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Original script by voxol
Thanks to B-O'F for Numeric Entry and other library scripts
Requirements: Cycrow's Salvage Claim Software - Available at Teladi Equipment Docks (required to claim big ships).
Note: if you're upgrading from 1.x you should uninstall it before installing 2.x
Description:
New in 2.0:With this plugin big ships will now bail and there is generally a higher probability of a ship's crew bailing.
The benefit of Bail Signal Extension is that it is simple in function and transparent in operation, adds NPC vs. NPC bailing, and modifies the stock implementation as little as possible to achieve the desired effect. For a comprehensive 'first-person' capping experience I would suggest Unicap; for something more like a 'fix' to the stock method, try Bail Signal Extension...
As always, suggestions for improvements are most welcome.
High level of configuration and new menu
Changes to Huge ship bailing: they won't bail above 50% hull
ship cloning
equipment damage fixed (apologies to all of you that were making a living selling off aHEPTs)
new and exciting bugs
Menu system
To access the menu you need to assign a hotkey. Then just hit the key and you'll receive an incoming message. Most of the settings should be self explanatory.
couple of terms that might be confusing:
Bail rate: the chance the pilot will bail and leave a salvageable hull.
Explode rate: how often the ship will prematurely explode, this is calculated independently of bail rate.
These 2 are separate functions in 2.0, i.e. a ship can have a chance to explode without having a chance to bail, and vice versa.
Changelog:
2.1
fixed ship explosions
added in option for player ship bailing in additional options
Known issues:
Bailing ships shift position slightly. This is caused by the create ship/set position commands not having enough precision. I changed the way ships bail to destroy the first ship and make a copy of it for the salvage. This was done as a catch-all for groups of ships idling after their leader gets killed. Might go back to the old way of doing things, but right now I'm thinking one of these bugs might have to be a "feature" unless I can figure out a way to reliably send SIGNAL_KILLED or set the ship position with some higher precision in the script editor.