@LV (Wooo first moderator complimented script <3)
2. I have to put back a temporary "Power Balanced" mode when docking, as a player would sooner or latter notice.. hey I have 14/10 engine tunnings, and inevitable try to "upgrade" the ship, which will in fact put it back to 10 and "refund" those 4. The script does auto-restore the ship back to the amount its suppose to be at (charging the player.. oh DOH!!!... right... it doesn't charge the player yet... GRRR I haven't made that script yet... I just left a place holder...)
But yeh, in short, it reverts the ship to prevent tinkering. Then it un-re-reverts?? the ship 0 - 10123ms after its launched (!dockedat)
How would you have done the docking thing?
3, One of the main reasons I wanted to exclude capitol ships, is because there is no "get laser recharge rate" command. And right now the script just uses the shields change / 5 to approximate the correct amount to add to lasers. "/5" is aprox correct for fighters (with the M4+ and M3+ being weird, standing at about /4.5). But with capitol ships its just all over the shop. (2-4ish)
And I can't exactly build a self-generating library, as AFAIK laser energy is only for insector ships. (So it would be a very laggy & noisy, self generating library)
Leaching power from near-non existant weapon banks, I needed something to balance them to prevent continuous engine-maxing. (I see your point 5)
Ill considering opening this up to transport ships (TL's may need a library.. *sigh* a manually generated one...)
4) Speed Control. Originally the script kept your ships speed constant at xx% with the set speed command. However, I quickly realised that the set speed command is actually cheating, as it would instantly accelerate you.
(the code is still there, just commented out.. hrm... or I deleted it.. that too). So now I have the choice of, don't change speeds, full speed, or speed 0.
I had to pick one, so I figured pick the max. I could make two copies of the script, one with out the speed-max-er. OOOORRRRR, if speed is already max, then re-max, else nothing.
5. Hrmm..
But I luv my ship.. What to break what to break... I know, I can break things with out breaking them!
a) Remove wares, insert "place holder" debris sort of wares, which will be restored in time,
b) Just remove wares (boom they exploded)
c) Random energy spikes, loss of shields/laser/engines sporadically set speed to 0
Which is/are your favourite(s)?
each tick, randomly generate a number between -10 -20(Mean 5) (Mean/second 25) Desired expected failure time, 60s? 25 * 60 150 0, 1500 is the burnout, does something "bad" to the boosted system, reverts count, disables power boost.
But Ill have to stick this to the "todo" list for now
SFM needs tweakage (again) and I've got work soon