MIS: More Immersive Skunk -- [POC] New Interiors, subsytems etc

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Sao t'Lp
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Post by Sao t'Lp »

I really like the colour of the new HUD Elements, they're blending nicely into the default Skunk Cockpit.

Just some quick feedback: What I noticed is that the shields are constantly depleted when flying in a highway. I know it's due to the High-G Dampers but it might be a problem when you get attacked or want to attack something shortly after leaving the highway. (Maybe I just need to THINK more?) :roll:

BTW is it possible to implement this for other ships?
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Ginger470
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Post by Ginger470 »

@blackmilan: I did wonder how screen res would effect this...noted and thanks!

@Sao t'Lp: not sure quite what you mean by implement for other ships: do you mean having the effects work on other ships (eg they suffer from high g, engine wakes etc) or do you mean something like having a hud on say a cap ship that shows details for the cap?

Interesting about the highways and high gs ... a side effect I didn't consider.Mmmm ... what do you guys think ... should it stay this way? I think I kinda like the idea myself..*evil-grin*, makes 'fast-travel' a bit more dangerous and no just jumping out of the tubes to engage hostiles.
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Tamina
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Post by Tamina »

Ginger470 wrote: Interesting about the highways and high gs ... a side effect I didn't consider.Mmmm ... what do you guys think ... should it stay this way? I think I kinda like the idea myself..*evil-grin*, makes 'fast-travel' a bit more dangerous and no just jumping out of the tubes to engage hostiles.
Why not both? My "Mk X Modules to improve the stats"-idea still stays quitely in the edge of this room waving kindly in your direction :D

It makes highway flights dangerous. In some missions the enemies are attacking you in the highway, so this mod makes them useless/impossible...

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Sao t'Lp
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Post by Sao t'Lp »

Maybe it's possible to reduce the shield drain? Because the energy consumption is massive (at least with MK1 shields). Just 3 seconds later I am out of shield energy and I fear oxygen loses...

@ Ginger470: I meant shield drain through High-G and wake effects for other fighters. I think everything bigger would have enough room for the appropriate amount of subgenerators...

I noticed another thing don't know if you have implemented that yet buuut the wake level isn't shown on the HUD. The shields are still drained (I think)
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Ginger470
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Post by Ginger470 »

Thanks Tamina -- that kind of info is perfect. I'll turn off the shield drain in highways -- I think we could rationalize it by saying that the highways themselves provide the needed g-assistance.

And I like the idea of mk X components. As I say, I'm still unsure about how to apply, destroy and repair these subsytems... I really don't want it to be a PITA.

I'm also considering, rather than mkX components that it's based off of power level

eg: supplying twice the power to the g dampers = g dampers mk2

But that also takes the joy outa finding rare subsystem upgrades... maybe a combination of both perhaps?
Sao t'Lp
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Post by Sao t'Lp »

Ginger470 wrote:I'm also considering, rather than mkX components that it's based off of power level

eg: supplying twice the power to the g dampers = g dampers mk2

But that also takes the joy outa finding rare subsystem upgrades... maybe a combination of both perhaps?
You mean some kind of power management? ALL ENERGY TO THE SHIELDS! 8) I would go with both. Maybe make only the reactor upgradebale and decide what to do with the power? (Similar to FTL) Then you could find something like rare reactor upgrades or rare component upgrades with more efficency...
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Ginger470
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Post by Ginger470 »

@Sao t'Lp: Implementing for other ships would be expensive in terms of script-time I think.

There are no heat effects for anything below an M class ship at the mo... the main idea of the engine wakes is to stop the player parking behind a cap ship to take it out.

That said, it'd be easy enough to add any ship to the script -- might give it a go and see if there's enough output from those small engines to register.

I'll check the wake level ... I thought it was working... but just confirm the following:

1. you're behind an engine of a class M or larger ship
and
2. The way this works is like a spoon in a fire.... (spoon being skunk, fire being engine exhaust). The spoon won't heat up immediately, it'll take a bit of time, gradually getting hotter and hotter. Same thing coming out of a wake ... the skunk will cool down gradually just like the spoon. It'll still be hot for a bit, even after leaving the flame. Based on re-enty temperatures, it looks like the Skunk can dissipate around 3000 deg F per second, so if the incoming temperature is less than that, the skunk will be fine :)

Also, temperatures are calculated based on distance from engine, speed and engine size.... so make sure it's a big ship flying fast.

FYI: The 'wake' is essentially a tube that extends directly behind the engine (actually it's slightly conical) plus there's a 'radiation bubble' right around the engine which is quite hot. The wake 'tube' is hottest at it's centre slowly dissipating as you reach the outer edge.
Ginger470
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Post by Ginger470 »

Yes, power management! What can I say, I like the idea of having to maybe make a decision between suffocating everyone in the backroom so I can get my trophy Xenon I ;)

'ALL POWER TO WEAPONS'
' ... but life support is failing'
'I DON'T CARE!!!!!!!!!!!!!'
Ginger470
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Post by Ginger470 »

Maybe it's possible to reduce the shield drain? Because the energy consumption is massive (at least with MK1 shields). Just 3 seconds later I am out of shield energy and I fear oxygen loses...
Shield drain is actually a quarter of what it should be based off what the booster drains.

In military flights this is a common problem if the bird is laden (fuel tanks etc). A limiter has to be thrown so the pilot doesn't exceed GS on the airframe. If a combat situation occurs, the excess weight (fuel tanks) are jettisoned allowing higher Gs.

Even then, it's possible for a pilot to push past airframe tolerances.

So I can make it easy or we can learn to fly within the envelope ;) :lol:
Sao t'Lp
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Post by Sao t'Lp »

@Sao t'Lp: Implementing for other ships would be expensive in terms of script-time I think.
okay :(

The hot engine worked, I just had deactivated it :oops: But thank you for the extra information and clearing it up :)
Yes, power management! What can I say, I like the idea of having to maybe make a decision between suffocating everyone in the backroom so I can get my trophy Xenon I Wink

'ALL POWER TO WEAPONS'
' ... but life support is failing'
'I DON'T CARE!!!!!!!!!!!!!'
:lol: I like this decision thing :D
So I can make it easy or we can learn to fly within the envelope
Okay. Guess i really need to THINK then.. but better than breaking my ship :roll:

So far really nice work, kudos Ginger470!
You want Split? :split:
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XexrelFenix
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Post by XexrelFenix »

Camping the back end of a capital thrusters, getting shot at station, selling shields then flying around. So many awkward tests. lol

Have you thought about using Ship Technicians and Mechanics as possible solution to repair the Skunk? By station or by crew members. ( Just a thought )

Consumption of wares like: Life Support System, Engine Components?


Should I hold on to the bugs I found or wait till its released as normal alpha? :P
Ginger470
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Post by Ginger470 »

@XexrelFenix: I was thinking of using inventory items as inflight repair items...could possibly just use them throughout... great idea :)

And sure show me your bugs please ;) The more I fix now, the more I don't need to fix later :)
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XexrelFenix
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Post by XexrelFenix »

Ginger470 wrote:@XexrelFenix: I was thinking of using inventory items as inflight repair items...could possibly just use them throughout... great idea :)

And sure show me your bugs please ;) The more I fix now, the more I don't need to fix later :)
They are just minor problems imo:

-Structural creaking sound still plays on platform/station interior.
-This one I can't reproduce anymore but the new GUI was at other places beside the Skunk's cockpit. i.e Engineer platform.


Other: That sound should get more louder and severe according to hull damage.
Ginger470
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Post by Ginger470 »

Thank you Xexrel :) Noted and will be fixed !
Ginger470
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Post by Ginger470 »

Can't upload the fixes just yet, but here's what's new:


Added: Micrometeoroids
These little buggers have more kinetic energy than the Mass driver of TC/AP. I thought they deserved a place :) You will occasionally encounter a micrometeoroid shower which is mostly harmless but sounds purdy. However, you'll not want to hang around too long as there's a (small) chance you'll get hit by something a little larger. And now, as your hull keeps your air in, you'll not want it perforated ;)

These showers will also effect other ships -- we'll see how that works out as I can imagine some xs civilians not fairing too well :(

Added: Air pressure gauge to hud
Added: S class ships to hot engines

Fixed: No more shield drain in highways
Fixed: Sounds playing outside the skunk
Fixed: High g drains the shield slightly less
Fixed: hud shouldn't appear anywhere other than the skunk
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Litauen
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Post by Litauen »

Great mods!
Ginger470 wrote:Fixed: hud shouldn't appear anywhere other than the skunk
I have your last version and HUD is showing only in the Skunk. What I am interested to do - is to show the HUD on the landing platform. Can you advice, how to do it?

Can't find anything related to the Skunk. player.room is present in the Skunk, on the Landing Platform, on the Station. Can't figure it out how to show HUD on the Landing Platform.
Ginger470
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Post by Ginger470 »

Hi Litauen (loving the bridge mod btw!)

I'm doing a check:

<do_if value="player.entity.container == player.primaryship" >

And if that evaluates to true, I'm drawing the hud (player.room). Thinking about it, I prolly need to check that it's actualy the cockpit as the skunk's backroom might also evaluate true, but anyway...

So you'd just need to do a check to see what the player container is ....

That said, most of the subsystems are either deactivated or changed somehow once the skunk is docked (eg if the skunk's internal air is leaking in space, when you land it'll be 100% again because it fills with air from the dock).

Plus all the scripts relate to player.primaryship.

But you can see how the hud is done ... a clumsy solution, but it works :) Would be great if you could modify your bridge mod to include a hud or overlay some details on the bridge monitors!
Ginger470
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Post by Ginger470 »

And to everyone else ... this mod isn't dead :)

I've been working out how all the systems interact/inter-relate. The aim is to keep it incredibly simple to use.

Plus there's been a small redesign on the hud to make it purdier ;)

New additions include the all important trifecta of power generation, ship hydraulics and system coolant. These are the three main systems on the ship and effect EVEEERRYYYTHIIIIIING.

The Shield Generator is now your primary power source. So the better your shield gen, the more power you can supply to the skunk.

You have a backup generator which can supply a few watts of power also, but this shouldn't be relied on.

The most important new addition is the RAID Capacitor -- this will be a new ware which acts as a multiplier for your power generation.

The base model will allow 70% (subject to change) of your shield generator power to be made available to power the ship subsytems. The idea is that even with the best shields, if your capacitor is lousy you won't be able to turn everything on full.

Better capacitors will be made available, increasingly more efficient and rare and expensive.

Simply put, you'll have so many 'power points' you can spend at any given time on the ship subsystems. Power points can be raised by getting better shield generators and/or better capacitors. Ship damage will lower the amount of 'power points' you have at any given time.

Easy ;)

In other news, weapon's 'off' has been implemented for guns ... for some reason I'm having trouble with the missiles, but that'll come soon. This will be important because:
1. You'll have to choose whether you want to spend power points on your weapons and
2. I want to be able to take them offline if a subsystem further along the chain is wrecked ;)

Plus, all subsystem stats are now output real-time (I commandeered the stat screen for this).

An upload will be made available once I get a menu working to distribute the power.
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Litauen
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Post by Litauen »

Thank you for quick answer.

Problem is that there is no such line in the mis_hud folder which I have: tmp download link

That is why I am asking. With this mod hud is visible on Skunk but not anywhere else.

I am trying to figure it out to improve Capital Ship Bridge mod.
Ginger470
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Post by Ginger470 »

@Litauen -- oh...the uploaded version is prolly way out of date which is why you're not seeing the code.

If I recall, the only reason it's not drawing anywhere else in the version you have is because you were in the skunk cockpit when you installed?

Try deactivating the mod and save on one of your bridges, then reactivate and load the 'bridge' save. It may well show up as it's only checking player.room in this earlier version...

Let me know if that works for you.

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