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 Post subject: [Split] Fuel Tweaks
PostPosted: Fri Jul 28, 2017 2:51 am 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1841
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.2 of FuelTweaks OXP is now available. In this version:
  • Set the default quantity of Quirium fuel available for purchase at all stations to be zero, to encourage scooping.
  • Added the "Quirium Fuel Transfer" equipment item, to allow for fuel to be transferred from cargo to the main tank, but with a risk of cargo and/or equipment damage (and even entire ship destruction!).
  • Scooping of Quirium Fuel cargo pods when there is insufficient fuel storage units for hold it will now result in the cargo being auto-ejected.
  • Corrected logic for determining when fuel or fuel stations are available.
  • Added logic to allow for players without fuel scoops to always have the ability to purchase 4ly fuel rations, even if all other logic says no fuel or rations or fuel stations are allowed in this system.

Download: FuelTweaks.zip, or FuelTweaks.oxz
Also available through the download manager. [EliteWiki] Fuel Tweaks

Note: this OXP will not do anything on it's own. To make it do something, try the following example in a startUp script:
Code:
this.startUp = function() {
	var ft = worldScripts.FuelTweaks_FuelEconomy;
	if (ft) {
		ft.$reset();
		ft._fuelNormal = false; // turn off normal fuel operations
		ft._fuelUseRations = false; // turn on rationing
		// add some controls over fuel availability
		ft.$addFuelAvailability([4,5,6,7], [0], 5, true);
		ft.$addFuelAvailability([4,5,6,7], [1], 3, true);
		ft.$addFuelAvailability([0,1,2], [4,5,6,7], 0, false);
		ft.$addFuelAvailability([3,4,5,6,7], [2,3,4,5,6,7], 0, true);
		
		// add some controls over where refuelling stations are present
		ft.$addRefuelStationAvailability([4,5], [0], 8);
		ft.$addRefuelStationAvailability([4,5], [1], 6);
		ft.$addRefuelStationAvailability([4,5,6], [2], 3);
		ft.$addRefuelStationAvailability([3,4,5,6], [2,3,4,5,6,7], 2);
	}
}

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Last edited by phkb on Tue Sep 12, 2017 3:10 am, edited 3 times in total.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Thu Aug 03, 2017 3:05 am 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1841
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Fuel Tweaks 1.3 is now available, via links above or though the download manager. In this version:
  • Tweaks to the equipment.plist file.
  • Added 5 and 6 ly fuel rations.
  • Tweaks to the logic of the various properties to make system clearer.
  • Added textures from gsagostinho's updated version of Fuel Stations.
  • Added reset function to remove any fuel-related settings currently in use.
  • Bug fixes.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Aug 07, 2017 4:29 am 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1841
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Fuel Tweaks 1.5 is now available, via links above or through the download manager. In this version:
  • Message about fuel not being for sale incorrectly being broadcast even when rations are available.
  • Added information about fuel availability to the F7 System Data screen.
  • Fixed incorrect TL variable reference in various lookup functions.
  • Tweaks to checking functions to make them more logical.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Dec 04, 2017 12:55 pm 
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Deadly
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Joined: Mon Feb 20, 2017 2:14 pm
Posts: 131
Excuse this question... not sure if I'm missing some fine piece of equipment on my ship, but... how exactly do you scoop this nice-sounding Quirium fuel from the star? I know I have to torus toward the sun, obviously. Then what? :D

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Dec 04, 2017 1:12 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
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Location: Corke's Drift
Keep heading into the sun until the fuel scoops start gulping - external heat shielding is recommended.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Dec 04, 2017 4:09 pm 
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Jedi Spam Assassin
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Joined: Thu Jul 12, 2007 10:54 pm
Posts: 5874
Location: Carter's Snort
Once the scoops start working, bring the ship's nose up and fly parallel to the surface of the star. Keep an eye on cabin temperature, and be ready to pull away as soon as the tanks are full. If you feel the urge, take a look at your ship on an external view, and watch it glow …

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Dec 04, 2017 6:04 pm 
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---- E L I T E ----
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
be ready to pull away as soon as the tanks are full.
Before the dive set a target system and press h if you feel the situation too hot.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Mon Dec 04, 2017 6:48 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12970
Location: Corke's Drift
Quote:
Before the dive set a target system and press h if you feel the situation too hot.
<nods> Yep! Although one should always have a jump preset - a quick exit may be needed for other reasons.

If you have the ASC, set it to the sun - makes it easier to put the sun directly astern, if required.
If you've got injectors (and some fuel), use them to get in fast - the scoops will still gulp quirium.

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 Post subject: Re: [Split] Fuel Tweaks
PostPosted: Tue Dec 05, 2017 12:22 am 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1841
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
In relation to this OXP:
In order to collect Quirium fuel, you will need (a) a Quirium Fuel Processor and optionally (b) some additional Quirium Fuel storage units. The fuel processor comes with its own storage unit. The storage units only take up cargo space when they are carrying fuel.

Once you have the processor and some storage capacity, you can head to the star and do exactly what what said: dive in until the fuel scoop starts, then fly parallel to the surface. Quirium fuel is only collected once your own tanks are full, so you need to stay in range while the fuel is scooped. When your fuel storage units are full the scoops will automatically stop.

For players using the Ship Configuration OXP: be careful about using injectors or the hyperdrive while you are being heated by the sun. Both those activities will add to cabin heat, meaning you your ship will likely overhead and explode.

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