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

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Ginger470
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MIS: More Immersive Skunk -- [POC] New Interiors, subsytems etc

Post by Ginger470 » Tue, 21. Oct 14, 10:14

I haz HUD

README IN PROGRESS

*** DOWNLOAD README ****
https://dl.dropboxusercontent.com/u/541 ... Manual.pdf

Here's the ALMOST-BETA-RELEASE release ;)

*** DOWNLOAD MIS ****

Don't use with save games yet! Don't save with this installed! Don't say I didn't wrn ya! ;)

To reinstall, REMOVE ALL MIS FOLDERS in your extensions and replace with the new ones in the download

OOPS DON'T DOWNLOAD ... gone and made a booboo .... will be available shortly
https://dl.dropboxusercontent.com/u/54191035/MIS.7z

The HUD
Image

Basic Subsytem Interaction Diagram
Image

Spaceships are cool. Cockpits are cool. Flashing lights are cool.

My big problem with the Skunk is that I always feel a little disassociated with it. It's like a 'My First Spaceship' where everything is taken care of for me. Sure I can swap weapons or shields, but that's about it. Where's all the gizmos and stuff they talked about in the great scifi shows and movies of yesteryear?

This mod will address some of that. It'll take some of the handholding away and introduce subsystems making your Skunk experience a little deeper -- and potentially harder.


The overarching aim is to put the sim into the skunk ... to make it an experience in itself. Hopefully it'll allow customization of the Skunk ... and let you get caught with your pants down -- imagine trying to take down that Xenon I... you're almost there but it rips a hole in your pressure hull...oxygen is venting all over the place... do you carry on and hope you can kill it or retreat before you run out of air?

From the readme ... which is much more understandable in PDF format ...
------------------------------
POWER GENERATION
------------------------------

The Power System (POW) on-board the Albion Pride is the single most important subsystem for a pilot to be aware of. It governs the availability and effectiveness of most other systems.


COMPONENTS:
------------------------------


+++Primary (SHIELD) and Secondary Generators+++

The majority of the ship’s power comes from the shield generator. A secondary generator capable of supplying approximately 25kw of power is also installed. Both systems work in tandem, the total power available being approximately the sum of the two.

Operational effectiveness be implied from the current hull status as power routing is embedded within the pressure hull. Most likely, damage effecting the hull will also effect the reach of the power supply.


+++RAID CAPACITOR+++

The Albion Pride is fitted with a reverse-engineered Xenon RAID capacitor which will increase the efficiency of the power distribution from shield generator to internal systems busses. Current transfer rate efficiency is expected to reach approximately 70%. It is rumoured that the RAID capacitor used to reverse engineer this prototype is several generations old and more effective versions exist.


+++Phase Inhibitor+++

Great care has been taken to avoid power phasing but pilots are to be made aware that power fluctuations will occur. These fluctuations are limited by the phase inhibitor (+/- 0.0001 microvolt). Greater fluctuations will occur if the phase inhibitor is damaged causing some systems to shut down or behave unpredictably.


+++REPAIR PROCEDURE+++

The power system can be partially repaired in-flight by the flight engineer. Alternately, maintenance droids at ship and station docks can repair each subsystem, although this may incur a cost.



------------------------------
HYDRAULICS AND COOLANT SYSTEMS
------------------------------

The Coolant (COOL) and Hydraulics (HYD) Systems are the Pride’s second most important systems. Many subsystems will fail if the effectiveness of either HYD or COOL is impaired. Regular inspection is recommended.


Hydraulics System
------------------------------

Ship hydraulics are embedded throughout the Albion Pride, and, as such, the hull-strength monitor will provide a good indication of the overall health of the system. Pressure seals and conduits are most vulnerable and leakage of hydraulic oil will severely impact performance. Occasional checks of the hydraulic pumps should be made during flight.

Hydraulics govern the ship’s weapon loaders, landing gear, cargo-bay doors and the engine’s thrust vectoring system.


Coolant System
------------------------------
While the vacuum of space keeps the hull cool for the most part, internal systems will overheat quickly. Energy conversion temperatures in the engines can exceed 15,000,000 Kelvin and while most of this results in a ‘hot’ plume behind the ship, care must be taken to keep internal temperatures within tolerance.

The coolant system also allows for temperature regulation of the hull via heat baffles, if the Albion Pride is caught within one of these hot plumes. This system also provides coolant for weapons, the primary computer core and (as a heat exchanger) ambient environmental temperature control for the crew.

Because of the integrated nature of this system, hull status is a good indicator of the systems overall operational effectiveness.


COMPONENTS:
------------------------------
Hydraulics and Coolant Systems each consist of the following:


+++Pump Monitor+++

Indicates the effective operational capacity of the pump system including associated reservoirs.


+++Pressure Monitor+++

Indicates the current system pressure.


+++System Integrity MONITOR+++

Indicates seal and line integrity.


REPAIR PROCEDURE
------------------------------

Hydraulic and Coolant systems can be repaired in-flight by the flight engineer. Repairs are carried out sequentially in the following order:

+Lines and seals
+Pumps
+System fluids

Alternately, maintenance droids at ship and station docks can repair each subsystem fully, although this may incur a cost.



------------------------------
SHIELDS
------------------------------

The Albion Pride’s shields are its primary line of defence. Consisting of high-energy quantum projectors and frequency modulators, these devices consume huge amounts of power. To limit this consumption, shields are tuned to absorb physical impacts and energy impacts only within a certain range.

ADDENDUM: In response to intelligence that Terran ships are being fitted for Mass Driver use, The Albion Pride MK1 has been fitted with a prototype board computer interface to regulate shield modulation. As a reconnaissance craft, survivability is high priority. Trials of the Frequency Modulator are ongoing. Please report all findings to the test manager.


COMPONENTS:
------------------------------

+++Shield Generators+++

Originally developed to be as flexible as possible for handling high-power, multi-state devices the shield generator has become the backbone of power generation onboard ship and as such many subsystems (eg inertial dampers) are reliant on it’s output.

Careful monitoring of this system is advised AT ALL TIMES.


REPAIR PROCEDURE
------------------------------

Shield systems can be partially repaired in-flight by the flight engineer. For full repair of the Shield Generator, visiting a shipyard may be necessary. Repairs are carried out simultaneously:

+Frequency Modulator
+Shield Generator

Alternately, maintenance droids at ship and station docks can repair the Frequency Modulator, although this may incur a cost.



------------------------------
PRESSURE HULL
------------------------------

Designed as a reconnaissance vessel, the Albion Pride’s pressure hull is a mid-armoured variant capable of absorbing medium weapon’s fire and some missile strikes. It should be considered secondary protection due to it’s comparatively low native specs.

The hull’s operational tolerance is officially between -270C (-455F) and 1,600C (2,912F) and can withstand up to 12G without inertial dampers. Because of it’s low temperature tolerance, planetary re-entry is ill-advised as is slipstreaming in any large vessel’s engine wake.

Micrometeorites and ice-particles are a common threat to a vessel’s hull. These tiny particles can travel at speeds above 22,000 mph producing impacts that far exceed that of Mass Driver weapon’s fire (the Mass Driver was developed from observations of the damage caused by micrometeorites). While rare, ‘showers’ of these particles do occur. If nearby ship’s hulls are decreasing in strength but their shields are holding steady, be wary as it’s likely a shower is in the vicinity. You should receive warning via your board computer of any detected micrometeorite event. It is advised to find safe-harbor during these events.

Constant airframe stress can impair the pressure hull performance. If the ship’s shield is drained, inertial dampers will not fully accommodate for excess G, potentially leading to micro-fissuring or worse.

Without inertial dampers, the Albion Pride can fly safely within the manufacturers’ tolerance of 12G (with the exception of travelling within trans-orbital acceleration ‘lanes’ where the lane’s field will protect the ship).

Frequent monitoring of the pressure hull is advised, especially after combat or prolonged high-g flight. Many subsystems are routed between the pressure hull and the exterior plating so any sign of wear to the hull can also suggest problems with the underlying components.

Pilots are reminded the Albion Pride is designed for a recon role and not for combat operations. You are duly requested to keep the ship within these operational parameters.


COMPONENTS:
------------------------------

These subsystems keep the hull within normal tolerances:


+++Inertial Dampers+++

Inertial dampers (or Podkletnov Generators) are high energy-consuming devices which provide a level of safety and comfort during high acceleration manoeuvres. They automatically engage when G-forces exceed 6G in any direction, but more importantly if -3G is felt parallel to the spinal axis of the pilot. Because of the high power levels needed to operate these devices, they are linked directly to the ship’s shield generator. Boosting, where forces can often exceed 100+ Gs, will rapidly drain the shields due to dampers requiring enormous amounts of power. Other high-g manoeuvres will drain the shields proportionately.
If your shield generators are not recharging and the inertial dampers are active, it’s a good indication that the systems are at full power and not receiving enough power. There is potential for damage to the ship’s airframe at this point.

Particular attention must be paid to the overall operating percentage of this system as G-forces are reduced proportionately to the systems operating capacity. For example, if the inertial dampers overall efficiency (Podkletnov Generator efficiency and Distributor efficiency combined) is 20%, a reduction of 20% will occur in the G-force felt within the ship. For this reason, getting caught in the gravity well of a large ship can be extremely hazardous if your inertial dampers aren’t fully operational. If the piggy-backed ship should boost, the consequences can be lethal.

Due to the extreme G environments within trans-orbital accelerators, the ‘highway’ produces it’s own gravitational field. Damper efficiency is not important when travelling by these methods.

Your HUD will show you the current y-axis G and whether the Podkletnov generator is operational. Pay attention to the G meter as G-LOC (and death) may occur if inertial dampers aren’t operating at 100% and you exceed your body’s tolerances.

IMPORTANT: If the Podkletnov Generator is inoperational DO NOT EXCEED +8G or -3G as this is beyond the operational tolerance of most 1G adapted species. Redout and/or blackout will occur!


+++Thermal Baffles+++

The hull is fitted with thermal protection to help absorb heat from various anomalies found in space. Silica nano-tiles are attached to heat baffles across the hull of the Albion Pride, which dissipate heat into the coolant heat-exchange system. While the baffles provide a level of safety, they are not designed for planetary re-entry. Caution is advised when flying within a ship’s exhaust plume or close to engines.


+++De-Icers+++

Ice build up around moveable surfaces is a problem for both planetary and inter-planetary flight. The Albion Pride is fitted with de-icers connected to the coolant system’s heat exchanger to mitigate such build-ups. Primary attention is placed on engine hydraulics (thrust vectoring mechanics), landing gear mechanics and cargo bay doors.


+++Temperature Array+++

The temperature array, embedded into the hull, dynamically filters background radiation readings to send to the HUD, giving the pilot immediate access to any anomalous differentials in the ship’s immediate area. Planetary incursions or station geo-thrusters are filtered as these are considered obvious threats. Thruster wakes from larger ships, however, are registered which is especially useful for the combat pilot. These readings are show on your HUD as TEMP EXT and TEMP HULL


REPAIR PROCEDURE
------------------------------

Hull protection systems can be repaired in-flight by the flight engineer, although the pressure hull itself will require docking with a shipyard for maintenance. Repairs are carried out sequentially in the following order:

+ Podkletnov Generator
+ Field Distributor
+ Thermal Baffles
+ De-icers
+ Temperature Array

Alternately, maintenance droids at ship and station docks can repair each subsystem, although this may incur a cost.



------------------------------
MAIN ENGINES
------------------------------

The Albion Pride uses a linear flow engine where fuel cells are injected at the beginning of the process, converted to plasma and output through the engine nozzles to provide thrust. Linear flow engines are simple to maintain compared to the inverted-V found on many newer ships, but this ease of maintenance comes at a price.

Whereas an inverted-V can maintain thrust even at low operating efficiencies, the linear flow engine’s performance will degrade proportionately to it’s efficiency. Further, each step in the process has an effect on the next. This can have severe consequences if multiple components are damaged. For example, if the Fuel Loader, Antimatter Chamber, Plasma Pump and Flow Regulator are all operating at 80% (0.8) efficiency, then the resultant thrust output will be 0.8x0.8x0.8x0.8 = 0.40 or 40%. It is advisable to crew the Albion Pride with an engineer at all times due to this constraint.


COMPONENTS
------------------------------

+++Temperature Monitoring+++

As extra thrust is provided by the engines, they will become hotter, especially if boosters are engaged. Normal operating tolerance for the Albion Pride’s engine system is between approximately 147.6 and 184.6 megakelvin. To maintain optimal temperatures, ensure coolant systems are operationally effective. Overheating will result in damage to engine components and potentially catastrophic engine failure.


+++Fuel Loader+++

This is a mechanical system which loads the fuel cells into the AntiMatter Chamber for combustion. Removal of the cell’s outer casing is undertaken at this point, requiring a strong magnetic containment field.


+++Antimatter Chamber (CORE)+++

The AntiMatter Chamber is the core of the engine where AntiMatter is allowed access to positive matter. Usually, simple molecules are used (Hydrogen, for instance is plentiful and easily farmed). When H2- molecules collide with H2+ molecules, the two elements cancel, releasing enormous amounts of energy. Anti-matter Chambers require large amounts of power to sustain the magnetic containment field.


+++Plasma Pump+++

The Plasma Pump consists of two elements: a negative-charge inducer (NCI) which polarizes the resultant energy output from the Antimatter combustion chamber and a plasma injector which funnels this resultant plasm stream to the Plasma Flow Regulator.


+++Plasma Flow Regulator (PFR)+++

The Plasma Flow Regulator (PFR) is the final step in a linear flow engine. The regulator further refines the plasma jet for final propulsion.


+++M/AM Injector (Booster)+++

Used for a ship’s booster, the M/AM injector deposits small amounts of antimatter directly into the Plasma Pump causing an incredible surge of power. This is akin to some older planetary-engines directly injecting fuel into turbine systems to provide afterburner thrust. Fuel usage is not economical, and due to engine sequencing, severe vibration can usually be felt.
Thrust Vectoring Hydraulics

This hydraulic system links directly to the main thrusters allowing for improved control and manoeuvrability. It should be noted the Flight Control System (FCS) is responsible for controlling vectoring and manoeuvring thrusters. If the FCS is damaged or turned off, or the vectoring hydraulics are damaged, manoeuvring becomes more difficult.


+++Assisted Vectoring (FCS ON) +++

This will be familiar to all pilots. Flight is heavily assisted by the ship’s Flight Control System giving a solid ‘on-the-rails’ feel to flight dynamics.


+++Semi-Assisted Vectoring (FCS OFF)+++

If FCS is turned off (or damaged), thrust vectoring is limited. All pilots are to be made aware that the Albion Pride without FCS handles much closer to a newtonian flight dynamic. Pitch and roll are severely impacted as vectoring is produced by asymetrical power output to the left/right engines. Use strafing boosters for docking (and similar) procedures only.

The ability to manually turn the FCS on/off is an experimental feature being introduced fleet-wide on prototype vessels to understand how pilots adapt.

Extreme diligence is required as overshoots and collisions have been noted among less experienced pilots.


IMPORTANT: If an engine overheat occurs, reduce speed immediately and avoid engaging boosters. Overheating can lead to catastrophic engine failure.


REPAIR PROCEDURE
------------------------------
Engine systems can be partially repaired in-flight by the flight engineer. Repairs are carried out sequentially in the following order:

+ Fuel Loader
+ Antimatter Chamber
+ Plasma Pump
+ Thrust Vectoring Hydraulics
+ Plasma Flow Regulator
+ M/AM Injector (Booster)

Alternately, maintenance droids at ship and station docks can repair each subsystem, although this may incur a cost.



------------------------------
WEAPONS SYSTEMS
------------------------------

The Albion Pride has been built with basic weapons capabilities including a forward-facing munitions launcher and a hotswappable gun mount. Both systems allow for a variety of weapons configurations that are changeable in-flight.


COMPONENTS:
------------------------------


WEAPONS1 (W1) : GUN
------------------------------

This is the ship’s primary weapon system usually consisting of an array of energy-based weapons. Different loadouts can be configured in-flight. This system should be set to SAFE during noncombat operation.
The W1 system consists of the following subsystems:


+++GUN LOADER+++
This system is responsible for the exchange of weapons modules (unmounting, for example, a laser and installing a chain gun). The loader is a hydraulic-based system.


+++POWER BUS+++
Supplies all power to the W1 system.


+++COOLANT SYSTEM+++
Supplies the necessary cooling to weapons.



WEAPONS2 (w2) : MISSILE SYSTEM
------------------------------

The Pride’s secondary weapons system is capable of launching most known munitions types. Different loadouts can be configured in-flight. This system should be set to SAFE during normal flight.

The W2 system consists of the following subsystems:


+++Missile Loader+++

This system moves missiles, rockets and torpedoes from the ship’s magazine into the launch tube. The loader is a hydraulic-based system.


+++Power BUS+++

Supplies the necessary power to the W2 system.

No coolant system is necessary for operation of W2 systems.


WEAPONS SAFE (w1 and W2)
------------------------------

Weapons should be place in SAFE mode until ‘weapons free’ authorization has been given or hostiles have been detected.

Having weapons offline (SAFE) will reduce power usage. Conversely, if not enough power is supplied to the weapons systems, SAFE mode will engage automatically. Auto-safe also applies to any damaged weapons subsystem protecting the Albion Pride from catastrophic weapon misfire.


REPAIR PROCEDURE
------------------------------
The following systems can be fully repaired in-flight by the flight engineer. Dock maintenance droids can repair each subsystem.

+ Power Bus
+ Loaders
+ Coolant system

The missile module (eg starflash missile) and the gun module (eg Heavy Laser) can only be partially repaired in-flight.



------------------------------
LIFE SUPPORT
------------------------------


The life support systems onboard the Albion Pride are semi-isolated units. Of chief concern is the CO2 scrubber. The Pride DOES NOT have reserve O2 tanks and is completely reliant on the effective operation of the CO2 scrubber and the integrity of the ship's pressure hull.


DECONTAMINATION UNIT (PLUS MEDICAL UNIT)
Awaiting outfitting -- details will be provided on installation.

HYDRATION & NUTRITION (STORES & SUPPLIES)
Awaiting outfitting -- details will be provided on installation.

ENVIRONMENTAL CONTROLS
Awaiting outfitting -- details will be provided on installation.



CO2 SCRUBBER
------------------------------

The Albion Pride is currently outfitted for Argon personnel, and as such the atmosphere is 21% oxygen-rich. Non-oxygen breathing species should wear breathing apparatus. The scrubber converts unwanted carbon dioxide gas to breathable oxygen at almost 100% efficiency allowing for extended flight times with no need for resuply. The currently installed scrubber can maintain a crew of eight persons comfortably during extended combat duties. There are two key points to note with this system: 1. There is no reserve air supply, so cabin atmosphere must be maintained.
2. The system is reliant on the Pride's power grid. Operational effectiveness is reduced if the unit is not supplied with enough power resulting in a build up of CO2. This is potentially fatal.

It is recommended to check cabin pressure frequently to ensure no atmospheric venting is occuring.

CREW EXERTION
------------------------------
Life Support systems are designed to function with a crew of eight persons. Carrying more personnel will reduce the comfort of those onboard, possibly to intolerable levels. Consideration must also be given to crew activities. At rest an average crew member will need approximately 5-8 litres of air per minute. During light activities this increases to approximately 12 litres. Moderate activities can require up to 40 litres per minute. The crew PSYCH monitor displayed on the HUD gives an indication of the crew's current exertion level. Combat, proximity to hostiles, rapid manoeuvring and weapons fire/impact can all increase the crews need for oxygen as they become more excited or have more tasks to perform.



CO2 build-up
------------------------------
If the CO2 scubbers are damaged, less CO2 will be converted to 02 resulting in a build up of dangerous carbon dioxide gas. If this is left unchecked, the results are fatal. The HUD shows current CO2 levels and will warn the pilot upon reaching a dangerous level. It must be noted that even small amounts of CO2 are dangerous, resulting in impaired abilities, confusion and ultimately unconsciousness and death.



REPAIR PROCEDURE
------------------------------
Life support systems can be repaired in-flight by the engineer or by maintenance droids at ship and station docks. Repairs are carried out sequentially in the following order:

+ CO2 Scrubber
+ Environmental Controls
+ Nutrition/Hydration Unit
+ Decontamination/Medical Unit



I'd also like to thank Unitrader for his mesh, without which the hud would have been a nightmare!

----------------------------------------------------



PS:If you're running MIS: Hot Engines already, deactivate it and use the one with this instead.
PPS: Don't even think about saving with this activated. Your computer WILL crash and your coffee will forever be unsweetened.
Last edited by Ginger470 on Mon, 8. Jun 15, 00:48, edited 12 times in total.

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XexrelFenix
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Post by XexrelFenix » Tue, 21. Oct 14, 11:38

The hype is real in this. The quality of mods output in the community is growing strong and I am looking forward towards this concept being implemented.

+1

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werewolves?
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Post by werewolves? » Tue, 21. Oct 14, 11:58

Would High G even affect the airframe when they have artificial gravity?

Maybe it could be linked to damage to the "inertial dampeners" or the "inertia field" which might be tied to shield strength?

Ginger470
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Post by Ginger470 » Tue, 21. Oct 14, 13:11

I don't think there are dampers. Artificial gravity, sure, but not dampers. There's headsway on acceleration, deceleration and turning implying inertia is happily in effect.

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Post by Raumbraut » Tue, 21. Oct 14, 13:52

That looks promising! Thumbs up! would love to have a deeper and more dangerous spacefaring expierience.

linolafett
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Post by linolafett » Tue, 21. Oct 14, 14:10

Looks very interesting, i keep an eye on that thing here :)

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Post by milytar » Tue, 21. Oct 14, 17:24

Its seems very cool and i want it allready,but ... how you see "data" on screen when you fly in DeVries-Gushing Spring when you pointing towards sun(any battle situation)?
And one day ... one day i will be there ...
And if not... then i will be here ...

Me

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Post by JESS 246 » Tue, 21. Oct 14, 22:49

Hi Ginger470

How about altering the number of weapons on the Skunk as most of the weapons slots theres only 1 why!

As like the 1 pulsed master when most enemy fighters have 2 or more even drones have 2+, I think theres should be at lease 2-4 lasers where theres 1

By the way the hud display in your picture is whats needed and should have been in the game from the start why was a hud display left out another reason where the game failed.

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Post by Vim Razz » Tue, 21. Oct 14, 23:23

Very slick. I like hot engines a lot (and immersion mods in general), and I'm looking forward to seeing how this idea develops.

Ginger470
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Post by Ginger470 » Tue, 21. Oct 14, 23:49

Thanks for the input guys :)

I've been thinking about the inertia and artificial gravity thing and come to some pseudo science conclusions:

1. No doubt, the skunk has artificial gravity.
2. There is inertia felt inside the skunk (headsway indicates this)
3. The booster causes an excessive g-load against the chest around 100+ Gs (for reference, the highest recorded tolerated force in this direction is around 20ish G and that nearly killed the test pilot!)

So here's my theory:
1. During normal flight (no booster), inertial dampers are not used as they eat too much power -- hence headsway etc.
2. When booster is engaged, the huge drain on the shield generator is caused by the inertial dampers activating. And these dampers are why you're not a pancake in your own seat.

So, for the airframe part of this, inertial dampers will kick in at around 6G ( usually when blackout occurs for an average joe, but lets say Ren is experienced and wearing a pressure suit).

And for consistency, when the dampers kick in, they'll drain your shield, just like the booster does -- only less so (proportionate to the Gs they have to counteract).

Of course, if the dampers are damages in any way, it'll probably hurt your hull ;)

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Post by Ginger470 » Wed, 22. Oct 14, 19:17

OLD FLIGHT MANUAL DELETED TO AVOID CONFUSION
Last edited by Ginger470 on Sun, 31. May 15, 18:55, edited 1 time in total.

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Post by Tamina » Wed, 22. Oct 14, 21:05

SIR/MAM, YOU GOT MY FULL ATTENTION HERE!

Really exited for this, we had this in other games and it worked out. I hope you can upgrade Skunk later with better Mk X devices to improve the different options you built in.
I am thrilled right now! This is a great idea, makes excellent use of the one-ship-rule situation and I really hope this will work out. *whisper* I believe in you.

Code: Select all

Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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゙(゚、 。 7 
 l、゙ ~ヽ   / 
 じしf_, )ノ 

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Post by MegaJohnny » Wed, 22. Oct 14, 23:14

I'm very interested in seeing how this plays out. To my knowledge there's been nothing that modifies the HUD itself, adding new things. Having a bit more micromanagement on the Skunk would be a boon for immersion, and if you can find a good method for adding new elements on the screen, so much the better - it could open up a whole new area for modding.

Is the screenshot there a mockup or did you actually get something in-game already?

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Post by Sparky Sparkycorp » Wed, 22. Oct 14, 23:32

Posting for simple reasons of going "yay!" and to be notified of replies :D

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Post by Ginger470 » Wed, 22. Oct 14, 23:47

It's in game and working :) The temperature gauge is a real nice addition to the hot engines mod -- you can see the external temp spike and then your hull starts to heat up :)

The only thing I'm worried about at this time is the effect on framerate -- let's just say this is a fudge in terms of how things are displayed.

The modules in the 'flight manual' are currently mostly working -- I just haven't decided how to destroy the components yet (like the heat baffles, scrubber etc). The code's in place to decrease their efficiency from 100-0% -- I just don't know if it should be random (like other ship systems are now), whether they should gradually wear down or just go kapoot!

I also haven't decided how to repair them either. Maybe when you dock you get a complimentary service?

In a previous version I had these components as wares, that you transfered to Yishas inventory, but it was cumbersome. I'm thinking now along the lines of upgrades more akin to the trade computer but limiting the number of slots. Then, just to make things a bit more difficult, making some subsystems that perform specific roles forcing the player to make a choice between ship archetypes. From my reading here, the upgrade thing can be a bit finnicky though.

Suggestions and ideas are very welcome at this point. The only real caveats I have are:

1. It's gotta make sense ;)
2. It should develop gameplay in some way
3. If there's a repercussion, it should effect hull or shields if at all possible (and give me the reason why e.g the inertial dampers use the shields, precedent set with the booster)

And thanks all :)

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Post by Ginger470 » Thu, 23. Oct 14, 00:10

Added insanely alpha download link to first post.

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Re: MIS: More Immersive Skunk -- ideas/suggestions/preview

Post by XexrelFenix » Thu, 23. Oct 14, 01:24

Ginger470 wrote:I haz HUD
PS:If you're running MIS: Hot Engines already, deactivate it and use the one with this instead.
PPS: Don't even think about saving with this activated. Your computer WILL crash and your coffee will forever be unsweetened.
Thanks, guess I will backup and try this super pre pre pre alpha. :lol:

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Post by Cabrelbeuk » Thu, 23. Oct 14, 12:03

Just more rooms and a better interior (not talking about cockpit, new ones are cool) would be fine to get a enjoyable skunk.
AMD R7 2700X 3.7GHz - GTX 1070 Ti 8Go Asus cerberus - 16Go RAM 3200MHz - Asus Prime X470-Pro - LG 32" 4K 60Hz - SSD Samsung Evo850 512 GB - HDD Toshiba 2 To 7200 Tr/min - Onkyo HTS-7800 Dolby Atmos 5.1.2

Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
x2

Post by Ginger470 » Thu, 23. Oct 14, 16:31

Good luck XexrelFenix! Any feedback would be apreciated -- just remember there's not a lot implimented so far :)

@ Cabrelbeuk: I was thinking about adding the missing rooms, but will hold off until we see what Egosoft might introduce with 3.0 and the DLC... I don't think they'll be adding anything like what I'm doing currently, but there's a small possibility that they could add more to the skunk interior I guess.

blackmilan
Posts: 124
Joined: Sat, 22. Jan 11, 21:13
xr

Post by blackmilan » Thu, 23. Oct 14, 18:39

I just gave the pre-alpha prototype proof-of-concept a try. This looks really promising. I will certainly follow this thread closely.

Thanks for bringing us this mod.

PS: If I may add a suggestion. On 720p the new HUD is very small and hard to read. I guess it will be working better on other resolutions, but maybe this is something you can take into account.

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