' Wrote:- Changed mining so that if you target another ship, you'll fill its hold rather than your own. This allows small mining ships to fill the holds of other ships directly.
Pure genius.
I suspect Ctrl-T will be used a bit more than previous.
Edit: Also curious about the distance you can automagically fill someone up.
This should prove interesting. Yeah, I think the range for the transferring of ore is under 1k. So no transferring to ships that are already at the sell point. Although that would be fun, hehe. Great work, with some tweaks this will really make mining fun.
I haven't done any major scrap mining operations Cannon, so I haven't got any reports. However, I have mined both the New London scrap field and the New Berlin one. The thing is, the New London scrap field seems to always be mined out or yields 5 to 10 at most. The New Berlin scrap field fills a lot quicker at 30 to 40. Maybe everyone mines in New London only or is there something a miss? I don't know. I thought I would just add that in.
I also only have one Hegemon and that is with a freelancer IFF and Miner ID so the drop rates are incredibly low. So, no real useful information to offer there. Maybe I will change it to IMG so that I can mine in tau 23, 37 and Dublin to check the drop rates.
I'll do a test run in o11 with a Hessian Hegemon whenever I get some free time and post the results here.
Just to leave a little feedback about the new mining system here:
- I didn't post this earlier because I didn't want to go "zomgnoq-q" like many others without trying it first, but to be honest, after trying to mine for a couple of days now, the new "You -have to- hit the rocks with mining laser or nothing happens" change is kind of a buzzkill. Before, you could keep a decent defensive firepower (Or offensive, in case of unlawful miners) on your ship, and use 1 mining turret plus a high refire turret (8.33 Sunfrenzy turret on a Samura miner, or 8.33 Belial turret on a Hessian one) to mine, which gave you nearly as fast mining speed, while keeping a decent firepower on your ship. Right now, if you want to mine as fast, you'd need at least 4 mining turrets on your forward firing slots, which leaves only 4 forward firing combat turrets and 6 backward firing ones, which is a bit of waste for a Hegemon with 10 slots.
Although it does make sense to me, and I completely understand why this change was added in the first place, as now you'll have to trade some firepower for mining efficiency, but it's not really a change I like, mostly because it was much easier for me to mine with 1 single high refire turret, than having to chainfire 4 low refire ones, all the stuff about firepower and whatnot aside.
On the note of Collisions, My barge gets rammed out of the way by NPC snubs which can make docking on a base difficult when your trying to get into the right position 400m above it.
Also moving in one direction when being attacked by NPC which constantly rams you is a pain to achieve.
Maybe making them bounce off without any damage done to them would be a good idea, since if they were friendly NPC they could take offence to your hull destroying them and become hostile. In turn making you not be able to dock.
NPCs fly on rails - they are unstoppable - and when they hit a mobile object of ANY mass, they plow right through it - pushing it away.
when they hit immobile objects ( asteroids ) - they fly through them.
there is ( currently ) not much we can do about it but turning them off. - it was looked into making NPCs "recognize" the other ships actual size.... but that might be embedded in the sourcecode.
after all - freelancer is a fighter game - and NPCs try to avoid fightersized playerships just fine.
' Wrote:A small update today:
- Changed mining so that if you target another ship, you'll fill its hold rather than your own. This allows small mining ships to fill the holds of other ships directly.
THANK YOU CANNON!! :PARTY: :yahoo::yahoo::yahoo:
just some techinical questions, i haven tested this yet, but
a) how long a range does the target mining transfer work for?
b) what if the target is neutral or red?
c) is there a button to remove a target? 0_o
can you make a command that does the same, but instead, "/mine target" and "/mine off"? this can make proximity detection a bit less troublesome:D