Difference between revisions of "User:Stranger"

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(Stranger's Environment: better structure)
(Game Mechanics: added in MFD and structure)
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====Game Mechanics====
 
====Game Mechanics====
   
Then there are the game mechanics. The above changes necessitate some modifications. Landing on planets is affected by the changed gravity wells - so a modified altimeter is needed for one's HUD (for those capable, instructions for modifying your favourite HUD are given in the ''readme'' for his SW HUD CAI oxp). The massively increased distances within the solar system and the lack of other large orbital stations (with their own dynamic markets featuring shifts in the valuations of many different commodities) leads to a tailored demand for a handful of goods in an orbital station which may be over 100,000km away from the main station - requiring specially chartered in-system delivery missions.
 
  +
Then there are the game mechanics. The above changes necessitate some modifications.
  +
• Landing on planets is affected by the changed gravity wells - so a modified altimeter is needed for one's HUD (for those capable, instructions for modifying your favourite HUD are given in the ''readme'' for his SW HUD CAI oxp).
  +
• The massively increased distances within the solar system and the lack of other large orbital stations (with their own dynamic markets featuring shifts in the valuations of many different commodities) leads to a tailored demand for a handful of goods in an orbital station which may be over 100,000km away from the main station - requiring specially chartered in-system delivery missions.
  +
• There is a new MFD (multi-functional display) which lists the planets in the system with details of their general class (gas giant ''etc'') - and which then toggles to details of the system's sun when the sun is selected on your ASC (Advanced Space Compass).
   
There is however a more fundamental change: ''All'' movement and ship operations now consume energy. This engenders a need for more fuel tanks (reducing the space available for carrying cargo and thus affecting the economics of trade due to smaller holds), as well as a need for urgent priority docking when one is running out of energy! There is also a need to recharge fuel as one travels the vast and immense distances in the solar systems: hence the ''solar wind'' modifications. Since running out of energy is death, there is also a need to rebalance shields and energy use for combat and for vigorous travel.
 
  +
There is however a more fundamental change: ''All'' movement and ship operations now consume energy.
  +
• This engenders a need for more fuel tanks (reducing the space available for carrying cargo and thus affecting the economics of trade due to smaller holds). • There is a further need for urgent priority docking at busy Orbital Stations when one is running out of energy!
  +
• There is also a need to recharge fuel as one travels the vast and immense distances in the solar systems: hence the ''solar wind'' modifications.
  +
• Since running out of energy is death, there is also a need to rebalance shields and energy use for combat and for vigorous travel.
   
 
====Conclusion====
 
====Conclusion====

Revision as of 18:01, 22 October 2020

Personal Note

Based in Eastern Siberia, active in the Roolite community and favours an exploration-style game with more scientific realism - hence many of the ensuing oxps!

Stranger's Environment

Stranger has developed his own Ooniverse. Whilst not a radically new game (like Cim's Song of the Labyrinth) it affects what one sees on the screen as well as the mechanics of the game. It is a comprehensive attempt to make Oolite more scientifically realistic.

Solar Systems

On the Solar System front, the distances between suns, planets et al have been tweaked to make them more realistic - as well as planet sizes and planet and moon orbits. There are some 9 texture packs which flesh out the looks of the heavenly bodies (as well as defining the star-types, fitting them in with what we know about our universe - and synthesising the star types with the appropriate planet types). These combine with the oxps tweaking the underlying physics of the suns, planets & moons. The new planet sizes impact on such matters as gravity wells (affecting the Torus Drive), moon orbits etc.

The emphasis on realism means that there are now only one or two large orbital stations in each system of the more orthodox coriolis or dodecahedron varieties (with hanger space for hundreds of spacecraft) as usually only the main planet is habitable and has meaningful trade with those living on the planet beneath.

Stranger has also thrown in a new set of Orbital Stations with differing functions appropriate to their location in the solar system and with relevant market demands (hint: alcohol may be much in demand depending on the function of the station!).

Game Mechanics

Then there are the game mechanics. The above changes necessitate some modifications. • Landing on planets is affected by the changed gravity wells - so a modified altimeter is needed for one's HUD (for those capable, instructions for modifying your favourite HUD are given in the readme for his SW HUD CAI oxp). • The massively increased distances within the solar system and the lack of other large orbital stations (with their own dynamic markets featuring shifts in the valuations of many different commodities) leads to a tailored demand for a handful of goods in an orbital station which may be over 100,000km away from the main station - requiring specially chartered in-system delivery missions. • There is a new MFD (multi-functional display) which lists the planets in the system with details of their general class (gas giant etc) - and which then toggles to details of the system's sun when the sun is selected on your ASC (Advanced Space Compass).

There is however a more fundamental change: All movement and ship operations now consume energy. • This engenders a need for more fuel tanks (reducing the space available for carrying cargo and thus affecting the economics of trade due to smaller holds). • There is a further need for urgent priority docking at busy Orbital Stations when one is running out of energy! • There is also a need to recharge fuel as one travels the vast and immense distances in the solar systems: hence the solar wind modifications. • Since running out of energy is death, there is also a need to rebalance shields and energy use for combat and for vigorous travel.

Conclusion

This is a well-thought through set of oxps which comprehensively alter one's immersion in Oolite, and represent the fruits of several years of hard work. To enjoy the full effect you may well find it necessary to uninstall a number of other oxps which conflict with the experience which Stranger is trying to create (as well as those oxps which the Expansion Manager flags up as problematic!).

Note

Of the oxps listed below, Leesti is Moon, SW HUD DAI (default altimeter), Hard Eject & Here Be Dragons do not seem to be essential parts of Stranger's Ooniverse. However, adding in Here Be Dragons will help emphasise the very different feel of his Ooniverse.

OXPs

New versions are available from within the expansions manager.

Activities

Ambience

Dockables

Equipment

  • Internal Fuel Tank: a single use fuel tank using 5t of free space in the cargo bay. Select/activate as primed equipment.

HUDs

  • SW HUD CAI: modernised CB HUD with MFDs and customised altimeter for Hard Way.oxp (conflicts with SW HUD DAI)
  • SW HUD DAI: modernised CB HUD with MFDs and default altimeter (conflicts with SW HUD CAI)

Mechanics

  • Energy Rebalance rebalances energy between shields & energy banks to prevent damage - unless banks are almost empty and death is imminent
  • Energy Rebalance SCC as above but compatible with Ship Configuration.oxp
  • Hard Eject reduces insurance cover so that only half of lost equipment is replaced (ie: shown as damaged on the F5 screen)
  • Hard Way: all flight consumes fuel - hence 4 modules - collapsible shields & fuel consumption; gravity wells; solar wind scoop & warp drive
  • Here be Dragons Discovery .oxp: deletes all information on distant & unvisited systems from the F6 galaxy map & F7 screen
  • Mineral Store Reset facilitates asteroid mining by preventing saturation of the main system market
  • Start Choices Addenda adds 2 extra choices: expeditor start (PLC equipped Transporter) & advanced miner start (fuel scoop & mining laser equipped Bushmaster)
  • Traffic Lights helps with manual docking at the system's only main station & gives priority docking after 15 mins; crucial for fuel-less Hard Wayers

Concluding Unscientific Postscript

This article was not written by Stranger!