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	<id>http://backup.witchspacewiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rustem</id>
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	<updated>2026-04-16T02:07:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=58030</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=58030"/>
		<updated>2019-05-17T09:11:44Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Assassin pack shipset.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57996</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57996"/>
		<updated>2019-04-19T09:51:25Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Assassin pack shipset.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57967</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57967"/>
		<updated>2019-04-06T14:11:07Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Assassin pack shipset.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:KingCobra_1.2.oxz&amp;diff=57842</id>
		<title>File:KingCobra 1.2.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:KingCobra_1.2.oxz&amp;diff=57842"/>
		<updated>2019-01-28T09:38:47Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:KingCobra 1.2.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 1.2.1&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=King_Cobra&amp;diff=57840</id>
		<title>King Cobra</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=King_Cobra&amp;diff=57840"/>
		<updated>2019-01-28T09:04:29Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Semantic Infobox ShipStats Oolite| title=Cobra Mk.VI&lt;br /&gt;
|image = [[Image:King_cobra.png|250px]]&lt;br /&gt;
|width = 140m&lt;br /&gt;
|height = 30m&lt;br /&gt;
|length = 75m&lt;br /&gt;
|capacity = 25 TC&lt;br /&gt;
|capacityext = Yes&lt;br /&gt;
|maxspeed = 0.4 LM&lt;br /&gt;
|maneuverability = Roll: 2.5&amp;lt;br /&amp;gt;Pitch: 1.0&lt;br /&gt;
|energybanks = 4&lt;br /&gt;
|energyrecharge = 4.0&lt;br /&gt;
|gunmounts = Fore, Aft&amp;lt;br /&amp;gt;Port, Starboard&lt;br /&gt;
|missileslots = 4&lt;br /&gt;
|shieldboost = Yes&lt;br /&gt;
|milshields = Yes&lt;br /&gt;
|hyperspace = Yes&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|isplayer = Yes&lt;br /&gt;
|baseprice = 260000 Cr&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The dark story begins five years earlier, when [[Cowell_%26_MgRath|Cowell &amp;amp; McRath]] invited tenders for the MkV Cobra. Following the success of the MkIV, Isis Interstellar were widely regarded as being favourites in the competition, despite strong competition from other designers, including the Winter Haven Corporation. Winter Haven Corp had been a long-time bitter rival of Isis Interstellar, but the true level of animosity between the two companies was about to be revealed...&lt;br /&gt;
&lt;br /&gt;
... Cowell &amp;amp; MgRrath hastily aborted the MkV and opened bidding on the MkVI contract. Still recovering from the massive loss of the Latius facility, Winter Haven Corp did not submit a tender, and in fact only two other ship builders did - perhaps others were somewhat leery of creating any type of competition for Isis Interstellar, given past events. In any event, Isis Interstellar won, and the ship itself at least lived up to expectations and squashed any ideas that Isis Interstellar had won by default simply to placate them.&lt;br /&gt;
&lt;br /&gt;
Read the [http://www.purgatori.net/kingcobra.htm complete story] on [http://www.purgatori.net/kingcobra.htm Purgatori's king cobra page].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
''Cobra MkVI ~ King Cobra''&lt;br /&gt;
&lt;br /&gt;
The King Cobra has been one of the most successful of Isis Interstellar's civilian ships. Released to critical acclaim, and recipient of the prestigious Which? Space Ship of the Year Award, the vessel's orders outstripped production for almost an entire year, resulting in Isis Interstellar buying up the famous production facility of Toomaney-Ephen Ships to keep up w/ demand : fully refitted w/ customised construction robots created by Griff Industries the facility was finally able to make supply meet demand, and the King Cobra became the best selling ship for two years in a row. Additional attention was directed to the ship when it featured heavily in the TV show Space Lane Truckers, following the fortunes of VanSickle Transport, whose fleet comprised mainly of the Cobra Mk VI.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The King Cobra is a mix of past and present. Sharing a very similar silhouette to the much-loved MkIII, the MkVI is slightly slimmer, but wider and longer, providing a more stable and spacious trading platform. Taking the innovations from past creations, the MkVI shares both the powerful but slim line engines of the MkIV, and the separated fuel/cargo scooping system of the Phantom : a standard cargo scoop in the nose directs canisters and escape capsules into the cargo hold and two large collection/filtration units on the wings are used to scoop fuel and pump it directly into the tanks in the wingtips.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Initially, the ship was designed to use a new type of pylon weapon, the ASM-12B Jida missile, a high-speed, ECM-ruggedised weapon that Isis Interstellar were developing. Delays in the destruction tests however resulted in a reworking of the pylons so that the MkVI could use standard ordnance. The Jida came online a few months later, slightly redesigned to be able to be carried on any normal pylon.&lt;br /&gt;
&lt;br /&gt;
The King Cobra is a mix of past and present. Sharing a very similar silhouette to the much-loved MkIII, the MkVI is slightly slimmer, but wider and longer, providing a more stable and spacious trading platform. Taking the innovations from past creations, the MkVI shares both the powerful but slim line engines of the MkIV, and the separated fuel/cargo scooping system of the Phantom : a standard cargo scoop in the nose directs canisters and escape capsules into the cargo hold and two large collection/filtration units on the wings are used to scoop fuel and pump it directly into the tanks in the wingtips.&lt;br /&gt;
&lt;br /&gt;
Further enhancements included a dedicated CorCom terminal for trading whilst docked, and an in-flight information console.&lt;br /&gt;
&lt;br /&gt;
Isis Interstellar produced their own bespoke escape capsule for the MkVI. The entire cockpit area is actually an inbuilt capsule : if disaster strikes, the area is sealed, explosive bolts blow out the retaining shell plates and ejector charges fling the capsule clear of the main hull. Faster and stronger than a normal capsule, pilots ~ and passengers ~ can be assured of a better chance of survival should the unthinkable happen.&lt;br /&gt;
&lt;br /&gt;
== Interior ==&lt;br /&gt;
[[File:King_cobra_hud.png‎|thumb|left]]&lt;br /&gt;
Inside, as ever Isis Interstellar raised the bar for efficiency and luxury. The cockpit is designed to be comfortable and spacious, and as safe as possible. New HUD software was supplied by a then-little-known, highly-innovative company, CommonSense 'Outside-the-Box' Design Studios Ltd., who had previously been making a name for themselves on the independent circuit. The partnership w/ Isis Interstellar was only the first of many big projects that CommonSense became linked w/, allowing them to develop into a powerful and well-respected contributor to the space trading community. &lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit &amp;quot;http://creativecommons.org/licenses/by-nc-sa/3.0/'' or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
On the official [http://www.purgatori.net/kingcobra.htm cobra mk6 page] you can download the [http://www.purgatori.net/kingcobra.zip current version].&lt;br /&gt;
&lt;br /&gt;
Use [https://www.box.com/s/jwz5fc63ld6jiuittp65 this mirror] if the official site is down.&lt;br /&gt;
&lt;br /&gt;
Latest version: [[Media:KingCobra_1.2.oxz|KingCobra_1.2.oxz]] ({{#downloads:KingCobra_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
[http://wiki.alioth.net/index.php/Isis_Interstellar Isis Interstellar] is a subsiduary of Isis International. It produces ships and stations among them the well-known [http://wiki.alioth.net/index.php/Vampire Vampire fleet]. It has licenses to build some of the recent Cobra ships.&lt;br /&gt;
&lt;br /&gt;
== Authors ==&lt;br /&gt;
Killer Wolf [http://www.aegidian.org/bb/memberlist.php?mode=viewprofile&amp;amp;u=1410 on BBoard]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
&lt;br /&gt;
{{HUD-OXP}}&lt;br /&gt;
{{Ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:KingCobra_1.2.oxz&amp;diff=57839</id>
		<title>File:KingCobra 1.2.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:KingCobra_1.2.oxz&amp;diff=57839"/>
		<updated>2019-01-28T08:54:28Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Version 1.2.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 1.2.1&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57818</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57818"/>
		<updated>2018-12-24T14:13:38Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Assassin pack shipset.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57817</id>
		<title>File:MilitaryShields Ships.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57817"/>
		<updated>2018-12-24T05:40:02Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:MilitaryShields Ships.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=57806</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=57806"/>
		<updated>2018-12-20T15:06:00Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander. If scooper not have a free pylon. Then a missile pod will scooped as firearms. If you have a free pylon and it has been scooped missile pod to the cargo hold. If you like, so you can dumping a firearms and scooped for mount to pylon.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.46]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
 &lt;br /&gt;
 18/11/2017 - Version 1.42&lt;br /&gt;
 - Added a routine for checking a setCargo by other OXPs and etc.&lt;br /&gt;
 - Added logging condition in the pod ship.script.&lt;br /&gt;
 &lt;br /&gt;
 21/11/2017 - Version 1.43&lt;br /&gt;
 - Code refactoring: released one script for Bulk container with NPC-scooping feature.&lt;br /&gt;
 - Added a routine for checking a shipUniqueName for renew of the pod name (for cargo scanner).&lt;br /&gt;
 - Modified the missilePod script for player-rescooping.&lt;br /&gt;
 - Upgraded all scripts for NPC-scooping.&lt;br /&gt;
 &lt;br /&gt;
 01/12/2017 - Version 1.44&lt;br /&gt;
 - Added description for communicate.&lt;br /&gt;
 - Fixed bug in the addition cargo to NPC.&lt;br /&gt;
 - Code refactoring.&lt;br /&gt;
 &lt;br /&gt;
 16/12/2018 - Version 1.45&lt;br /&gt;
 - Logging is off.&lt;br /&gt;
 - Formatted the JS code: scripts.&lt;br /&gt;
 - Fixs ship script for trumble pod (a TypeError for player.awardEquipment in pods_standardPod-1t, pods_trumblePod).&lt;br /&gt;
 - Tweaks in shipdata.plist, adds a materials for missilePod, adds a standartpod role.&lt;br /&gt;
 - Upgraded a scripts for trumblePod.&lt;br /&gt;
 &lt;br /&gt;
 20/12/2018 - Version 1.46&lt;br /&gt;
 - Adds a cargopods from the Griff Cargopods OXP as standart pod and piggybank pod.&lt;br /&gt;
 - Reduce chance to award a trumble in the trumble pod.&lt;br /&gt;
 - Code refactoring of the trumblepod-scooping.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.46&lt;br /&gt;
|release = 2018-12-20&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=57805</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=57805"/>
		<updated>2018-12-20T15:02:36Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Pods.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57804</id>
		<title>Armoury OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57804"/>
		<updated>2018-12-17T11:20:54Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a new meta-OXP containing the following of my older OXPs:&lt;br /&gt;
&lt;br /&gt;
* [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
* [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
* [[Drones_OXP|Drones]]&lt;br /&gt;
* [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
* [[Probe_OXP|Probe]]&lt;br /&gt;
&lt;br /&gt;
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
In addition the following new items are included in the Armoury OXP:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anti-Missile System===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present an extension to the highly popular [[Missile_Analyser|Missile Analyser]] equipment, the Anti-Missile System. Using identification data from the analyser, this system targets any incoming non-standard missile with one of up to six anti-missile darts stored in a hull-mounted launcher. These fire off automatically in an attempt to intercept and neutralise the incoming weapon before it can strike the ship and cause damage.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile System&lt;br /&gt;
&lt;br /&gt;
This is the main launcher, costing 8,000Cr and available from tech level 10 or higher planets. It is hull-mounted to allow a clear fire-path all around the ship, and needs no pylon space. The initially purchased launcher comes fitted with a full compliment of six darts.&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile Dart&lt;br /&gt;
&lt;br /&gt;
These darts are available from any stockist of the main system, and are sold bundled to refill the launcher to its full capacity. They cost 500Cr each.&lt;br /&gt;
&lt;br /&gt;
* Removal&lt;br /&gt;
&lt;br /&gt;
For those commanders wishing to change ship, the launcher is removable at a suitably advanced system (tech level 7 or higher) for the small fee of 500Cr, although a good second-hand price is creditted for the launcher and any remaining darts in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Captured Thargons===&lt;br /&gt;
&lt;br /&gt;
The latest development from the labs of the Aquarian Shipbuilding Corporation, building on their success with the [[Drones_OXP|Drones]] series of robot fighters. They have now succeeded in directly reprogramming alien Thargon fighters, allowing their useage by any ship.&lt;br /&gt;
&lt;br /&gt;
The control unit mounts on a ships weapons pylon, and is triggered in the usual way. When the system is activated the linked reprogrammed Thargon robot fighters deploy and seek out any hostile or alien targets in range and ruthlessly engage them. Once combat has concluded, any remaining fighters return to their mother ship for collection using the fuel scoops.&lt;br /&gt;
&lt;br /&gt;
This upgrade is available from any system of tech level 12 or above, and requires an empty weapons pylon and fuel scoops fitted to the ship. Any Thargons lost or destroyed can be replaced at a similar tech level location.&lt;br /&gt;
&lt;br /&gt;
'''Warranty'''&lt;br /&gt;
&lt;br /&gt;
Please note that this item does not allow control over normal Thargons, which will remain hostile to anything non-Thargoid in nature. Whilst every effort has been made in their reprogramming, glitches cannot be entirely ruled out, and the responsibility for any kills made by the fighters remains firmly with the purchaser.&lt;br /&gt;
&lt;br /&gt;
As these ships are robotic in nature, any kills and ensuing bounty they earn is also accredited to their legal owner and their craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
&lt;br /&gt;
After a bruising large-scale encounter with a Thargoid fleet, the Aquarian Shipbuilding Corporation's ships weapons division heads decided that an answer was needed to the threat posed by Tharglet robot fighters. Using some captured examples, some missiles, know-how and a couple of trumbles (they had to work late and missed dinner), the dedicated backroom boys have produced two standard civilian drones, plus a special Galcop variant especially designed for the next encounter with the Thargoids.&lt;br /&gt;
&lt;br /&gt;
* Combat Drone&lt;br /&gt;
&lt;br /&gt;
This is the standard model drone, pylon mounted and launched via a special cannister launcher. Interacting with the launching ships targetting computers, it seeks out targets hostile to the mothership and attacks them using its in-built beam laser. &lt;br /&gt;
&lt;br /&gt;
It will carry on seeking out and harassing hostile targets (and drawing their fire) until either it is destroyed, runs out of fuel or no targets remain. In the latter two cases the drone goes inactive and can then be fuel-scooped (where fitted) like any other cargo, and if damage is light it can be refuelled and used again.&lt;br /&gt;
&lt;br /&gt;
* Kamikaze Drone&lt;br /&gt;
&lt;br /&gt;
A variant on the Combat Drone, this equipment features a light yield warhead, with the decision to use it being under the control of the drones systems. Designed to be more deadly to its primary target, it is of course at the expense of being reusable if the warhead is deployed.&lt;br /&gt;
&lt;br /&gt;
Aside from this it works in exactly the same way as a standard Combat Drone in terms of pick-up and reusage.&lt;br /&gt;
&lt;br /&gt;
* Anti-Thargoid Drone&lt;br /&gt;
&lt;br /&gt;
Especially commissioned by Galcop, but with the current levels of threat made more generally available, this variant is designed especially to fight Thargoid vessels. It has an enhanced military-grade laser and fuel mix for extended range. The drones targetting computers are especially programmed to seek out and target any Thargoid vessel, and will ignore any other ship type.&lt;br /&gt;
&lt;br /&gt;
As with the other drones, if it survives its alien encounter, it can be scooped and if sufficiently undamaged, refuelled and reused.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missiles=== &lt;br /&gt;
&lt;br /&gt;
* Tracker Missile:&lt;br /&gt;
&lt;br /&gt;
A special interceptor missile which does no damage, but instead deploys a cloud of nanoscale tracking beacons. These can be detected via an advanced space compass (which must be fitted for the missile to be available for purchase) anywhere in the system.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 500cr each.&lt;br /&gt;
&lt;br /&gt;
* Displacer Missile&lt;br /&gt;
&lt;br /&gt;
A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 4 at a cost of 400cr each.&lt;br /&gt;
&lt;br /&gt;
* Kicker Missile&lt;br /&gt;
&lt;br /&gt;
A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Cutpurse Missile&lt;br /&gt;
&lt;br /&gt;
An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.&lt;br /&gt;
&lt;br /&gt;
This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels. &lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Field Missile&lt;br /&gt;
&lt;br /&gt;
An ECM-hardened missile which scatters several mini-mines upon detonation. These proximity weapons will detonate on close contact, causing additional damage to any craft in the vicinity as well as any survivors of the original missile strike.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
* Probe Missile&lt;br /&gt;
&lt;br /&gt;
A special collaboration between the Aquarian Shipbuilding Corporation's ships weapons and equipment divisions has led to a special one-off item widely requested by a number of parties, the Probe missile.&lt;br /&gt;
&lt;br /&gt;
''Usage'' - This useful device flies for 100km directly away from the launching ship in the direction it is facing, and performs a scan at the half-way point of its journey and on arrival. Details of what it finds are radioed back to the launch ship in each case, and the missile then about-faces and returns to its launcher for pick-up and reuse (via the normal fuel scooping method).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missile Rack===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present their latest item, the mini-missile rack. With the increase in frequency of combat with the Thargoids and the rise of pirate activity, many commanders are finding their old trusty ships less capable due to the limited amount of missiles that can be carried.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Std)&lt;br /&gt;
&lt;br /&gt;
A rack of three standard miniaturised missiles. These have lower yield, range and speed than standard missiles, but are otherwise usable as standard weaponry. Once the rack is emptied, it is automatically ejected from the pylon and will self destruct once it reaches a safe distance from the ship.&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Hard)&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but the three missiles are ECM-hardened.&lt;br /&gt;
&lt;br /&gt;
* Interceptor Missile Rack&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but containing three interceptor anti-missile missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missile Machine===&lt;br /&gt;
&lt;br /&gt;
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.&lt;br /&gt;
&lt;br /&gt;
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Classified&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine&lt;br /&gt;
&lt;br /&gt;
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 9 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bombs and Mines=== &lt;br /&gt;
&lt;br /&gt;
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).&lt;br /&gt;
&lt;br /&gt;
* Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.&lt;br /&gt;
&lt;br /&gt;
* Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.&lt;br /&gt;
&lt;br /&gt;
* Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.&lt;br /&gt;
&lt;br /&gt;
* Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.&lt;br /&gt;
&lt;br /&gt;
* Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.&lt;br /&gt;
&lt;br /&gt;
* Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.80 of Oolite. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]].&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Armoury_1.20.oxz|Armoury 1.15]] ({{#downloads:Armoury_1.20.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Armoury_1.13.oxz|Armoury 1.13]] ({{#downloads:Armoury_1.13.oxz}} downloads).&lt;br /&gt;
[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.13'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
{{weapon-OXP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Armoury&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2018-12-14&lt;br /&gt;
|features = New bombs, drones, missiles and other weapon systems&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/1/14/Armoury_1.20.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8043 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=57803</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=57803"/>
		<updated>2018-12-17T11:09:39Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander. If scooper not have a free pylon. Then a missile pod will scooped as firearms. If you have a free pylon and it has been scooped missile pod to the cargo hold. If you like, so you can dumping a firearms and scooped for mount to pylon.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.45]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
 &lt;br /&gt;
 18/11/2017 - Version 1.42&lt;br /&gt;
 - Added a routine for checking a setCargo by other OXPs and etc.&lt;br /&gt;
 - Added logging condition in the pod ship.script.&lt;br /&gt;
 &lt;br /&gt;
 21/11/2017 - Version 1.43&lt;br /&gt;
 - Code refactoring: released one script for Bulk container with NPC-scooping feature.&lt;br /&gt;
 - Added a routine for checking a shipUniqueName for renew of the pod name (for cargo scanner).&lt;br /&gt;
 - Modified the missilePod script for player-rescooping.&lt;br /&gt;
 - Upgraded all scripts for NPC-scooping.&lt;br /&gt;
 &lt;br /&gt;
 01/12/2017 - Version 1.44&lt;br /&gt;
 - Added description for communicate.&lt;br /&gt;
 - Fixed bug in the addition cargo to NPC.&lt;br /&gt;
 - Code refactoring.&lt;br /&gt;
 &lt;br /&gt;
 16/12/2018 - Version 1.45&lt;br /&gt;
 - Logging is off.&lt;br /&gt;
 - Formatted the JS code: scripts.&lt;br /&gt;
 - Fixs ship script for trumble pod (a TypeError for player.awardEquipment in pods_standardPod-1t, pods_trumblePod).&lt;br /&gt;
 - Tweaks in shipdata.plist, adds a materials for missilePod, adds a standartpod role.&lt;br /&gt;
 - Upgraded a scripts for trumblePod.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.45&lt;br /&gt;
|release = 2018-12-16&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=57802</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=57802"/>
		<updated>2018-12-17T11:01:52Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Pods.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Armoury_1.20.oxz&amp;diff=57801</id>
		<title>File:Armoury 1.20.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Armoury_1.20.oxz&amp;diff=57801"/>
		<updated>2018-12-14T14:02:58Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Armoury 1.20.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 1.14&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57800</id>
		<title>Armoury OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57800"/>
		<updated>2018-12-13T19:03:15Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a new meta-OXP containing the following of my older OXPs:&lt;br /&gt;
&lt;br /&gt;
* [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
* [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
* [[Drones_OXP|Drones]]&lt;br /&gt;
* [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
* [[Probe_OXP|Probe]]&lt;br /&gt;
&lt;br /&gt;
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
In addition the following new items are included in the Armoury OXP:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Anti-Missile System===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present an extension to the highly popular [[Missile_Analyser|Missile Analyser]] equipment, the Anti-Missile System. Using identification data from the analyser, this system targets any incoming non-standard missile with one of up to six anti-missile darts stored in a hull-mounted launcher. These fire off automatically in an attempt to intercept and neutralise the incoming weapon before it can strike the ship and cause damage.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile System&lt;br /&gt;
&lt;br /&gt;
This is the main launcher, costing 8,000Cr and available from tech level 10 or higher planets. It is hull-mounted to allow a clear fire-path all around the ship, and needs no pylon space. The initially purchased launcher comes fitted with a full compliment of six darts.&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile Dart&lt;br /&gt;
&lt;br /&gt;
These darts are available from any stockist of the main system, and are sold bundled to refill the launcher to its full capacity. They cost 500Cr each.&lt;br /&gt;
&lt;br /&gt;
* Removal&lt;br /&gt;
&lt;br /&gt;
For those commanders wishing to change ship, the launcher is removable at a suitably advanced system (tech level 7 or higher) for the small fee of 500Cr, although a good second-hand price is creditted for the launcher and any remaining darts in it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Captured Thargons===&lt;br /&gt;
&lt;br /&gt;
The latest development from the labs of the Aquarian Shipbuilding Corporation, building on their success with the [[Drones_OXP|Drones]] series of robot fighters. They have now succeeded in directly reprogramming alien Thargon fighters, allowing their useage by any ship.&lt;br /&gt;
&lt;br /&gt;
The control unit mounts on a ships weapons pylon, and is triggered in the usual way. When the system is activated the linked reprogrammed Thargon robot fighters deploy and seek out any hostile or alien targets in range and ruthlessly engage them. Once combat has concluded, any remaining fighters return to their mother ship for collection using the fuel scoops.&lt;br /&gt;
&lt;br /&gt;
This upgrade is available from any system of tech level 12 or above, and requires an empty weapons pylon and fuel scoops fitted to the ship. Any Thargons lost or destroyed can be replaced at a similar tech level location.&lt;br /&gt;
&lt;br /&gt;
'''Warranty'''&lt;br /&gt;
&lt;br /&gt;
Please note that this item does not allow control over normal Thargons, which will remain hostile to anything non-Thargoid in nature. Whilst every effort has been made in their reprogramming, glitches cannot be entirely ruled out, and the responsibility for any kills made by the fighters remains firmly with the purchaser.&lt;br /&gt;
&lt;br /&gt;
As these ships are robotic in nature, any kills and ensuing bounty they earn is also accredited to their legal owner and their craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
&lt;br /&gt;
After a bruising large-scale encounter with a Thargoid fleet, the Aquarian Shipbuilding Corporation's ships weapons division heads decided that an answer was needed to the threat posed by Tharglet robot fighters. Using some captured examples, some missiles, know-how and a couple of trumbles (they had to work late and missed dinner), the dedicated backroom boys have produced two standard civilian drones, plus a special Galcop variant especially designed for the next encounter with the Thargoids.&lt;br /&gt;
&lt;br /&gt;
* Combat Drone&lt;br /&gt;
&lt;br /&gt;
This is the standard model drone, pylon mounted and launched via a special cannister launcher. Interacting with the launching ships targetting computers, it seeks out targets hostile to the mothership and attacks them using its in-built beam laser. &lt;br /&gt;
&lt;br /&gt;
It will carry on seeking out and harassing hostile targets (and drawing their fire) until either it is destroyed, runs out of fuel or no targets remain. In the latter two cases the drone goes inactive and can then be fuel-scooped (where fitted) like any other cargo, and if damage is light it can be refuelled and used again.&lt;br /&gt;
&lt;br /&gt;
* Kamikaze Drone&lt;br /&gt;
&lt;br /&gt;
A variant on the Combat Drone, this equipment features a light yield warhead, with the decision to use it being under the control of the drones systems. Designed to be more deadly to its primary target, it is of course at the expense of being reusable if the warhead is deployed.&lt;br /&gt;
&lt;br /&gt;
Aside from this it works in exactly the same way as a standard Combat Drone in terms of pick-up and reusage.&lt;br /&gt;
&lt;br /&gt;
* Anti-Thargoid Drone&lt;br /&gt;
&lt;br /&gt;
Especially commissioned by Galcop, but with the current levels of threat made more generally available, this variant is designed especially to fight Thargoid vessels. It has an enhanced military-grade laser and fuel mix for extended range. The drones targetting computers are especially programmed to seek out and target any Thargoid vessel, and will ignore any other ship type.&lt;br /&gt;
&lt;br /&gt;
As with the other drones, if it survives its alien encounter, it can be scooped and if sufficiently undamaged, refuelled and reused.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missiles=== &lt;br /&gt;
&lt;br /&gt;
* Tracker Missile:&lt;br /&gt;
&lt;br /&gt;
A special interceptor missile which does no damage, but instead deploys a cloud of nanoscale tracking beacons. These can be detected via an advanced space compass (which must be fitted for the missile to be available for purchase) anywhere in the system.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 500cr each.&lt;br /&gt;
&lt;br /&gt;
* Displacer Missile&lt;br /&gt;
&lt;br /&gt;
A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 4 at a cost of 400cr each.&lt;br /&gt;
&lt;br /&gt;
* Kicker Missile&lt;br /&gt;
&lt;br /&gt;
A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Cutpurse Missile&lt;br /&gt;
&lt;br /&gt;
An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.&lt;br /&gt;
&lt;br /&gt;
This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels. &lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Field Missile&lt;br /&gt;
&lt;br /&gt;
An ECM-hardened missile which scatters several mini-mines upon detonation. These proximity weapons will detonate on close contact, causing additional damage to any craft in the vicinity as well as any survivors of the original missile strike.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
* Probe Missile&lt;br /&gt;
&lt;br /&gt;
A special collaboration between the Aquarian Shipbuilding Corporation's ships weapons and equipment divisions has led to a special one-off item widely requested by a number of parties, the Probe missile.&lt;br /&gt;
&lt;br /&gt;
''Usage'' - This useful device flies for 100km directly away from the launching ship in the direction it is facing, and performs a scan at the half-way point of its journey and on arrival. Details of what it finds are radioed back to the launch ship in each case, and the missile then about-faces and returns to its launcher for pick-up and reuse (via the normal fuel scooping method).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missile Rack===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present their latest item, the mini-missile rack. With the increase in frequency of combat with the Thargoids and the rise of pirate activity, many commanders are finding their old trusty ships less capable due to the limited amount of missiles that can be carried.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Std)&lt;br /&gt;
&lt;br /&gt;
A rack of three standard miniaturised missiles. These have lower yield, range and speed than standard missiles, but are otherwise usable as standard weaponry. Once the rack is emptied, it is automatically ejected from the pylon and will self destruct once it reaches a safe distance from the ship.&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Hard)&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but the three missiles are ECM-hardened.&lt;br /&gt;
&lt;br /&gt;
* Interceptor Missile Rack&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but containing three interceptor anti-missile missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missile Machine===&lt;br /&gt;
&lt;br /&gt;
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.&lt;br /&gt;
&lt;br /&gt;
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Classified&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine&lt;br /&gt;
&lt;br /&gt;
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 9 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bombs and Mines=== &lt;br /&gt;
&lt;br /&gt;
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).&lt;br /&gt;
&lt;br /&gt;
* Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.&lt;br /&gt;
&lt;br /&gt;
* Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.&lt;br /&gt;
&lt;br /&gt;
* Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.&lt;br /&gt;
&lt;br /&gt;
* Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.&lt;br /&gt;
&lt;br /&gt;
* Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.&lt;br /&gt;
&lt;br /&gt;
* Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.80 of Oolite. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]].&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Armoury_1.20.oxz|Armoury 1.14]] ({{#downloads:Armoury_1.20.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Armoury_1.13.oxz|Armoury 1.13]] ({{#downloads:Armoury_1.13.oxz}} downloads).&lt;br /&gt;
[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.13'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
{{weapon-OXP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Armoury&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2018-12-13&lt;br /&gt;
|features = New bombs, drones, missiles and other weapon systems&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/1/14/Armoury_1.20.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8043 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57799</id>
		<title>Armoury OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57799"/>
		<updated>2018-12-13T18:53:43Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a new meta-OXP containing the following of my older OXPs:&lt;br /&gt;
&lt;br /&gt;
* [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
* [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
* [[Drones_OXP|Drones]]&lt;br /&gt;
* [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
* [[Probe_OXP|Probe]]&lt;br /&gt;
&lt;br /&gt;
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
In addition the following new items are included in the Armoury OXP:&lt;br /&gt;
&lt;br /&gt;
===Anti-Missile System===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present an extension to the highly popular [[Missile_Analyser|Missile Analyser]] equipment, the Anti-Missile System. Using identification data from the analyser, this system targets any incoming non-standard missile with one of up to six anti-missile darts stored in a hull-mounted launcher. These fire off automatically in an attempt to intercept and neutralise the incoming weapon before it can strike the ship and cause damage.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile System&lt;br /&gt;
&lt;br /&gt;
This is the main launcher, costing 8,000Cr and available from tech level 10 or higher planets. It is hull-mounted to allow a clear fire-path all around the ship, and needs no pylon space. The initially purchased launcher comes fitted with a full compliment of six darts.&lt;br /&gt;
&lt;br /&gt;
* Anti-Missile Dart&lt;br /&gt;
&lt;br /&gt;
These darts are available from any stockist of the main system, and are sold bundled to refill the launcher to its full capacity. They cost 500Cr each.&lt;br /&gt;
&lt;br /&gt;
* Removal&lt;br /&gt;
&lt;br /&gt;
For those commanders wishing to change ship, the launcher is removable at a suitably advanced system (tech level 7 or higher) for the small fee of 500Cr, although a good second-hand price is creditted for the launcher and any remaining darts in it.&lt;br /&gt;
&lt;br /&gt;
===Captured Thargons===&lt;br /&gt;
&lt;br /&gt;
The latest development from the labs of the Aquarian Shipbuilding Corporation, building on their success with the [[Drones_OXP|Drones]] series of robot fighters. They have now succeeded in directly reprogramming alien Thargon fighters, allowing their useage by any ship.&lt;br /&gt;
&lt;br /&gt;
The control unit mounts on a ships weapons pylon, and is triggered in the usual way. When the system is activated the linked reprogrammed Thargon robot fighters deploy and seek out any hostile or alien targets in range and ruthlessly engage them. Once combat has concluded, any remaining fighters return to their mother ship for collection using the fuel scoops.&lt;br /&gt;
&lt;br /&gt;
This upgrade is available from any system of tech level 12 or above, and requires an empty weapons pylon and fuel scoops fitted to the ship. Any Thargons lost or destroyed can be replaced at a similar tech level location.&lt;br /&gt;
&lt;br /&gt;
'''Warranty'''&lt;br /&gt;
&lt;br /&gt;
Please note that this item does not allow control over normal Thargons, which will remain hostile to anything non-Thargoid in nature. Whilst every effort has been made in their reprogramming, glitches cannot be entirely ruled out, and the responsibility for any kills made by the fighters remains firmly with the purchaser.&lt;br /&gt;
&lt;br /&gt;
As these ships are robotic in nature, any kills and ensuing bounty they earn is also accredited to their legal owner and their craft.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
&lt;br /&gt;
After a bruising large-scale encounter with a Thargoid fleet, the Aquarian Shipbuilding Corporation's ships weapons division heads decided that an answer was needed to the threat posed by Tharglet robot fighters. Using some captured examples, some missiles, know-how and a couple of trumbles (they had to work late and missed dinner), the dedicated backroom boys have produced two standard civilian drones, plus a special Galcop variant especially designed for the next encounter with the Thargoids.&lt;br /&gt;
&lt;br /&gt;
* Combat Drone&lt;br /&gt;
&lt;br /&gt;
This is the standard model drone, pylon mounted and launched via a special cannister launcher. Interacting with the launching ships targetting computers, it seeks out targets hostile to the mothership and attacks them using its in-built beam laser. &lt;br /&gt;
&lt;br /&gt;
It will carry on seeking out and harassing hostile targets (and drawing their fire) until either it is destroyed, runs out of fuel or no targets remain. In the latter two cases the drone goes inactive and can then be fuel-scooped (where fitted) like any other cargo, and if damage is light it can be refuelled and used again.&lt;br /&gt;
&lt;br /&gt;
* Kamikaze Drone&lt;br /&gt;
&lt;br /&gt;
A variant on the Combat Drone, this equipment features a light yield warhead, with the decision to use it being under the control of the drones systems. Designed to be more deadly to its primary target, it is of course at the expense of being reusable if the warhead is deployed.&lt;br /&gt;
&lt;br /&gt;
Aside from this it works in exactly the same way as a standard Combat Drone in terms of pick-up and reusage.&lt;br /&gt;
&lt;br /&gt;
* Anti-Thargoid Drone&lt;br /&gt;
&lt;br /&gt;
Especially commissioned by Galcop, but with the current levels of threat made more generally available, this variant is designed especially to fight Thargoid vessels. It has an enhanced military-grade laser and fuel mix for extended range. The drones targetting computers are especially programmed to seek out and target any Thargoid vessel, and will ignore any other ship type.&lt;br /&gt;
&lt;br /&gt;
As with the other drones, if it survives its alien encounter, it can be scooped and if sufficiently undamaged, refuelled and reused.&lt;br /&gt;
&lt;br /&gt;
===Missiles=== &lt;br /&gt;
&lt;br /&gt;
* Tracker Missile:&lt;br /&gt;
&lt;br /&gt;
A special interceptor missile which does no damage, but instead deploys a cloud of nanoscale tracking beacons. These can be detected via an advanced space compass (which must be fitted for the missile to be available for purchase) anywhere in the system.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 500cr each.&lt;br /&gt;
&lt;br /&gt;
* Displacer Missile&lt;br /&gt;
&lt;br /&gt;
A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 4 at a cost of 400cr each.&lt;br /&gt;
&lt;br /&gt;
* Kicker Missile&lt;br /&gt;
&lt;br /&gt;
A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Cutpurse Missile&lt;br /&gt;
&lt;br /&gt;
An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.&lt;br /&gt;
&lt;br /&gt;
This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels. &lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
* Field Missile&lt;br /&gt;
&lt;br /&gt;
An ECM-hardened missile which scatters several mini-mines upon detonation. These proximity weapons will detonate on close contact, causing additional damage to any craft in the vicinity as well as any survivors of the original missile strike.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
* Probe Missile&lt;br /&gt;
&lt;br /&gt;
A special collaboration between the Aquarian Shipbuilding Corporation's ships weapons and equipment divisions has led to a special one-off item widely requested by a number of parties, the Probe missile.&lt;br /&gt;
&lt;br /&gt;
''Usage''&lt;br /&gt;
&lt;br /&gt;
This useful device flies for 100km directly away from the launching ship in the direction it is facing, and performs a scan at the half-way point of its journey and on arrival. Details of what it finds are radioed back to the launch ship in each case, and the missile then about-faces and returns to its launcher for pick-up and reuse (via the normal fuel scooping method).&lt;br /&gt;
&lt;br /&gt;
===Missile Rack===&lt;br /&gt;
&lt;br /&gt;
The Ships Weapons Department of the Aquarian Shipbuilding Corporation would like to present their latest item, the mini-missile rack. With the increase in frequency of combat with the Thargoids and the rise of pirate activity, many commanders are finding their old trusty ships less capable due to the limited amount of missiles that can be carried.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Std)&lt;br /&gt;
&lt;br /&gt;
A rack of three standard miniaturised missiles. These have lower yield, range and speed than standard missiles, but are otherwise usable as standard weaponry. Once the rack is emptied, it is automatically ejected from the pylon and will self destruct once it reaches a safe distance from the ship.&lt;br /&gt;
&lt;br /&gt;
* Missile Rack (Hard)&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but the three missiles are ECM-hardened.&lt;br /&gt;
&lt;br /&gt;
* Interceptor Missile Rack&lt;br /&gt;
&lt;br /&gt;
Similar to a standard rack, but containing three interceptor anti-missile missiles.&lt;br /&gt;
&lt;br /&gt;
===Missile Machine===&lt;br /&gt;
&lt;br /&gt;
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.&lt;br /&gt;
&lt;br /&gt;
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Classified&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine&lt;br /&gt;
&lt;br /&gt;
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 9 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
===Bombs and Mines=== &lt;br /&gt;
&lt;br /&gt;
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).&lt;br /&gt;
&lt;br /&gt;
* Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.&lt;br /&gt;
&lt;br /&gt;
* Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.&lt;br /&gt;
&lt;br /&gt;
* Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.&lt;br /&gt;
&lt;br /&gt;
* Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.&lt;br /&gt;
&lt;br /&gt;
* Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.&lt;br /&gt;
&lt;br /&gt;
* Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.80 of Oolite. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]].&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Armoury_1.20.oxz|Armoury 1.14]] ({{#downloads:Armoury_1.20.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Armoury_1.13.oxz|Armoury 1.13]] ({{#downloads:Armoury_1.13.oxz}} downloads).&lt;br /&gt;
[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.13'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
{{weapon-OXP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Armoury&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2018-12-13&lt;br /&gt;
|features = New bombs, drones, missiles and other weapon systems&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/1/14/Armoury_1.20.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8043 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57798</id>
		<title>Armoury OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57798"/>
		<updated>2018-12-13T18:14:23Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a new meta-OXP containing the following of my older OXPs:&lt;br /&gt;
&lt;br /&gt;
* [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
* [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
* [[Drones_OXP|Drones]]&lt;br /&gt;
* [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
* [[Probe_OXP|Probe]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition the following new items are included in the Armoury OXP:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Missiles''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Tracker Missile:&lt;br /&gt;
&lt;br /&gt;
A special interceptor missile which does no damage, but instead deploys a cloud of nanoscale tracking beacons. These can be detected via an advanced space compass (which must be fitted for the missile to be available for purchase) anywhere in the system.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 500cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Displacer Missile&lt;br /&gt;
&lt;br /&gt;
A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 4 at a cost of 400cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Kicker Missile&lt;br /&gt;
&lt;br /&gt;
A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cutpurse Missile&lt;br /&gt;
&lt;br /&gt;
An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.&lt;br /&gt;
&lt;br /&gt;
This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels. &lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Field Missile&lt;br /&gt;
&lt;br /&gt;
An ECM-hardened missile which scatters several mini-mines upon detonation. These proximity weapons will detonate on close contact, causing additional damage to any craft in the vicinity as well as any survivors of the original missile strike.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Missile Machine'''&lt;br /&gt;
&lt;br /&gt;
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.&lt;br /&gt;
&lt;br /&gt;
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Classified&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine&lt;br /&gt;
&lt;br /&gt;
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 9 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bombs and Mines''' &lt;br /&gt;
&lt;br /&gt;
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).&lt;br /&gt;
&lt;br /&gt;
* Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.&lt;br /&gt;
&lt;br /&gt;
* Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.&lt;br /&gt;
&lt;br /&gt;
* Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.&lt;br /&gt;
&lt;br /&gt;
* Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.&lt;br /&gt;
&lt;br /&gt;
* Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.&lt;br /&gt;
&lt;br /&gt;
* Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires Oolite v1.76. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Armoury_1.20.oxz|Armoury 1.14]] ({{#downloads:Armoury_1.20.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Armoury_1.13.oxz|Armoury 1.13]] ({{#downloads:Armoury_1.13.oxz}} downloads).&lt;br /&gt;
[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.13'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
{{weapon-OXP}}&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Armoury&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2018-12-13&lt;br /&gt;
|features = New bombs, drones, missiles and other weapon systems&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/1/14/Armoury_1.20.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8043 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57797</id>
		<title>Armoury OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Armoury_OXP&amp;diff=57797"/>
		<updated>2018-12-13T18:06:20Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a new meta-OXP containing the following of my older OXPs:&lt;br /&gt;
&lt;br /&gt;
* [[AMS_OXP|Anti-Missile System]]&lt;br /&gt;
* [[Captured_Thargons_OXP|Captured Thargons]]&lt;br /&gt;
* [[Drones_OXP|Drones]]&lt;br /&gt;
* [[Missile_Rack_OXP|Missile Rack]]&lt;br /&gt;
* [[Probe_OXP|Probe]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It supercedes and updates those OXPs. If you have any of them installed, please remove them and install Armoury instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition the following new items are included in the Armoury OXP:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Missiles''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Tracker Missile:&lt;br /&gt;
&lt;br /&gt;
A special interceptor missile which does no damage, but instead deploys a cloud of nanoscale tracking beacons. These can be detected via an advanced space compass (which must be fitted for the missile to be available for purchase) anywhere in the system.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 500cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Displacer Missile&lt;br /&gt;
&lt;br /&gt;
A new experimental piece of equipment which uses synchronised quirium resonance to induce a short-range witchspace jump in the target vessel, moving it a random distance away from its current location (but leaving it otherwise undamaged unless it hits something on arrival). Is only effective against ships which are powered and have witchspace fuel.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 4 at a cost of 400cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Kicker Missile&lt;br /&gt;
&lt;br /&gt;
A non-lethal missile which is designed to give a high-velocity kick to any ship which it detonates against. Depending on the mass and thrust of the target, this can be enough to send it out of scanner range.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cutpurse Missile&lt;br /&gt;
&lt;br /&gt;
An illegal hack based on a standard missile which carries no explosive warhead. Instead it has a small limpet mine transmitter, which attaches onto the target ship and attempts to interface with the ships system (which can take a few seconds). If successful it triggers the ships emergency cargo dumping routine.&lt;br /&gt;
&lt;br /&gt;
This missile is illegal to sell or purchase in any Galcop station and its use is seen as an act of piracy by police vessels. &lt;br /&gt;
&lt;br /&gt;
Available from tech level 8 at a cost of 800cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Field Missile&lt;br /&gt;
&lt;br /&gt;
An ECM-hardened missile which scatters several mini-mines upon detonation. These proximity weapons will detonate on close contact, causing additional damage to any craft in the vicinity as well as any survivors of the original missile strike.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 6 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Missile Machine'''&lt;br /&gt;
&lt;br /&gt;
A special system mounted in the ships cargo hold, with an auto-mount feed system to one of the ships weapon pylons. When fed 1 ton of radioactives and 1 ton of alloys from your cargo hold plus a little ships fuel, in a short time the machine can produce up to three standard-grade missiles. The optional addition of 1 ton of computers (if they are available the machine will use them) allows better and more complex control circuitry making the missiles hardened against ECM.&lt;br /&gt;
&lt;br /&gt;
Production can go on as long as there is suitable cargo in the ships hold and pylons available to accept the missiles (if there are less than three available less missiles will be produced). The only time production is not possible is when docked for maintenance crew safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Classified&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine&lt;br /&gt;
&lt;br /&gt;
An anti-Thargoid armoured mine, which induces nausia and disorientation in their neurological pathways at a range of up to 25km. As a result when launched and activated it tends to induce them to forget their current target and attack it, drawing fire and creating a useful diversion.&lt;br /&gt;
&lt;br /&gt;
Available from tech level 9 at a cost of 1000cr each.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bombs and Mines''' &lt;br /&gt;
&lt;br /&gt;
After the discussions concerning the trunk energy bomb (and it's impending removal), I thought it may be worth playing around with a few new bombs which could be used as replacements. All are pylon mounted due to the current limitations on keyboard triggering of OXP equipment, and all can also be carried by NPCs (currently with low probability and Uni bomb set not to be an instant-killer for the player ship).&lt;br /&gt;
&lt;br /&gt;
* Buzz bomb - the base version of the weaponry. Consists of a special energy emitter mounted on the pylon and linked to the ships energy banks. On triggering it sets off an EMP (electromagnetic pulse) through the ships shield emitters. The energy drained from the ships energy banks is amplified and transmitted, causing damage to any powered ship in scanner range (cargo pods and asteroids are unaffected). Damage inflicted depends on proximity to the bomb and the energy supplied to the emitter (which is destroyed in the process of firing). Failsafes are included to prevent the bomb causing damage to the carrier ship itself, and also to ensure that at least one full energy bank is left after detonation (the bomb has a small built-in energy reserve of its own which is added to the energy drawn from the ship if available). Due to technological differences these bombs have been reported to be less effective against alien technology.&lt;br /&gt;
&lt;br /&gt;
* Bug bomb - a variant on the buzz bomb, tuned especially to be damaging to alien technology, at the expense of some potency against normal targets.&lt;br /&gt;
&lt;br /&gt;
* Stun bomb - another variant, tuned to affect ships systems, especially flight control and pilot interfacing. In practice tends to leave the target ship helplessly spinning in space for a short period of time. When used against a player craft it causes the ship to tumble into a new random orientation.&lt;br /&gt;
&lt;br /&gt;
* Uni bomb - the final variant, tuned to resonance with the active Quirium in the targets engines and energy systems. In practice this tends to overload them and cause catastrophic and explosive failure. To prevent a negative impact to the gaming experience, when used against the player this bomb just causes severe energy loss.&lt;br /&gt;
&lt;br /&gt;
* Interdictor Mine - classified Galcop munition for pirate and large-scale fleet passivation. It is an offense for non-Galcop ships to utilise such weaponry.&lt;br /&gt;
&lt;br /&gt;
* Screamer Mine - special anti-Thargoid weapon which induces disorientation and nausia in them at a range of up to 25km. This infuriates and distracts them so much that they usually target the mine, useful in drawing alien fire and causing a diversion.&lt;br /&gt;
&lt;br /&gt;
* Void Bomb - a small singuarity kept in statis until the bomb detonates, at which point it is released and grows in size. This is a high-density entity which attracts all things within scanner range, and damages them on contact. It lasts for a short period of time until it has consumed all local matter, at which point it collapses.&lt;br /&gt;
&lt;br /&gt;
* Decoy Mine - a modified cargo pod containing several warship-class Thargoid fake mylar balloons produced by Ganelon Inc. These expand on launch and simulate alien vessels, causing a distraction and allowing the launcher to slip away or press the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires Oolite v1.76. The Anti-Missile System requires the [[Missile_Analyser|Missile Analyser OXP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[http://www.box.com/shared/eo27ygzg5n '''Armoury v1.13'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
{{weapon-OXP}}&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Armoury&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2018-12-13&lt;br /&gt;
|features = New bombs, drones, missiles and other weapon systems&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/1/14/Armoury_1.20.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8043 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Armoury_1.20.oxz&amp;diff=57796</id>
		<title>File:Armoury 1.20.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Armoury_1.20.oxz&amp;diff=57796"/>
		<updated>2018-12-13T17:53:18Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Version 1.14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 1.14&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Imperial_Courier_2.oxz&amp;diff=57794</id>
		<title>File:Imperial Courier 2.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Imperial_Courier_2.oxz&amp;diff=57794"/>
		<updated>2018-12-10T15:30:36Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Version 2.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 2.2.0&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Sonoran_1.0.oxz&amp;diff=57793</id>
		<title>File:Sonoran 1.0.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Sonoran_1.0.oxz&amp;diff=57793"/>
		<updated>2018-12-10T15:22:03Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Initial release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57768</id>
		<title>File:MilitaryShields Ships.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57768"/>
		<updated>2018-11-20T12:39:41Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:MilitaryShields Ships.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57726</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57726"/>
		<updated>2018-10-31T11:04:29Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of File:Assassin pack shipset.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57712</id>
		<title>File:Assassin pack shipset.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Assassin_pack_shipset.oxz&amp;diff=57712"/>
		<updated>2018-10-27T13:22:39Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Initial beta release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57691</id>
		<title>File:MilitaryShields Ships.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:MilitaryShields_Ships.oxz&amp;diff=57691"/>
		<updated>2018-10-21T11:08:34Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Initial beta release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56792</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56792"/>
		<updated>2018-02-04T10:02:15Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You can install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the [[Extra Energy Unit|EEU]] and [[Naval Energy Unit|NEU]]  for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Rebalancer.oxz|Sniper_Gun_Rebalancer.oxz]] ({{#downloads:Sniper_Gun_Rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56791</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56791"/>
		<updated>2018-02-04T10:01:30Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Rebalancer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You can install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the [[Extra Energy Unit|EEU]] and [[Naval Energy Unit|NEU]]  for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Rebalancer.oxz|Sniper_Gun_Rebalancer.oxz]] ({{#downloads:Sniper_Gun_Rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56790</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56790"/>
		<updated>2018-02-04T09:57:10Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Rebalancer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You can install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the EEU and NEU for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Rebalancer.oxz|Sniper_Gun_Rebalancer.oxz]] ({{#downloads:Sniper_Gun_Rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56789</id>
		<title>Sniper Gun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Sniper_Gun&amp;diff=56789"/>
		<updated>2018-02-04T09:55:45Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KraitSG2.png|700px|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Developed as a next step after Military Laser, thinking outside of the hull where better cooldown is achievable.&lt;br /&gt;
&lt;br /&gt;
Find costly sniper variants of ships in high-tech shipyards with a visible big Sniper Gun installed:&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]], [[#Boa SG|Boa SG]], [[#Cobra Mark III SG|Cobra Mark III SG]], [[#Fer-de-Lance SG|Fer-de-Lance SG]], [[#Krait SG|Krait SG]], [[#Viper SG|Viper SG]].&lt;br /&gt;
&lt;br /&gt;
Boa SG has 2 Sniper Guns but the second can fire from Oolite 1.83 only, where produce double heat also. &lt;br /&gt;
&lt;br /&gt;
Krait SG has 3 Sniper Guns which produce single heat with [[Separated Lasers]] due to mounted enough far from each other.&lt;br /&gt;
&lt;br /&gt;
For Heavy Sniper Gun you need a [[#Python HSG|Python HSG]], [[#Python BattleCruiser|Python BattleCruiser]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
[[Auto Crosshairs]] and [[Xenon HUD]] are supported with custom crosshairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
The strong and long range (20km) Sniper Gun fit into ships only with a special big laser mount on the hull. Deliver almost as much damage as a Military Laser, use less energy thanks to the costly high-tech components, moreover can mine asteroids and heat up 2 times slower due to placed outside of the hull.&lt;br /&gt;
&lt;br /&gt;
The big sniper gun subentity model is within this package, based on the gun on Krait's wingtips made by Griff.&lt;br /&gt;
&lt;br /&gt;
This could motivate ship builders to mount spectacular guns outside of hull, where better cooldown is imaginable.&lt;br /&gt;
&lt;br /&gt;
[[File:SniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
&lt;br /&gt;
Sapper is a Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 5x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Sapper and reduce to Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Sapper switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered, but in Sapper mode the box is appear only when the target is within 500m and centered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sniper Gun ===&lt;br /&gt;
&lt;br /&gt;
Two times more powerful variant of Sniper Gun with longer range (25 km), mining ability and super-effective coolers outside of the hull, which allow double fire rate without faster overheat! Designed for ships over 250t mass like [[#Python HSG|Python HSG]] or [[Griff Boa|Prototype Boa]].&lt;br /&gt;
&lt;br /&gt;
Crosshairs of a Heavy Sniper Gun is similar but larger than the crosshairs of a normal Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:HeavySniperGun.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sapper ===&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper is a Heavy Sniper Gun in overdrive mode: deliver 5x more damage at point blank range than at max. range but use 10x energy and make double heat. The 5x hit is within 500m, 2x at 2km, 1x at 20km. Note the base damage/second value is only the half than in Sniper mode, so at and within 500m provide 2.5x more damage than a Heavy Sniper Gun in the same time.&lt;br /&gt;
&lt;br /&gt;
Can cause some damage when the shot narrowly misses the target and can mine asteroids. Unmask your cloak when fire and can not be separated so very hot in ships with multiple lasers. &lt;br /&gt;
&lt;br /&gt;
Overheat can damage Heavy Sapper and reduce to Heavy Sniper Gun. In this case you should fix your [[#Sapper Mode|Sapper Mode]] equipment.&lt;br /&gt;
&lt;br /&gt;
Heavy Sapper switch back to Heavy Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Anti-Sapper Equipment ===&lt;br /&gt;
&lt;br /&gt;
Limit the point-blank damage caused by Sapper weapons to 2x instead of 5x but get damaged 10 times more than other equipments and need a TL14 planet or [[Repair Bots]] to fix. SG ship variants (like Asp SG) usually hold one by default so you should not use your Sapper against these at all, Sniper Gun is equally effective while use less energy and make much less heat.&lt;br /&gt;
&lt;br /&gt;
Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target, so will not auto switch to Sapper against that target after once revealed.&lt;br /&gt;
&lt;br /&gt;
There is a Sapper Nullifier equipment in TL15 worlds if [[HardShips]] OXP is installed which negate the bonus damage of Sappers, reducing to 1x level, so the Sniper Gun is two times more effective against a Nullifier even at point blank range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sapper Mode ===&lt;br /&gt;
&lt;br /&gt;
Buy this primable equipment for 6000 credits then you can switch your Sniper Gun between Sniper and Sapper mode when activated. You must wait 2 seconds before the other weapon will be ready. You get this equipment with Sapper weapons for free, but you must fix this if Sapper Mode get damage else you can use Sniper mode only.&lt;br /&gt;
&lt;br /&gt;
The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes. In auto mode Sapper switch back to Sniper either if the weapon is too hot or the active target is too far for Sapper, and activated again if cooled down (need a few seconds only) or you run near to the target. Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Comparsion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Minimal&amp;lt;br&amp;gt;Ship&amp;lt;br&amp;gt;Mass (t)&lt;br /&gt;
|[[Separated Lasers|Separation]]&amp;lt;br&amp;gt;need (m)&lt;br /&gt;
|Range (km)&lt;br /&gt;
|Damage/s&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Heat&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;before&amp;lt;br&amp;gt;OverHeat&lt;br /&gt;
|Energy&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Damage&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Delay&lt;br /&gt;
|Heat&amp;lt;br&amp;gt;/Shot&lt;br /&gt;
|Tech&lt;br /&gt;
|Cost&lt;br /&gt;
|Color&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Gun&lt;br /&gt;
|30&lt;br /&gt;
|50&lt;br /&gt;
|20&lt;br /&gt;
|100&lt;br /&gt;
|5&lt;br /&gt;
|1560&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.4&lt;br /&gt;
|8&lt;br /&gt;
|12&lt;br /&gt;
|20000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Sapper&lt;br /&gt;
|30&lt;br /&gt;
| -&lt;br /&gt;
|20&lt;br /&gt;
|50-250&lt;br /&gt;
|1-5&lt;br /&gt;
|250-1250&lt;br /&gt;
|5&lt;br /&gt;
|10-50&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|26000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&amp;amp;nbsp;Sniper&amp;amp;nbsp;Gun&lt;br /&gt;
|250&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|2720&lt;br /&gt;
|1&lt;br /&gt;
|40&lt;br /&gt;
|0.2&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|200000&lt;br /&gt;
|Blue&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Sapper&lt;br /&gt;
|250&lt;br /&gt;
| -&lt;br /&gt;
|25&lt;br /&gt;
|100-500&lt;br /&gt;
|2-10&lt;br /&gt;
|500-2500&lt;br /&gt;
|10&lt;br /&gt;
|20-100&lt;br /&gt;
|0.2&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|206000&lt;br /&gt;
|Red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Military&amp;amp;nbsp;Laser&lt;br /&gt;
|0&lt;br /&gt;
|30&lt;br /&gt;
|30&lt;br /&gt;
|120 &lt;br /&gt;
|2.82&lt;br /&gt;
|700&lt;br /&gt;
|1.1&lt;br /&gt;
|12&lt;br /&gt;
|0.1&lt;br /&gt;
|4.25&lt;br /&gt;
|11&lt;br /&gt;
|6000&lt;br /&gt;
|Magenta&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sniper Ships ==&lt;br /&gt;
=== Asp SG ===&lt;br /&gt;
Has 1 forward and 1 aft Sniper Gun.&lt;br /&gt;
&lt;br /&gt;
[[File:AspSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Boa SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:BoaSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cobra Mark III SG ===&lt;br /&gt;
Has 3 Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constrictor SG ===&lt;br /&gt;
Use 4+4 [[Separated Lasers|separated]] Sniper Guns both in front and aft view!&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ConstrictorSGAft.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fer-de-Lance SG ===&lt;br /&gt;
Hold 2 central Sniper Guns, not separated.&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Krait SG ===&lt;br /&gt;
Has 3 [[Separated Lasers|separated]] Sniper Guns! Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:KraitSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prototype Boa ===&lt;br /&gt;
Griff's [[Griff Boa|Prototype Boa]] contain a [[#Heavy Sniper Gun|Heavy Sniper Gun]] over the nose and 4 turrets around the ship.&lt;br /&gt;
&lt;br /&gt;
[[File:ProtBoa.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python HSG ===&lt;br /&gt;
Use 3 [[Separated Lasers|separated]](!) Heavy Sniper Guns and 3 aft normal separated Sniper Guns.&lt;br /&gt;
&lt;br /&gt;
[[File:PythonHSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Python BattleCruiser ===&lt;br /&gt;
Use 3+3 [[Separated Lasers|separated]] Heavy Sniper Guns in forward and aft views also!&lt;br /&gt;
&lt;br /&gt;
[[File:PythonBC.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Viper SG ===&lt;br /&gt;
Equipped with a single Sniper Gun. Available in shipyards for the player.&lt;br /&gt;
&lt;br /&gt;
[[File:ViperSG.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
Using [[#Cobra Mark III SG|Cobra Mark III SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:CobraSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Twin Sniper Guns of [[#Fer-de-Lance SG|Fer-de-Lance SG]]:&lt;br /&gt;
&lt;br /&gt;
[[File:FerSG2.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subentities ==&lt;br /&gt;
&lt;br /&gt;
Ship builders can use these gun models on any ships or even make different lookout and allow to mount Sniper Gun if a &amp;quot;snipergun-dummy&amp;quot; [[Shipdata.plist#subentities|subentity]] is added into the ship.&lt;br /&gt;
&lt;br /&gt;
There are 3 model variants in this package: &amp;quot;snipergun&amp;quot; is the central weapon, &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; could be used in wingtips. &lt;br /&gt;
&lt;br /&gt;
For heavy mounts use &amp;quot;snipergun-heavy&amp;quot;, &amp;quot;snipergun-heavy-l&amp;quot;, &amp;quot;snipergun-heavy-r&amp;quot; or &amp;quot;snipergun-heavy-dummy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you make a new gun subentity and want to be usable for [[#Sniper Gun|Sniper Gun]] then name the datakey like &amp;quot;snipergun-yournewgun&amp;quot;. The condition script allow usage of sniper guns in any subentity which start the datakey with &amp;quot;snipergun&amp;quot;. If your gun is really big and your [[Oolite_JavaScript_Reference:_Entity#mass|ship.mass]] is over 250t then you can use &amp;quot;snipergun-heavy-yournewgun&amp;quot; which can hold [[#Heavy Sniper Gun|Heavy Sniper Gun]].&lt;br /&gt;
&lt;br /&gt;
For aft guns you must give ''orientation=&amp;quot;0 0 1 0&amp;quot;;'' (so design to forward looking and rotate in shipdata.plist like in Asp SG) else the condition script will not allow to put sniper gun into the aft mount. &lt;br /&gt;
&lt;br /&gt;
Side mounts are not usable for sniper guns at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Asp SG|Asp SG]] use the following lines in [[shipdata.plist]]:&lt;br /&gt;
        &amp;quot;asp-sg&amp;quot; =&lt;br /&gt;
        {&lt;br /&gt;
                like_ship = &amp;quot;asp&amp;quot;;&lt;br /&gt;
                accuracy = 7;&lt;br /&gt;
                auto_weapons = 0;&lt;br /&gt;
                aft_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                frangible = no;&lt;br /&gt;
                has_ecm = 1.0;&lt;br /&gt;
                has_energy_bomb = 0.1;&lt;br /&gt;
                has_escape_pod = 1.0;&lt;br /&gt;
                has_shield_booster = 1.0;&lt;br /&gt;
                has_shield_enhancer = 0.75;&lt;br /&gt;
                name = &amp;quot;Asp SG&amp;quot;;&lt;br /&gt;
                subentities = ( //forward and aft guns&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 -2.2 38.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun&amp;quot;; position = &amp;quot;0.0 4.5 -30.5&amp;quot;; orientation = &amp;quot;0 0 1 0&amp;quot;; }&lt;br /&gt;
                );&lt;br /&gt;
                view_position_aft = &amp;quot;0.0 7.7 -39.5811&amp;quot;;&lt;br /&gt;
                view_position_forward = &amp;quot;0.0 2.62065 50.1318&amp;quot;;&lt;br /&gt;
                weapon_facings = 3;&lt;br /&gt;
                weapon_position_aft = &amp;quot;0.0 4.5 -58.1&amp;quot;;&lt;br /&gt;
                weapon_position_forward = &amp;quot;0.0 -2.26444 65.1456&amp;quot;;&lt;br /&gt;
        };&lt;br /&gt;
The [[Oolite_JavaScript_Reference:_Entity#orientation|orientation]] within the second subentity is set to &amp;quot;0 0 1 0&amp;quot; which turn the gun backwards for the aft mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Boa SG|Boa SG]] and [[#Fer-de-Lance SG|Fer-de-Lance SG]] use &amp;quot;snipergun-l&amp;quot; and &amp;quot;snipergun-r&amp;quot; models to make a Twin Sniper Gun:&lt;br /&gt;
         forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;;&lt;br /&gt;
         subentities = (&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-l&amp;quot;; position = &amp;quot;-1.15 5.0 54.0&amp;quot;; },&lt;br /&gt;
                 { subentity_key = &amp;quot;snipergun-r&amp;quot;; position = &amp;quot;1.15 5.0 54.0&amp;quot;;  }&lt;br /&gt;
         );&lt;br /&gt;
         weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
         weapon_position_forward = (&amp;quot;-1.15 5.0 82.3&amp;quot;, &amp;quot;1.15 5.0 82.3&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ships like [[Griff Boa|Prototype Boa]] with custom gun models must use a &amp;quot;dummy&amp;quot; subentity to tell to the Sniper Gun equipment condition script that the usage of Sniper Guns is allowed in this ship.&lt;br /&gt;
        &amp;quot;griff_prototype_boa-PLAYER&amp;quot; = {&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                                { subentity_key = &amp;quot;snipergun-heavy-dummy&amp;quot;; },&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[#Python HSG|Python HSG]] has [[Separated Lasers|separated]] heavy guns but this need at least 100m distances in 3D between weapon positions. The horizontal width of the ship is 74m only so must use a shift in z axis to get more than 100m diagonally, this is why the third numbers are not equal in the last two weapon positions.&lt;br /&gt;
                forward_weapon_type = &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;;&lt;br /&gt;
                subentities = (&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy&amp;quot;; position = &amp;quot;0.0 0.3 65.5&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-l&amp;quot;; position = &amp;quot;-37.0 0.0 -35.0&amp;quot;; },&lt;br /&gt;
                        { subentity_key = &amp;quot;snipergun-heavy-r&amp;quot;; position = &amp;quot;37.0 0.0 -35.0&amp;quot;;  }&lt;br /&gt;
                );&lt;br /&gt;
                weapon_mount_mode = &amp;quot;multiply&amp;quot;;&lt;br /&gt;
                weapon_position_forward = (&amp;quot;0.0 0.3 123.0&amp;quot;, &amp;quot;-37.0 0.0 29.3&amp;quot;, &amp;quot;37.0 0.0 -38.0&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rebalancer ==&lt;br /&gt;
You must install [[#Downloads|Sniper Gun Rebalancer]] OXZ package.&lt;br /&gt;
This will reduced a weight of roles NPC-ships to 5 times lower (20% from basic), but will added ships with sniper gun from other ship OXPs.&lt;br /&gt;
&lt;br /&gt;
Ship OXPs with Sniper Gun fit:&lt;br /&gt;
* gsagostinho's Texture Packs (5 ships - Asp Mark II (2 textures), Cobra Mark III (2 textures), Fer-de-Lance (1 texture)),&lt;br /&gt;
* Griff's Retextures (4 ships - Cobra Mark III (2 textures), GalCop Viper, GalCop Viper Interceptor),&lt;br /&gt;
* Staer9's Shipset (1 ship - Iguana).&lt;br /&gt;
* wildShips's Shipset (3 ships - Chatu, Duma (has SGs), Duma Fleet Hauler (has HSGs)).&lt;br /&gt;
* Laser Cannons (7 ships - basic [[#Sniper Ships|set of ships]]).&lt;br /&gt;
&lt;br /&gt;
Also this addition will:&lt;br /&gt;
* Setup the lower size of sniper guns: &amp;quot;model_scale_factor = 0.75&amp;quot;.&lt;br /&gt;
* Corrected weapons position for SGs.&lt;br /&gt;
* The names of ships will not contain the words 'SG'.&lt;br /&gt;
* Added a &amp;quot;snipergun-ship&amp;quot;, &amp;quot;snipergun-heavy-ship&amp;quot; and &amp;quot;interceptor-sg&amp;quot;, &amp;quot;interceptor-heavy-sg&amp;quot; roles.&lt;br /&gt;
* Added a density for Griff's Viper Alternative Model for minimal ship mass req.&lt;br /&gt;
* Fixed a ship mass by &amp;quot;model_scale_factor = 0.65&amp;quot; for Duma and set a &amp;quot;max_cargo = 125&amp;quot; for Duma Fleet Hauler.&lt;br /&gt;
* Adjusted a pitch and roll for Duma Fleet Hauler due to the mass of Heavy Sniper Guns.&lt;br /&gt;
* Simulated the EEU and NEU for police ships.&lt;br /&gt;
* Set condition script for some uber-ships(has 'dog' word) and police-patrol.&lt;br /&gt;
* Updated a view positions for some ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Gun model made by Griff, Textures and fragment shader are from Iguana in [[Staer9's Shipset]].&lt;br /&gt;
&lt;br /&gt;
Sapper sounds are modified from breakpattern.ogg, laserhits.ogg and bgs-c_hullbang.ogg.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite at gmail.com.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.3.oxz|Sniper_Gun_1.3.oxz]] ({{#downloads:Sniper_Gun_1.3.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.2.oxz|Sniper_Gun_1.2.oxz]] ({{#downloads:Sniper_Gun_1.2.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.1.oxz|Sniper_Gun_1.1.oxz]] ({{#downloads:Sniper_Gun_1.1.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Gun_1.0.oxz|Sniper_Gun_1.0.oxz]] ({{#downloads:Sniper_Gun_1.0.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Media:Sniper_Rebalancer.oxz|Sniper_Gun_Rebalancer.oxz]] ({{#downloads:Sniper_Gun_Rebalancer.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.12.10. v1.3  Constrictor SG added, need TL14 and 20MCr.&lt;br /&gt;
                   Python BattleCruiser added, 3+3 separated Heavy Sniper Guns in fw and aft mounts, speed 160, pitch 0.6.&lt;br /&gt;
                   Python HSG got +2 aft normal Sniper Guns (3 in total), speed lowered to 180, pitch to 0.7.&lt;br /&gt;
                   HSG2 model added, used in Python BattleCruiser. Hold the same weapon than HSG so visually differ only.&lt;br /&gt;
                   Model of previous Heavy Sniper Gun is modified for shorter length (visual change only).&lt;br /&gt;
                   Fixed a TypeError: other.script is undefined.&lt;br /&gt;
 2016.03.12. v1.2  Sapper will switch back to Sniper Gun when less than a full energy bank remain.&lt;br /&gt;
                   Anti-Sapper equipment detection implemeted at the first hit with Sapper on the target.&lt;br /&gt;
                   Animated crosshairs when switching between Sniper and Sapper modes.&lt;br /&gt;
                   With [[Auto Crosshairs]] a box appear on crosshairs when target is precisely centered.&lt;br /&gt;
                   In Sapper mode a box is appear only when the target is within 500m and centered.&lt;br /&gt;
                   Sapper switch back to Sniper Gun when alert condition change to green or docked.&lt;br /&gt;
                   Prototype Boa got Anti-Sapper and Sapper Mode equipments.&lt;br /&gt;
                   Guns on Fer-de-Lance SG, Krait SG and Viper SG are moved nearer to the ship body.&lt;br /&gt;
 2016.03.06. v1.1  Sapper is a faster Sniper Gun for dogfight, strong within 500m but rapidly dissipating.&lt;br /&gt;
                   Sapper still cause some damage when narrowly misses the target and play hit sound.&lt;br /&gt;
                   Heavy Sapper is a monster with colossal damage but 10x energy usage and fast heatup.&lt;br /&gt;
                   Anti-Sapper Equipment reduce the damage caused by Sapper weapons to the half.&lt;br /&gt;
                   Sapper Mode primable equipment can turn on/off Sapper when activated.&lt;br /&gt;
                   Sapper activation need 2s and play sound to notify the player (made from breakpattern.ogg).&lt;br /&gt;
                   The mode ('b') key can set auto, preset, target distance, heat or manual Sapper modes.&lt;br /&gt;
                   Sapper can be damaged if fired in red heat before overheat. Auto and heat modes prevent this.&lt;br /&gt;
                   NPC SG ships has refined roles and switch automatically between Sapper and Sniper mode.&lt;br /&gt;
                   All SG ships contain Anti-Sapper and Sapper Mode equipments by default.&lt;br /&gt;
                   In Xenon HUD custom crosshairs are set and switch when Sniper Gun or Sapper is selected.&lt;br /&gt;
                   Sniper Gun is refined to somewhat slower (0.4s) and less damage/second than before.&lt;br /&gt;
                   Heavy Sniper Gun is 2 times faster than Sniper Gun, resulting double damage/second.&lt;br /&gt;
                   No side lasers on Cobra3 SG and Python SG as a cost of 3 forward Sniper mounts.&lt;br /&gt;
                   Python SG got an aft (not heavy) Sniper Gun mount.&lt;br /&gt;
                   Fixed Asp SG forward laser mount position.&lt;br /&gt;
 2016.02.13. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Sniper Gun&lt;br /&gt;
|version = 1.3&lt;br /&gt;
|release = 2016-12-10&lt;br /&gt;
|features = Spectacular guns&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Weapons OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=18051 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Sniper_Gun_rebalancer.oxz&amp;diff=56788</id>
		<title>File:Sniper Gun rebalancer.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Sniper_Gun_rebalancer.oxz&amp;diff=56788"/>
		<updated>2018-02-03T16:51:16Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Initial public release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial public release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Q-bomb_AI.oxz&amp;diff=56686</id>
		<title>File:Q-bomb AI.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Q-bomb_AI.oxz&amp;diff=56686"/>
		<updated>2018-01-18T11:45:30Z</updated>

		<summary type="html">&lt;p&gt;Rustem: (Initial public release)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Initial public release)&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55385</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55385"/>
		<updated>2017-12-01T05:58:45Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander. If scooper not have a free pylon. Then a missile pod will scooped as firearms. If you have a free pylon and it has been scooped missile pod to the cargo hold. If you like, so you can dumping a firearms and scooped for mount to pylon.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.44]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
 &lt;br /&gt;
 18/11/2017 - Version 1.42&lt;br /&gt;
 - Added a routine for checking a setCargo by other OXPs and etc.&lt;br /&gt;
 - Added logging condition in the pod ship.script.&lt;br /&gt;
 &lt;br /&gt;
 21/11/2017 - Version 1.43&lt;br /&gt;
 - Code refactoring: released one script for Bulk container with NPC-scooping feature.&lt;br /&gt;
 - Added a routine for checking a shipUniqueName for renew of the pod name (for cargo scanner).&lt;br /&gt;
 - Modified the missilePod script for player-rescooping.&lt;br /&gt;
 - Upgraded all scripts for NPC-scooping.&lt;br /&gt;
 &lt;br /&gt;
 01/12/2017 - Version 1.44&lt;br /&gt;
 - Added description for communicate.&lt;br /&gt;
 - Fixed bug in the addition cargo to NPC.&lt;br /&gt;
 - Code refactoring.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.44&lt;br /&gt;
|release = 2017-12-01&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55384</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55384"/>
		<updated>2017-12-01T05:51:55Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.44&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55315</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55315"/>
		<updated>2017-11-21T15:41:17Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.43]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
 &lt;br /&gt;
 18/11/2017 - Version 1.42&lt;br /&gt;
 - Added a routine for checking a setCargo by other OXPs and etc.&lt;br /&gt;
 - Added logging condition in the pod ship.script.&lt;br /&gt;
 &lt;br /&gt;
 21/11/2017 - Version 1.43&lt;br /&gt;
 - Code refactoring: released one script for Bulk container with NPC-scooping feature.&lt;br /&gt;
 - Added a routine for checking a shipUniqueName for renew of the pod name (for cargo scanner).&lt;br /&gt;
 - Modified the missilePod script for player-rescooping.&lt;br /&gt;
 - Upgraded all scripts for NPC-scooping.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.43&lt;br /&gt;
|release = 2017-11-21&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55314</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55314"/>
		<updated>2017-11-21T15:36:46Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.43&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55310</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55310"/>
		<updated>2017-11-18T14:40:07Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.42]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
 &lt;br /&gt;
 18/11/2017 - Version 1.42&lt;br /&gt;
 - Added a routine for checking a setCargo by other OXPs and etc.&lt;br /&gt;
 - Added logging condition in the pod ship.script.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.42&lt;br /&gt;
|release = 2017-11-18&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55309</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55309"/>
		<updated>2017-11-18T14:34:13Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.42&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55230</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55230"/>
		<updated>2017-10-30T10:04:42Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==OXP Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have [[UPS Courier]], [[Cargo Wreck Teaser OXP|Cargo Wreck Teaser]] and Svengali [[CCL|Cabal Common Library]] v1.7.1 installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.41]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
 &lt;br /&gt;
 30/10/2017 - Version 1.41&lt;br /&gt;
 - Added big pod(ccl_crateA) and broken pods(ccl_crateB) for cargopod from Svengali CCL OXP like external dependency.&lt;br /&gt;
 - Added model scale factor to big pods.&lt;br /&gt;
 - Fixed bug for external pods.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.41&lt;br /&gt;
|release = 2017-10-30&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55229</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55229"/>
		<updated>2017-10-30T09:44:09Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UPS Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have UPS installed, then some of the UPS pods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
==CargoWreck Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have CargoWreck installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.41]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.40&lt;br /&gt;
|release = 2017-10-27&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55228</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55228"/>
		<updated>2017-10-30T09:40:56Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55216</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55216"/>
		<updated>2017-10-27T06:18:58Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UPS Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have UPS installed, then some of the UPS pods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
==CargoWreck Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have CargoWreck installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.40]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.40&lt;br /&gt;
|release = 2017-10-27&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55215</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55215"/>
		<updated>2017-10-27T06:18:22Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UPS Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have UPS installed, then some of the UPS pods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
==CargoWreck Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have CargoWreck installed, then some of the cargopods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.39]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods (thanks cag!).&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
 &lt;br /&gt;
 27/10/2017 - Version 1.40&lt;br /&gt;
 - Resorting and optimization by template pods in the shipdata.plist.&lt;br /&gt;
 - Added cargopod(hexapod) from CargoWreck OXP like external dependency as broken pods.&lt;br /&gt;
 - Edited group role names for standart pods.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.40&lt;br /&gt;
|release = 2017-10-27&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:Rustem|Rustem]] (maintainer)&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55214</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55214"/>
		<updated>2017-10-27T06:00:53Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.40&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55194</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55194"/>
		<updated>2017-10-23T10:12:34Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UPS Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have UPS installed, then some of the UPS pods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least test version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.39]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
[[Media:Pods_1.35.oxz|Pods 1.35]] ({{#downloads:Pods_1.35.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 &lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods.&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.39&lt;br /&gt;
|release = 2017-10-23&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55193</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55193"/>
		<updated>2017-10-23T09:31:42Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: (repeatly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55192</id>
		<title>Pods OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Pods_OXP&amp;diff=55192"/>
		<updated>2017-10-23T09:28:16Z</updated>

		<summary type="html">&lt;p&gt;Rustem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A general expansion to the Ooniverse, this OXP introduces a number of new [[Cargo Container (Oolite)|cargo pod]] variations. Some are nice, some less so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Pods==&lt;br /&gt;
*Standard containers - some more descriptive variants on the standard 1t cargo pods.&lt;br /&gt;
*Bulk container - larger capacity pod, featuring up to 10 tons of cargo, 100 kilos of metals (gold/platinum) or 200 grammes of gem-stones.&lt;br /&gt;
* Missile pod - again exactly what it says, a missile that can be scooped and added to your arsenal (if you have a free pylon). Usually standard missiles, but sometimes ECM hardened ones for the lucky commander.&lt;br /&gt;
* Fuel pod - similar in nature to the external fuel tank, a pod which can carry up to 3.0 ly of witchspace fuel for your thirsty tanks. Occasionally the fuel has been known to be contaminated, requiring a tank purge.&lt;br /&gt;
* Piggybank pod - some poor soul's personal effects, including their life savings of up to 1000 credits.&lt;br /&gt;
* Empty pod - exactly what it says, either an empty pod or one full of worthless content.&lt;br /&gt;
* Trumble pod - pod containing everyone's favourite burger ingredient.&lt;br /&gt;
* Retry pod - a little annoyance, a pod that doesn't quite scoop right. If all else fails, try try again...&lt;br /&gt;
* Jam pod - no, not a pod full of jam, but when a pod tries to go through a fuel scoop sideways. Pod jams in the scoop, rendering it inoperable until a friendly tech can apply a pry-bar to it in dry-dock.&lt;br /&gt;
* Exploding pod - pod explodes within the ships shields during scooping. Energy damage done to the ship, and fuel scoops destroyed.&lt;br /&gt;
* Breach pod - pod explodes in hold, causing hull breach. Some cargo may be vented before breach can be repaired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UPS Pods==&lt;br /&gt;
These are now included within the main pods OXP (no additional add-on OXP is needed any more). If you have UPS installed, then some of the UPS pods should be from Pods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least test version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
[[Media:Pods.oxz|Pods 1.39]] ({{#downloads:Pods.oxz}} downloads).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[http://www.box.com/shared/rb9o2uio6v '''Pods 1.35'''] can be downloaded from Box.com by clicking on the link. This OXP requires at least test version 1.74 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme file.&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 19/08/2008 - Version 0.20, Beta-test release version.&lt;br /&gt;
 22/08/2008 - version 1.00, Full release, now with Trumble, piggybank, breach and exploding pods added.&lt;br /&gt;
 31/08/2008 - version 1.01, minor bug fix for the fuel pods fuel leak.&lt;br /&gt;
 04/11/2008 - Version 1.02, scripting update for compatability with v1.72.&lt;br /&gt;
 09/04/2009 - Version 1.03, script tidy-up to prevent error for awarding cargo when hold full. Also tweaked trumblepod.&lt;br /&gt;
 01/11/2009 - Version 1.10, update to add scanclass and some new roles to the pods.&lt;br /&gt;
 18/03/2010 - Version 1.20, update for v1.74 (not compatible with lower versions).&lt;br /&gt;
 13/02/2011 - Version 1.21, removal of upper limit, to allow running with 1.75&lt;br /&gt;
 19/02/2011 - Version 1.22, correction of Manifest / manifest script glitch&lt;br /&gt;
 10/07/2012 - Version 1.30, merged pods and pods_UPS into one, and updated breachpod script (thanks to Eric W). Also added new variants for the standard 1t pods.&lt;br /&gt;
 10/12/2012 - Version 1.31, fixed a few case sensitivity issues for non-Windows OS's.&lt;br /&gt;
 12/12/2012 - Version 1.32, and a few more I missed before.&lt;br /&gt;
 22/12/2012 - Version 1.33, sorted out some [%I] references in description.plist (again thanks Eric!).&lt;br /&gt;
 20/01/2013 - Version 1.34, fixed a couple more references I missed last time (yet again thanks to Eric).&lt;br /&gt;
 07/02/2013 - Version 1.35, added a rogue &amp;quot;s&amp;quot; back into the big kg script (thanks to Plisken for that one!).&lt;br /&gt;
 &lt;br /&gt;
 12/09/2017 - Version 1.36 : update for oolite v1.79 - cag and rustem.&lt;br /&gt;
 - Added logging for error cargo type in pods_standardPod.js.&lt;br /&gt;
 - Edited name of the cargo type in description.plist and script for pods_standardPod.&lt;br /&gt;
 - Edited the scripts: correct name decsriptions, sometimes increased time for display consoleMessage.&lt;br /&gt;
 - Edited the shipdata: for pods_emptyBarrel (and pods_UPS_emptyBarrel) decreased value role of the cargopod from 0.1(0.12) to 0.005.&lt;br /&gt;
 - Edited the shipdata: for pods_missileBarrel decreased value role of the cargopod from 0.05 to 0.005.&lt;br /&gt;
 - Edited the shipdata: for all standart pods decreased value role of the cargopod from 0.5 to 0.05.&lt;br /&gt;
 - Added damage sounds to Jam, Exploding and Breach pods.&lt;br /&gt;
 &lt;br /&gt;
 14/09/2017 - Version 1.37&lt;br /&gt;
 - Added &amp;quot;use strict&amp;quot; in the scripts.&lt;br /&gt;
 - Improvement of damage sound effect for the correspond pods (thanks cag!).&lt;br /&gt;
 - Add time interval for display consoleMessage of Jam pod (again thanks cag!).&lt;br /&gt;
 &lt;br /&gt;
 19/09/2017 - Version 1.38&lt;br /&gt;
 - Fixed: replaced hasScoopMessages on the has_scoop_message in the shipdata.&lt;br /&gt;
 - Added no has_scoop_message to: fuelPod, emptyPod, retryPod, jamPod, missilePod, explodingPod, trumblePod (and UPS version also).&lt;br /&gt;
 &lt;br /&gt;
 23/10/2017 - Version 1.39&lt;br /&gt;
 &lt;br /&gt;
 - Added worldScript for storing all the resources. Added timer for exploding and breach pods.&lt;br /&gt;
 - Added group roles as brokenpod, bigpod, dampod for application in the other OXPs. Added group role names from UPS Courier OXP.&lt;br /&gt;
 - Rebalanced role weights.&lt;br /&gt;
 - New calculation of the credits for piggybank pod.&lt;br /&gt;
===Links===&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Pods&lt;br /&gt;
|version = 1.39&lt;br /&gt;
|release = 2017-10-23&lt;br /&gt;
|features = New cargo pods and pod features&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/d/d3/Pods.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=4952 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55191</id>
		<title>File:Pods.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Pods.oxz&amp;diff=55191"/>
		<updated>2017-10-23T09:21:00Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Pods.oxz&amp;amp;quot;: Version 1.39&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;update for oolite v1.79&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Distant_Stars_OXP&amp;diff=55111</id>
		<title>Distant Stars OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Distant_Stars_OXP&amp;diff=55111"/>
		<updated>2017-10-05T10:44:15Z</updated>

		<summary type="html">&lt;p&gt;Rustem: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
'''(Note: This OXP is a Work-in-Progress)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The color of the stars depends on sun radius and the planet radius. Agricultural shifted to M-type stars, Industrial closer to B-type stars. B-type stars and A-type stars are located far away.&lt;br /&gt;
The radius of the sun did not change, the parameter used by default. Recommended use with oxz - System Features Sunspots 1.5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical Informations ==&lt;br /&gt;
&lt;br /&gt;
This OXP requires at least version 1.84 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Download [[Media:Distant_Stars.oxz|Distant Stars.oxz]] v0.0.7 (downloaded {{#downloads:Distant_Stars.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
''Old versions:'' [[Media:Distant_Stars_0.0.5.oxz|Distant Stars 0.0.5]] (downloaded {{#downloads:Distant_Stars_0.0.5.oxz}} times). This OXP requires at least  version 1.80 of Oolite.&lt;br /&gt;
&lt;br /&gt;
===License===&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
=== Version History ===&lt;br /&gt;
 Version 0.0.1&lt;br /&gt;
 - Test release.&lt;br /&gt;
 Version 0.0.2&lt;br /&gt;
 - Adjusted the corona flare and correct other parameters. Human inhabitant is not factor now. Correct distance to HZ range. Add sun name.&lt;br /&gt;
 Version 0.0.3&lt;br /&gt;
 - Adjusted the color of white stars. Correct distribution, fixed bug calculation.  Add corona hues and corona shimmer.&lt;br /&gt;
 Version 0.0.4&lt;br /&gt;
 - Aggregateted to one file - planetinfo.plist.&lt;br /&gt;
 - Added script that did variable corona flare (frequent, dreadful, unpredictable) based on the system description.&lt;br /&gt;
 Version 0.0.5&lt;br /&gt;
 - Compatible with The Collector OXP.&lt;br /&gt;
 Version 0.0.6&lt;br /&gt;
 - Fixed populator script for the sun features in the oolite v1.84.&lt;br /&gt;
 Version 0.0.7&lt;br /&gt;
 - Increased a little more corona flare in the K-type stars.&lt;br /&gt;
 - Corrected corona flare in the F-type stars from low limit value to more value.&lt;br /&gt;
 - Reduced distance sun-planet in the K8 stars.&lt;br /&gt;
 - Fixed sun features script to avoid addition on the saved flare in startup.&lt;br /&gt;
 - Added small random value to corona flare for all type of stars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = Distant Stars&lt;br /&gt;
|version = 0.0.7&lt;br /&gt;
|release = 2017-10-05&lt;br /&gt;
|features = Ambience and sun features&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = [[User:Rustem|Rustem]]&lt;br /&gt;
|download = [[http://wiki.alioth.net/img_auth.php/9/94/Distant_Stars.oxz|Download]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=17702 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* http://www.atnf.csiro.au/outreach//education/senior/astrophysics/photometry_colour.html&lt;br /&gt;
* http://www.daviddarling.info/encyclopedia/H/habzone.html&lt;br /&gt;
* https://en.wikipedia.org/wiki/Circumstellar_habitable_zone&lt;br /&gt;
* https://en.wikipedia.org/wiki/Planetary_habitability&lt;br /&gt;
* https://en.wikipedia.org/wiki/Stellar_classification&lt;br /&gt;
&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Distant_Stars.oxz&amp;diff=55110</id>
		<title>File:Distant Stars.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Distant_Stars.oxz&amp;diff=55110"/>
		<updated>2017-10-05T10:42:33Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Distant Stars.oxz&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:Distant_Stars.oxz&amp;diff=55106</id>
		<title>File:Distant Stars.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:Distant_Stars.oxz&amp;diff=55106"/>
		<updated>2017-10-05T09:20:47Z</updated>

		<summary type="html">&lt;p&gt;Rustem: Rustem uploaded a new version of &amp;amp;quot;File:Distant Stars.oxz&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beta release&lt;/div&gt;</summary>
		<author><name>Rustem</name></author>
		
	</entry>
</feed>