2012 1:13 am

mandoman wrote:Glad to hear you're liking them, Rese249er. I have every ship oxp that doesn't cause Latest.log error warnings installed in my Ooniverse. If I have any mission oxps, they are one at a time, except for Thargoid Wars. I always have all the Thargoid oxps, and Behemoth oxps, if possible. I love ships. All kinds of ships, fast or slow.
I must have an old version of your OXPs as I get this...

Code: Select all

21:10:13.462 [shipData.load.begin]: Loading ship data.
  21:10:14.131 [plist.parse.failed]: Failed to parse ../AddOns/mandoman.oxp/SunBatComboPack.oxp/Config/shipdata.plist as a property list.
Parse failed at line 611 (char 24293) - unexpected character (wanted '=')
  21:10:26.976 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "Piranha_redux2" specifies non-existent model "piranha_redux.dat".
  21:10:33.154 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireantturret" specifies non-existent model "fireantturret.dat".
  21:10:33.431 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "FireAnt-escort" specifies non-existent model "fireant.dat".
  21:10:34.462 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "NovaBat-player" does not have a corresponding shipdata.plist entry, ignoring.
  21:10:34.462 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "SunBat-player" does not have a corresponding shipdata.plist entry, ignoring.
  21:10:34.462 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "SunBatMkII_redux-player" does not have a corresponding shipdata.plist entry, ignoring.
mandoman wrote:I see what you mean, Tricky, but I don't see what you mean. If the Core shipdata.plist has the player ship at 350, shouldn't THAT be considered the standard? If there weren't any players, what difference does it make what the NPC ships can do. I don't make the fastest, or the most dangerous ship oxps out there. However, I DO have the most dangerous in my AddOns folder. I like the danger, and the challenge. My new favorite to fight these hazards is the SolorWing, and I am using the basic version, with a touch of my own color scheme to make it stand out from the others. Any way, now I'm blathering. One man's turtle is another man's hare. :mrgreen:
Just pointing out that if any of your ships were set up to spawn as traders or pirates or hunters or any other variety of NPC then they would have slower speeds. Unless you have overriden the max_speed property for those NPCs.

As for the SolarWing... Damn hard ship to kill. Very agile and the profile is very slim making it hard to snipe at from long range. :twisted: For some reason it always goes into kill mode. I do have Offender Trader OXP installed, but that shouldn't mean just because it has a bounty of say 9₢ it should go on a killing spree. :| Not that I mind, one more kill to my rating. :wink:

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Re: [RELEASE]Ardvark

Post by mandoman » Mon Oct 08, 2012 3:58 am

Tricky wrote: I must have an old version of your OXPs as I get this...
Do you have both the single release oxps, AND the MandoAttackShips.oxp in your AddOns folder? That could cause some confusion for the game. As far as I can tell, since it's what I have in my AddOns folder, the MandoAttackShips.oxp, and the SunBatPack oxp don't generate any errors in my Latest.log. I removed all single releases of the ships in those package oxps.
Tricky wrote:Just pointing out that if any of your ships were set up to spawn as traders or pirates or hunters or any other variety of NPC then they would have slower speeds. Unless you have overriden the max_speed property for those NPCs.
That's interesting. Are you sure that the NPC versions of my ships HAVE to go those speeds? It doesn't matter, though, as most of my big trader ships don't go over 350 anyway.
Tricky wrote:As for the SolarWing... Damn hard ship to kill. Very agile and the profile is very slim making it hard to snipe at from long range. :twisted: For some reason it always goes into kill mode. I do have Offender Trader OXP installed, but that shouldn't mean just because it has a bounty of say 9₢ it should go on a killing spree. :| Not that I mind, one more kill to my rating. :wink:
Yeah, the SolarWing is acting quite normally, IF it is aggresive towards Offenders, and other pirate type ships. It's not suppose to attack any ships that have a Clean rating, though. I've never seen it attack any ship other than offenders. As a matter of fact, I have only seen the bounty hunter version once, and that was before I made a slight adjustment to the javascript for the ship. It didn't attack anything at all. I wonder if the javascript is still not right? All the others I've encountered have been Police.
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Re: [RELEASE]Ardvark

Post by Tricky » Mon Oct 08, 2012 6:08 am

mandoman wrote:
Tricky wrote: I must have an old version of your OXPs as I get this...
Do you have both the single release oxps, AND the MandoAttackShips.oxp in your AddOns folder? That could cause some confusion for the game. As far as I can tell, since it's what I have in my AddOns folder, the MandoAttackShips.oxp, and the SunBatPack oxp don't generate any errors in my Latest.log. I removed all single releases of the ships in those package oxps.
  • MandotechHeavyHaulers
    SolarWingV1.1
    SunBatComboPack
It seems to be the Heavy Haulers that is causing the errors. I fixed the parse error in the combo pack and that cleared up the warnings.
mandoman wrote:
Tricky wrote:As for the SolarWing... Damn hard ship to kill. Very agile and the profile is very slim making it hard to snipe at from long range. :twisted: For some reason it always goes into kill mode. I do have Offender Trader OXP installed, but that shouldn't mean just because it has a bounty of say 9₢ it should go on a killing spree. :| Not that I mind, one more kill to my rating. :wink:
Yeah, the SolarWing is acting quite normally, IF it is aggresive towards Offenders, and other pirate type ships. It's not suppose to attack any ships that have a Clean rating, though. I've never seen it attack any ship other than offenders. As a matter of fact, I have only seen the bounty hunter version once, and that was before I made a slight adjustment to the javascript for the ship. It didn't attack anything at all. I wonder if the javascript is still not right? All the others I've encountered have been Police.
My bad! :oops:

It's the SunBat MkII that keeps appearing as a pirate. I must be unlucky.

Still, the SolarWing and SunBat are both quite good in a fight. They keep Jaguar Company occupied for a while (which BTW is almost ready for a proper release after 2 months of work).

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Re: [RELEASE]Ardvark

Post by mandoman » Mon Oct 08, 2012 1:36 pm

Tricky wrote:
  • MandotechHeavyHaulers
    SolarWingV1.1
    SunBatComboPack
It seems to be the Heavy Haulers that is causing the errors. I fixed the parse error in the combo pack and that cleared up the warnings.
Yeah, I found it.....I think. At least, I hope that's all it was. I don't understand why I wasn't getting the error warnings in Latest.log, though. I re-did the SunBat-redux, and re-named it SunBat once again, so all references to the SunBat SHOULD have just been sunbat.dat, sunbat.png, sunbat-escort.png. I found where I had the materials in the shipdata plist of the Heavy Haulers for the SunBat-escort with the old "sunbat-redux.png". I've fixed that, and am combing the rest of the plist for other possible errors. I'll put a link up for the corrected version soon. Thanks for the heads up, and sorry about the hassle.
Tricky wrote:My bad! :oops:

It's the SunBat MkII that keeps appearing as a pirate. I must be unlucky.

Still, the SolarWing and SunBat are both quite good in a fight. They keep Jaguar Company occupied for a while (which BTW is almost ready for a proper release after 2 months of work).
I don't understand why the SolarWing is needing to fight any law enforcement. The AI, and the .js are suppose to be directing it to be a bounty hunter, and police ship. I specifically answered "no" to "auto_AI" in the plist. Does the game engine ignore that? I wanted it to be a "good guys" ship to battle menaces like Staer9s nasties, AND the SunBat pirates, as well as any others with an "Offender", or "Fugitive" tag.
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Re: [RELEASE]Ardvark

Post by another_commander » Mon Oct 08, 2012 2:02 pm

mandoman wrote:Yeah, I found it.....I think. At least, I hope that's all it was. I don't understand why I wasn't getting the error warnings in Latest.log, though.
You must always start Oolite with a cache flush (Shift held down while the game is starting up) when you are looking for possible errors in the log files. If you don't, chances are that the game is going to read a previously created cache file containing potentially erroneous data. In this case, because it is reading already cached information, no errors are being reported. I believe this is why you were not seeing any errors in Latest.log, while Tricky did.

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