oh ... and this is what it does so far, more or less, d'oh
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Hot engines:
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Ships will leave a wake that'll super-heat the skunk, reducing it's shields then destroying its hull until it blows up. Don't park in engines.
+ Larger ships have longer wakes
+ The faster the ship, the hotter its trail
+ Distance from ship and distance from ship affect temperatures
+ Warmup and cooldown calculated
+ Accurate temperature calculations
+ Doesn't effect NPCs!
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Airframe:
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Incorporates inertial dampers (Podkletnov Generators) onboard the Skunk. If these go wrong, the Skunk's airframe will break
- High G manouvers drain shield
- If Dampers aren't fully working, there's a chance of damage to the ship's airframe/pressure hull
- Nifty sound effects
- Accurate calculations for G-force with particular care given to spinal forces (redout/blackout)
+ Todo: G effects on crew if the dampers break (redout/blackout)
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Oxygen Scrubber:
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The Skunk has an atmosphere! If your airframe ruptures you'll lose oxygen. If the scrubbers break you'll suffer co2 buildup.
- Affected by number of crew and their stress/workload levels
- Crew effected by simulated 'excitement/workload' (eg nearby enemies, ship damage and other mods in this suite)
- Accurately modelled 02 usage and C02 buildup amounts
- Scrubber scrubs CO2 converting it into 02: no magic oxygen supply
- When landed the skunk's internal atmosphere will be replenished by the dock, but the scrubber will not be repaired
- Damage to the ship's hull can lead to atmospheric venting!
+ Todo: Currently, no side effects from this -- you can't suffocate at this point
+ Todo: Repair mechanism
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Generator/Hydraulics/Coolant:
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The three main systems that make EVERYTHING else work.
+ Modelled pump, seals and pipes for coolant and hydraulics
+ Power based off of shield generator so more power is available with better shields
+ Introduction of new ware: RAID Capacitor (not implimented as ware yet) which upgrades the amount of power available
+ Modelled power phasing simulating the irregularities of power generation
+ Todo: Partially implimented - needs connected to other subsystems to regulate their usage
+ Todo: Power management system
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Meteroids:
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Localised meteroid and ion storms giving a reason to manage the skunk's shield
- Ion storms and micrometeorite storms can occur in any sector.
- Ion storms reduce ship shields
- Micrometeorite storms damage a ship's hull, ignoring the shield
- Storms last for various durations and have various strengths
- Great for scavengers!
- Player ship and npc effected!
- Free windscreen valet service when docked!
+ Todo: Shield management not yet implimented
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Skunk Engine Sounds:
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Better noises for the booster and main engines
+ Deeper, richer sound for main engine - think Nostromo
+ No more odd starting sound on the booster (y'know that sound that sounds like a voice)
+ Better booster spooling sound
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Headsway:
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Slightly larger head movements in flight - gives a better impression of movement
+ Umm ... what it says above
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Flight_vector_engines:
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Reduces strafe and yaw and introduces semi-newtonian flight. Makes flight more like a conventional aircraft -- but with far less air resistance
+ Strafe is only good for leveling out flight dynamics and not as part of combat manouvering
+ Slowing down takes time
+ You can move in a direction you're not pointing
+ Roll is much more important as the Skunk now flys more like an aircraft -- makes for a better combat experience (but watch out for High Gs!)
+ Makes crashing into things much easier!
+ Effects Skunk Only -- see flight manual for details
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Cockpit_graphics:
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Night-vision adapted graphics and lighting for the original skunk cockpit -- this is a military vehicle after all
+ Red night-lighting
+ Darker consoles
+ More glowy buttons!
+ Monitor in back room displays power schematic
+ Cockpit glass treated with gold to help protect from radiation
+ The Skunk's old -- the glass is scratched ... don't like it, buy a new cockpit
+ Reduced 'mode' border
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HUD:
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An onscreen graphical display of all things
- Displays info from these extensions
- Includes realtime stats reporting: new menu item in the main menu
- Looks purdy!
+ Todo: Partially implimented ... many systems still need hooked in
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Sweetfx
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Still needs a bit of tweaking, but makes space a bit more gritty PLUS the whole 'Bandits in the sun' thing is more interesting