[release]Sun Kiota stations

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Astrobe
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[release]Sun Kiota stations

Post by Astrobe » Fri Sep 15, 2017 2:57 pm

This OXZ restricts Wildships to spawn at most one Kyota station near the sun and aprevents it from replacing main stations. Docking clearance is also now required.

The sun area isn't currently particularly attractive, which also diminishes the value of sun skimming and of heat shields.

Kyota stations offer interesting trading/equipment opportunities that are a bit too accessible in my opinion. "Exploiting" market differences between stations is easy but not really fun. However, this relocation works better if you also have Deep Space Pirates (or equivalent) installed.

Also, the textures of the station depart noticeably from those of the core game; placing them near the sun mitigates the "issue" because of the particular lighting conditions near the sun; also, this particular aspect can be seen as some sort of heat/radiation shielding.
Last edited by Astrobe on Sun Sep 24, 2017 6:08 pm, edited 1 time in total.

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gsagostinho
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Re: [release]Sun Kyota stations

Post by gsagostinho » Fri Sep 15, 2017 4:51 pm

Nice idea, Astrobe.
Astrobe wrote:
Fri Sep 15, 2017 2:57 pm
Also, the textures of the station depart noticeably from those of the core game
What do you mean by that? In terms of quality or aesthetic?

Rustem
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Re: [release]Sun Kyota stations

Post by Rustem » Fri Sep 15, 2017 5:03 pm

I seen populator script and originate other off-topic question : Why Kiota Manufacturing Station [(roles = "wildShips_kiota4Disc wildShips_kiota station") and (roles = "wildShips_kiota2Disc wildShips_kiota station")] is not spawned in the basic WildShips OXP? They are appearing in the other OXP and missions?

They are very rare?

Astrobe
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Re: [release]Sun Kyota stations

Post by Astrobe » Fri Sep 15, 2017 6:56 pm

Rustem wrote:
Fri Sep 15, 2017 5:03 pm
I seen populator script and originate other off-topic question : Why Kiota Manufacturing Station [(roles = "wildShips_kiota4Disc wildShips_kiota station") and (roles = "wildShips_kiota2Disc wildShips_kiota station")] is not spawned in the basic WildShips OXP? They are appearing in the other OXP and missions?

They are very rare?
I don't see them in the original populator script, and their roles don't allow them to replace main stations, so I guess that's why. Still, there are also market definitions for them. I'll try to reactivate them to see if they've simply been forgotten or if they've been left out because there's an issue with them.

Astrobe
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Re: [release]Sun Kyota stations

Post by Astrobe » Fri Sep 15, 2017 7:02 pm

gsagostinho wrote:
Fri Sep 15, 2017 4:51 pm
Nice idea, Astrobe.
Astrobe wrote:
Fri Sep 15, 2017 2:57 pm
Also, the textures of the station depart noticeably from those of the core game
What do you mean by that? In terms of quality or aesthetic?
I can't tell if it's because of quality or aesthetics, but they immediately look different from main stations or constores. So placing them in a different environment also justifies, in my eye, their aspect.

BTW Sorry I realize I misspelled their name everywhere. Too much anime (Kyoto) I guess.

Astrobe
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Re: [release]Sun Kyota stations

Post by Astrobe » Sun Sep 24, 2017 4:10 pm

"2Disc" and "4Disc" stations look fine. Version 1.1 available.

PS: can I edit the title of the thread to correct the misspell without breaking the thread?

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Norby
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Re: [release]Sun Kyota stations

Post by Norby » Sun Sep 24, 2017 5:50 pm

Yes, you can.

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