Rumor Central News : newsflah

Discussion and information relevant to creating special missions, new ships, skins etc.

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Frame
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Rumor Central News : newsflah

Post by Frame »

The ill believed Rumor Central News, has seemed to pick up on a bit of truth, while one of its journalists seemed to have penetrated the Security of the DTP design agency, and he actually took pictures of a device in its prototype state...

The Socalled "Fuel Collector"...

Experts looking at the Pictures confirms that the device Dimensions seems to fit in the machine expansion slots of a Cobra MK III, and therefore are easely modified to be carried by all other vessels, that are able to mount a Fuel Scoop, as the Fuel Scoop seems to be a required Equipment for this Fuel Collector to work...

What Rumor Central News does not confirm is that the same journalist stole the blueprints for the Fuel Collector... this is utterly rubbish and are infact real rumors... not a grain of truth to that part of the story says the Senoir Editor of Rumor Central News...

Now that the Device is no longer a secret, Experts Agree that DTP design Agency will soon be adding this new piece of Equipment to the market, once its trials has been completed.

As the DTP design Agency also have been embarresed by this incident, their stock market value has gone one way.. down.. Therefore they are moving all their activities out of the standard orbit stations... and so said Rumor Central news, they seem to have begun construction of a secret station in yet another secret location...

The Senoir Editor of Rumor Central News states: we will find out where soon enough...

End of Newsflash
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Post by FSOneblin »

Sounds fancy, I wonder what it does. It sounds expensive. I can't wait to get my hand on that. This will be a great oxp, I can feel it...


Don't panic: FSOneblin
Don't panic

Now an "adult!"
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Post by Svengali »

Frame wrote:Therefore they are moving all their activities out of the standard orbit stations... and so said Rumor Central news, they seem to have begun construction of a secret station in yet another secret location...
It's like christmas. You know that it comes, but you really don't know what you have to expect :-) Woooow.
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Post by Commander McLane »

I wonder whether it will be in any way similar to this one?

If yes, I see a large copyright infringement battle between Mabelala Institute of Technology (MIT) and DTP design agency at the horizon... :wink:
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Post by Frame »

Commander McLane wrote: If yes, I see a large copyright infringement battle between Mabelala Institute of Technology (MIT) and DTP design agency at the horizon... :wink:
Nope, it will not, because if it does, they will throw-in theire prototype 50 dumbfire missile rack ;-)..

Back to the real world...
---------------------------

And nope, missed this one, on search, even looked it up in the OXP list on the wiki, only thing i could find there starting with fuel was the fuel tank.

The 50 dumbfire missile rack is still in its prototype stage, but the Fuel Collector i know will work.. based on some other stuff i made... how it will work exaclty, i´ll let that be a surprise... but it will not make the universe a less dangerous place to be, infact quite the oppersite. ;-)
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Post by Frame »

Seems Rumor Central News

scored another scoop,

"we got attached a spyprobe on one of DTP design Agency ships, and did 20 hours ago receive this picture"

Image

"As you can see its very blurred due to the fact the camera only took timed pictures.. as we lost track of the ships route, this picture was received at our station after being transmitted across 6 galaxies, in galaxy 2, at Errara".

"from what our experts say, this is a station under construction, of unknown type and function. The station build is done fairly close to a star, therefore its unlikely that we will discover it by chance, since its posistion is almost certainly on the far side of a star...

our spyprobe seems to lost functionality when it came to close to that star as well as anydata send, was destroyed by the stars heavy radiation, we are extremely lucky to have got this picture under these conditions, as the image data did make it to a relay onboard a ship in galaxy 8. as we allways watermark our pictures with our uniqe News license ID, in order to prevent other news agencies from using it, the commander on the ship, when his ship was in for maintenence discovered it, read the ID, and send it to us.. for a fee ofcourse, to cover the galaxy transmission costs and more..

we have received no other pictures from him since then, all we know is that the station must be somewhere in galaxy 8. The commander seems to have forgotten the time of where the picture was received and have accidently deleted it. all we got was a copy, not the original data, our watermark however ensures its authenticy.

The trip to galaxy 8 is far to exspensive to send our usual journalists, we have hired freelancers: to go look for that illusive station

we are sure we will find that station sooner or later.. better sooner.."
Last edited by Frame on Mon May 26, 2008 1:43 pm, edited 1 time in total.
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Post by Commander McLane »

No wonder you missed it. It was never released. In fact it was meant as a teaser for an OXP which is still on my harddisk in the very early stages of development, and since I announced the Fuel Scoop Enhancer it didn't go anywhere.

Probably I'll release it as a stand-alone.

The whole thing was more like a concept study; I wanted to find out what kind of new and useful equipment the scripting system would allow to develop.
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Progress

Post by Frame »

History:

The military turned to the DTP design agency to co-develop with MIT
the Fuel Scoop Enhancer. a device MIT had worked on in the past

The military wanted a way to give its pilots in witchspace i chance to leave
witchspace, even when all theire fuel had been used up... Fuel Tanks was an
option, however this tank takes up a vital missile pylon, something
you surely want in the midst of a battle with The Thargoids.

After a year of research, field testing
it was renamed to the Fuel Collector

The fuel Collector works in this way

Overview

it will award the player fuel in the underlying descriptions that follows

Original MIT specification goals in extracting fuel in

Normal Space (interplanetary space) Status: working
---------------------------------------
60 seconds at worst conditions in normal space pr 0.1 ly of fuel, while player is at maximum speed...
thats 70 minuttes for a full 7.0 tank of fuel. about 30 seconds at best conditions, thats 35 mins
for a full tank..

Speed intervals are

Over 100% the fuel collector will shut off
90%-100% best extration speed
50% average extration speed
20% worst extration speed

The closer you are to the sun the better the extraction, however to close
to the sun and the fuel collector will shut down to protect itself from damage....

DTP development on interstellar fuel extraction specifications
Interstellar space status:working
----------------------------------------
The fuel collector only works at maximum speed while in interstellar space
as it needs maximum output from the engines to work since it collects some
of the plasma ejected from the engines and uses this for fuel extraction

it will take roughly 4,2 minutes in interstellar space,
to collect 0.1 ly of fuel or roughly 42 min for 1.0 ly of fuel
or 5 hours for a full tank of 7.0 ly of fuel...

it can take longer or be quicker depending on how much
fuel it can scoop up..

Target Fuel Extraction Status: Working
-------------------------------------

Originally the military also wanted the Fuel collector to be able to
scoop fuel from wrecked Thargoid ships, but field testing showed
that the targoids are using a fuel solution that is twice as thin
as that of normal vessels.. their technology seems to be able to
use this thinned fuel, witch also explains why they are able to
jump twice as far as normal vessels without breaking the 7.0 ly usage barrier
Concentrating this fuel into normal fuel, is a job for a refining plant.. not something
you can put on any normal ship...

So the fuel collector failed in meeting this design goal, however
it works perfectly fine for ships that are not of thargoid origin..
which is why allready some pilots have started to rename the fuel
collector into the "soul collector". rumours are that pirates
allready have a Fuel Collector. while no one can explain where
they got it from...

The fuel collector will on communication with the targeting device
of the ship, determine when to activate the fuel-scoop, so that
it can scoop up some of the fuel ejected and not destroyed from
the explosion. you have to be relatively near for this to work
under 2 clikcs or 2000 meters. or else the fuel scoop will activate
its safe-switch when it detects the target to be scooped is to far away.

However due to the fact that an explosion scatters the fuel all around, and
how much of it escapes the explosion, the amount of fuel collected will be
totally random.

you should never expect to see you get the full amount of the victims
fuel reserve.. do you however blow up a tanker... you probarly will.

overall the fuel collector will shut down, once the player has full tank..

as the fuel collector works in conjunction with the fuel scoop, it will not
work if the fuel scoop is damaged.

The minute refine apperatus inside the Fuel collector will when adaquete
unrefined fuel is collected, make a minute refine and transfer 0.1 ly
of fuel to the ship tanks... the Fuel collector have only 0.09 ly of buffer
room for any excess unrefined fuel, that will remain in the fuel collector.

Derelict ship fuel extraction Status: preliminary field testing is working... under development
---------------------------------------
if the targeting computer detects a derelict ship, it will start to extract fuel
from the ship in question by sending special commands to the ships onboard computer
if succesfull the ship will now start to vent out its fuel, the player has to be less than
300 meters from the ship in question, sometimes other pilots have boobytrapped their ship
to self-detontate, if a computer infection is detected while no pilot is aboard, this
is however a time consuming effort, and many do not do it, while the most scoundrel of pirates
do it so that the police cant find their hideouts.

Military & police Computers have far to good protection to be infected by the standard
hacking software onboard civilian vessels..

Further progress
-------------------
Field testing has showed the pilot want to be able to keep
track on how much fuel is in the fuel collector...

while at the same time he do not want his HUD to be disturbed
by a continious stream of data from the fuel collector...

At the moment the DTP design agency is designing an interface that will
allow the cargo computer and Fuel collector to exhange data
so that the pilot can look up in his cargo display how much
unrefined. a relative straight forward interface, that has
been proving troublesome.
Last edited by Frame on Fri Jun 27, 2008 12:03 am, edited 1 time in total.
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Re: Progress

Post by Frame »

grrr.. well i might just aswell be using this doublepost for something

while using an ECM and my targeting computer had aqquired a missile
that was exploded quite near to me, i managed to scoop some of the missiles unused fuel.. :lol:


misintrepretation of what actually happend... the missiles has no fuel, so must have picked it up from another source
Last edited by Frame on Fri Jun 27, 2008 11:14 am, edited 3 times in total.
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Re: Progress

Post by Frame »

damn double post

Edit might aswell post something in here....

the main code looks like this atm, yes i love to make things overcomplicated... :shock: :oops:

and its not finished, there "might" be some errors yet, and some things left out

Code: Select all

this.name        = "Fuel Collector"; 
this.author      = "Dennis Thony Pedersen (Frame)"; 
this.copyright   = "© 2008 the Oolite team."; 
this.description = "Device that collects fuel from wrecks"; 
this.version     = "0.1 Beta"; 


/* this file monitors the players target, and if it is killed, it will award fuel if the player is relatively near

it uses a modest amount of energy when active

Using MIT technology, it will also be possible to harvest fuel.. the way it works is that it gathers tiny amounts of fuel..
all the time, the players speed also affects this as well as the distance from the star


levels are at 100% speed

level 1 is 0.0025 fuel pr 3 second in interstellar space 				=	900 seconds for 1.0 ly of fuel
level 2 is 0.001   fuel pr 3 second when far away from star in planetary space..	=	300 seconds for 1.0 ly of fuel
level 3 is 0.02   fuel pr 3 second when at medium distance to the star		=	 150 seconds for 1.0 ly of fuel
level 4 is 0.04   fuel pr 3 second when close to the star				=	 75 seconds for 1.0 ly of fuel

at 100% speed these levels are doubled and the time is halfed..

calculus is Baselevel*(100/maxspeed*currentspeed)

The collector switches off at injector or warp speed...


*/


this.startUp = this.reset = function()
{
this.distance = 0
this.player_check_score = player.score
this.targets_fuel_reserve= 0
this.targets_type = false
this.activetarget = false
this.fuel_below01 = 0;
this.fuel_level_1 = 0.0005
this.fuel_level_2 = 0.001
this.fuel_level_3 = 0.002
this.fuel_level_4 = 0.003
this.clockclicks = 0;
this.checkawardhowoften = 3
this.myswitch = true
this.myswitch1 = false
this.tonearsun = 290000
this.nearsun = 350000
this.averagesun = 450000
this.farfromsun = 520000
this.ispaceswitch = true
this.derelictcount = 11
this.derelict_entity = false
this.derelict.ID

}


this.checkifover01 = function(fuel_award)
{
	this.clockclicks ++
	this.fuel_below01 += fuel_award
	//player.consoleMessage("Fuel bank is now"+this.fuel_below01,3)
	if(this.fuel_below01 > 0.1)
	{
		
		player.fuel += 0.1
		let gfueltime = this.clockclicks*this.checkawardhowoften
		player.consoleMessage("Fuel Collector", 10)		
		player.consoleMessage("Gathered Fuel: 0.1 ly", 10)		
		this.clockclicks = 0
		this.fuel_below01 -= 0.1
	}
}

this.DerelictCheck = function()
{
	if(player.docked)
	this.DerelictCheckTimer.stop() //should not happen, but for safety reasons, there could theory be a dereclict ship right outside the docking bay
	
	let a_derelict_ship = player.target
	if(!a_derelict_ship) //first check that there is a ship locked in players target computer
	{
		this.DerelictCheckTimer.stop()
		this.derelictcount = 11		
		return	//no active target return and stop timer...
	}
	if(a_derelict_ship.AI != "nullAI.plist") //is this ship unpiloted, if so it could be derelict
	{
		this.DerelictCheckTimer.stop()
		this.derelictcount = 11
		player.consoleMessage("Fuel collector",3)
		player.consoleMessage("lost link",3)	
		return // not unpiloted(something must have happend)... stop timer
	}
	if(player.position.distanceTo(a_derelict_ship) > 300) //are we still within the 300 meters limit
	{
		this.DerelictCheckTimer.stop()
		this.derelictcount = 11
		player.consoleMessage("Fuel collector:Weak Signal",3)
		player.consoleMessage("Lost Link To "+a_derelict_ship.shipDisplayName, 3)
		return //we left the minimum distance... stop timer
	}
	//if(a_derelict_ship.isPirate || a_derelict_ship.isTrader || a_derelict_ship.hasRole("hunter") || a_derelict_ship.hasRole("shuttle") || a_derelict_ship.hasRole("miner") || a_derelict_ship.hasRole("escort"))	//legit derelict ship Traders & Pirates & Hunters
	if(a_derelict_ship.isPirate || a_derelict_ship.isTrader || a_derelict_ship.ship.primaryRole == "hunter" || a_derelict_ship.ship.primaryRole == "shuttle" || a_derelict_ship.ship.primaryRole == "miner" || a_derelict_ship.ship.primaryRole =="escort" || a_derelict_ship.ship.primaryRole == "scavenger")
	{
		//do stuff here
		this.derelictcount --
		if(this.derelictcount == 0)
		{
			
			if(this.targets_fuel_reserve < 0.1)
			{
				player.consoleMessage("Fuel collector:ship has no fuel in Tank",3)
				if(a_derelict_ship.isPirate)
				{
					if(Math.random() <0.3)
					//run random boobytrap
				}
				
				this.derelictcount = 11
				this.derelictID = a_derelict_ship
				this.DerelictCheckTimer.stop()
				return
			}
			else
			{
				this.DerelictCheckTimer.stop()
				
				//start a timer to suck out the fuel
				
				
			}
			
			
		}
		
	}
	else	//no legit roles return and stop timer
	{		
		this.DerelictCheckTimer.stop()
		this.derelictcount = 11
		player.consoleMessage("Fuel collector",3) //we might have changed targets....
		player.consoleMessage("Lost Link ", 3)
		return //no legit roles
	}	
		
}

this.CruiseCheck = function()
{
	if(player.docked)
	this.CruiseCheckTimer.stop()
    	
	//player.consoleMessage("entering cruisecheck", 3) // for testing
	if((player.speed > player.maxSpeed) || ( 7 == player.fuel)) //|| means explicit or // injector or warp speed
	{
		return		//return means, end function now and return to whatever called this funtion, you can also return a value, however, type returned must be of same type as the object which will be set to be equal the funtion
	}
		
	//if(system.isInterstellarSpace) //some person in the future might add a sun in interstellar space
	if(!system.sun)
			//so if there is a sun present, it will activate the crusing mode collector	
	{
		if(this.ispaceswitch)
		{
			this.ispaceswitch = false
			player.consoleMessage("No Sun detected",3)
			player.consoleMessage("Fuel Collector set to full extraction mode",3)
			
		}
		
		//if there is not a sun there it will extract whatever it can from its surroundings...
		//however only as long as the player is at max speed..
		if(player.speed == player.maxSpeed)		
		this.checkifover01(this.fuel_level_1*Math.random())
		return  
		
	}
	else 
	{		
		//what distance are we at to the star
		// to close and it will shutdown, to far away it will collect very little
		
		/* a notice on why it shuts down, when to close
		
		due to the fine filter of the fuel collector, it will shut down when it
		gets to close to the star so that the filter is having a chance of getting
		cleaned by the subsequent cleaning, which in effect harvest the fuel from
		the filter
		
		The fuel scoop will then take over shortly after...
		*/
		
		
		let sun_distance = player.position.distanceTo(system.sun)+system.sun.radius
		//player.consoleMessage("distance to sun is now:"+sun_distance, 3) // for testing
		let distancemodifier = 0
		
		if(sun_distance <this.tonearsun) // to close
		{
			
			if(this.myswitch)
			{
				player.consoleMessage("Fuel Collector Deactivated",3)
				this.myswitch = false;
				this.myswitch1 = true;
			}
			
			return //dont bother checking from here...
		}
		
		else if(this.myswitch1)//activate fuel collector
		{
			player.consoleMessage("Fuel Collector Activated",3)
			this.myswitch1 = false
			this.myswitch = true
			
		}
		
		if(sun_distance< this.farfromsun)
		distancemodifier = 0.001
		if(sun_distance< this.averagesun)
		distancemodifier = 0.003
		if(sun_distance< this.nearsun)
		distancemodifer = 0.005 //this is near the filters saturation limit,...
				
		let speedp = 100/player.maxSpeed*player.speed
		
		if(speedp>89)
		{
			this.checkifover01(this.fuel_level_4+distancemodifier)			
		//	player.consoleMessage("speed over 89 %", 3) // for testing
			return			
		}
		
		if(speedp>49)
		{
			this.checkifover01(this.fuel_level_3+distancemodifier)
		//	player.consoleMessage("speed over 49 %",3) // for testing
			return			
		}
		
		if(speedp>19)
		{
			this.checkifover01(this.fuel_level_2+distancemodifier)
		//	player.consoleMessage("speed over 19 %",3) // for testing
			return			
		}		
	}
}

this.killCheck = function()
{
	//player.consoleMessage("Entering killcheck", 3) // for testing
	//revised Fuel collector, Aqquire Players Target and get the posistion
	       
    	if(player.docked)
    	this.KillCheckTimer.stop()    	    	
    	else
    	{
    		if(player.fuel < 7 && player.speed <= player.maxSpeed) //if players tank is full, no need to check, dont work at injector or warp speed
    		{
    			if(this.player_check_score < player.score) //if player has made a kill since last check
    			{
    				
    				//lets assume this    							    					
    				//near the player and use latest distance, do not award if thargoid, make sure the player has a target, or game will chrash
    				if(this.distance < 2000 && !this.targets_type && this.activetarget) 
    				{    				
    					let leech = this.targets_fuel_reserve
    					let leech2 = this.targets_fuel_reserve/0.1
    					let ra = Math.random()
    					if(ra>0.3)
    					leech=leech2*0.1*0.015 //roughtly 0.1 lyof 7 ly
    					if(ra<=0.3)
    					leech=leech2*0.2*0.030 //award only 5%
    					if(ra<0.1)
    					leech=leech2*0.5*0.060 //award 10%
    					
    					//roundoff
    					leech = Math.round(leech/0.1)*0.1		    					 					   					
    					
    					if(leech >0) //only award if victim actually had any fuel left...
    					{    						  						
    						player.fuel += leech // only award one quarter as fuel is scatterd all around    					    					  					
    						player.consoleMessage("Fuel:"+leech+" ly", 3)
    						//player.energy -= 5
    					}
    					
    					//reset our globals
    					this.distance = 0    					
    					this.targets_fuel_reserve= 0
    					this.targets_type = false
    					this.activetarget = false    					
    				}
    			}
    			
    			let pl_target = player.target
    			//player.consoleMessage("flicker", 3)
    				
    			
    			/*derelict ship section. 
    			intertwined with the killchecktimer cause players target can be killed before this
    			if we have two independant timers running doing almost the same, it will be unsyncronized
    			
    			to bed to bed i must go...
    			*/
    			
    			if(pl_target && (this.derelictcount == 11)) //11 means our timer has not yet started, lets save some cpu cycles
    			{
    				let target_ship_AI = pl_target.AI
    				if(target_ship_AI == "nullAI.plist" this.derelictID != pl_target)	//derelict ships have nullAI.plist, ID means this is the last ship that has been linked too we either emptied its tanks, or it was empty
    				{
    					player.consoleMessage("got NULLAI", 3)
    					this.derelictID = false
    					if(player.position.distanceTo(pl_target) < 301)
    					{
    						log("Fuel Collector", "distance below 301")
    						//if(pl_target.isPirate || pl_target.isTrader || pl_target.hasRole("hunter") && !this.DerelictCheckTimer)
    						if(pl_target.isPirate || pl_target.isTrader || pl_target.ship.primaryRole == "hunter" || pl_target.ship.primaryRole == "shuttle" || pl_target.ship.primaryRole == "miner" || pl_target.ship.primaryRole =="escort" || pl_target.ship.primaryRole == "scavenger" && !this.DerelictCheckTimer)	//legit derelict ship Traders & Pirates & Hunters
    						{
    							this.derelict_entity = pl_target
    							log("Fuel Collector", "got role")
    							if(this.DerelictCheckTimer)
    							this.DerelictCheckTimer.start()
    							else
    							{
    								this.DerelictCheckTimer = new Timer(this,this.DerelictCheck,0,3) //tip dont use an arguement when you start a timer like this,this.mytimer(arguement) it will make a CTD
    								player.consoleMessage("Fuel Collector", 3)
    								player.consoleMessage("Established Link To"+pl_target.shipDisplayName, 3)
    							//log("Fuel Collector","started timer")
    						}
    						//log("Fuel Collector","out of the loop of got role")
    					}
    					//log("Fuel Collector","out of the loop of below 301")    					
    				}
    			}   			
    			 	
    			
    			if(pl_target) // player can have no target
    			
    			{
    				this.distance = player.position.distanceTo(pl_target) //nifty little vector method
    				this.targets_fuel_reserve = pl_target.fuel //get the targets fuel reserve
    				this.targets_type = pl_target.isThargoid	//in case of interstellar space, thargoids should not reward fuel.. lets still force the player to carry a fuel tank... 
    				this.activetarget = true    				
    				
    			}
    			
    			else
    			
    			{
    				this.activetarget = false
    			}
    			
    			this.player_check_score = player.score 
    		}
    	}
    	      
        //check if Equipment has been damaged during battle...
        if(!player.hasEquipment("EQ_FRAME_FUEL_COLLECTOR") && !player.hasEquipment("EQ_FUEL_SCOOPS"))
        this.KillCheckTimer.stop()
}


this.shipLaunchedFromStation = function() //script starts here after startup borrowed from bouy repair great work Erich ;)
{
	this.myswitch = true	//just in case there is a station inside the tonear zone
	this.myswitch1 = false
	this.ispaceswitch = true
	this.player_check_score = player.score	
	
	
	if(player.hasEquipment("EQ_FRAME_FUEL_COLLECTOR") && player.hasEquipment("EQ_FUEL_SCOOPS"))
	{
		if(this.KillCheckTimer)
		this.KillCheckTimer.start()
		else
		this.KillCheckTimer = new Timer(this, this.killCheck,0,3)
		
		if(this.CruiseCheckTimer)
		this.CruiseCheckTimer.start()
		else
		this.CruiseCheckTimer = new Timer(this,this.CruiseCheck,0,this.checkawardhowoften)
	}
        
}

this.shipExitedWitchspace = function() //script starts here once player jumps to a new system
{
	// reset our switches player can have witched out, well within the tonear zone
	this.myswitch = true
	this.myswitch1 = false
	this.ispaceswitch = true;	
	
	
	if(player.hasEquipment("EQ_FRAME_FUEL_COLLECTOR") && player.hasEquipment("EQ_FUEL_SCOOPS"))
	{
		if(this.KillCheckTimer)
		this.KillCheckTimer.start()
		else
		this.KillCheckTimer = new Timer(this, this.killCheck,0,3)
		  
		if(this.CruiseCheckTimer)
		this.CruiseCheckTimer.start()
		else
		this.CruiseCheckTimer = new Timer(this,this.CruiseCheck,0,this.checkawardhowoften)
	}
	
}

this.shipdied = function()
{	
	this.KillCheckTimer.stop()
	this.CruiseCheckTimer.stop()	
}
Last edited by Frame on Fri Jun 27, 2008 9:23 pm, edited 1 time in total.
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FSOneblin
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Post by FSOneblin »

Now that sounds just cool. I thought it would collect some of your injected fuel, but I like how it is better.

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pagroove
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Post by pagroove »

Can you sell the fuel back somewhere?
Is there a reason to scoop te suns anymore then?
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Frame
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Post by Frame »

pagroove wrote:Can you sell the fuel back somewhere?
Is there a reason to scoop te suns anymore then?
No you cant sell fuel...

in normal interplanetary a single 0.1 ly of fuel will take 30 seconds in the best of conditions, 60 in the worst of conditions

Thats 30 * 70 = 2100 seconds or 35 mins for a full tank of 7.0 ly of fuel..
so yes it can still pay off to goto the sun or use the fuel tank...

The fuel you get from ships, is not that much, you will rarely see 2.1 ly of fuel from a single ship, while most of the time you get 0.1 ly of fuel from an exploding ship..

Now if you attack a viper interceptor, you could get as much as 4.2 ly of fuel, that depends though on how much it has allready used in using its injectors.

still you need to be within 2000 meters to benefit from the kill

also many vessels do not carry fuel..

Viper and Viper pursiut
worms
Geckos
and mambas, the orbital shuttles and the transporter...
sidewinders

While testing this i often ran out of fuel while using my injectors, and in some curcial moments, a message came up to tell me that the Fuel collector had collected and transferd 0.1 ly of fuel to my tanks, that gave me like 10 seconds of fuel injection and helped me escape certain death.

The dereclict ship transfer is an option more than something you should do.. while it will give you more fuel, it will also provide the risk of the ship being boobytrapped..
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Frame
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Re: Progress

Post by Frame »

oops again... i´m tired...

Edit:

I just read about the "never use a float to increment a variable".. at the berlious bug , float adds up buggy that i submitted...

duely noted (and i should have known, but thats just my lack of experience)

Will never do it again... however this code is not so picky now, so i stick to it
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Frame
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Post by Frame »

Isnt it just lovely,

you go out of your way designing something, just to discover that something is allready implemented that will make this script easier do...

Cant figure how i missed this one :S

this.shipDestroyedTarget = function(target)

oh dear, back to editing...
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