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ship-jacking plowshare, any advise?

Posted: Tue May 24, 2011 8:03 am
by aynonymous
trading can get a little dull at times, so i got a plowshare with two heavy tractor beams and two micro drivers, after learning the hard way that hyenas and other craft small enough for a plowshare to vacum up are hard to hit with any weapon, i got auto-tracking on the tractors. basically i'm using bounty hunting to ensure i find a suitable victim. but I don't to repeat my last disaster where i accidently shot an ally with a stray beam, so i thought i'd ask if this is likely to even work, and if not how i might improve on this idea. btw my reactor is good enough to sustain my weapons indefinitly

Re: ship-jacking plowshare, any advise?

Posted: Wed May 25, 2011 4:07 am
by bgaskey
Its challenging to tractor in small fighters, as they tend to miss by a bit and end up speeding past you at high speed. Dodo's are tough enough that you won't die too much, I think, but it'll take persistence to catch much.

Re: ship-jacking plowshare, any advise?

Posted: Wed May 25, 2011 9:11 pm
by TBeholder
Maybe, a pair of Cripplers?

Re: ship-jacking plowshare, any advise?

Posted: Thu May 26, 2011 7:54 am
by aynonymous
i thought cripplers were broke, hmmm might have to make more space by giving tractor capability to my unused missile mounts

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 2:05 am
by TBeholder
Cripplers are wonderful things. Sure, it takes some time, but with a bunch of them you can get rid of someone for good - or even complete a mission objective to destroy a ship - without increasing a faction "kill" score (relations drop for hitting is still applied, though).

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 10:45 am
by aynonymous
nice i've wound up searching for ice planets, due to the absence of suitable targets to try my load outs on, thing is i'm having difficulty locating them, rarest planet type i think, and milky_way.xml is no help thanks to it saying that cephid 17 has an ice planet.

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 12:47 pm
by Benison
ice planets are rather common from my expirience, trantor or frozen methane planis are pretty rare.

as for the topic: does it help to install multiple tractors?
a vigilliance with 4 tractors would be kinda funny(granted that it does make any difference compared to just 1).

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 5:31 pm
by bgaskey
As far as I know, having more tractors does increase how fast you can reel stuff in.

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 6:56 pm
by Benison
nice gotta try that out on sayd vigilliance.
wich leads me to my next question: are there stock versions of those available(and for the goddard prolly too?)?
yet i found alot of places where the modded versions are sold, but cant find any "blank" ones.
so i only got a milspec and wouldnt want to give away the armament that comes with it(i totally love it. its suprising sometimes that you dont even need the tons and tons of missiles that are included too.), wich would require me to have two.
...but since youd need the stock AND milspec versions if you plan on having 2...

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 7:11 pm
by loki1950
Where you find answers to both those questions is the master_parts_list.csv and the units.csv files the first tell you what is for sale while the second defines it for the engine.

Enjoy the Choice :)

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 8:14 pm
by Benison
hmmmm, even tho thats not on topic: why cant i install any shady mechanics on my milspec goddard?
the entry in the units.csv allso enlists them, the same way as on any .stock version. Oô

allso, no clue what value tells you WHERE you can actually find a ship :p

/edit: ok found the little "1" behind the shady_mechanic entries wich enable them to be installed.
wonder why the devs chose to make them unavailable for certain versions tho...

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 8:32 pm
by loki1950
We do need a human friendly way of viewing and editing units.csv pyramid's Unitcreator app is close but is still primitive the last time I used it :( There is another editor available in Dev Tools and User Utility section that details the format of each entry.But no real help to the uninitiated.
edit/Had to balance them someway :wink:

Enjoy the Choice :)

Re: ship-jacking plowshare, any advise?

Posted: Sun May 29, 2011 8:37 pm
by Benison
weired, i pretty much thought the same thing while viewing them... :p
without any tool its just straight out painful. ~~
no wonder some wrong values(well i think so, looking at the clydesdale.merchant mess i doubt its intended that way) found their way into the listing.

Re: ship-jacking plowshare, any advise?

Posted: Wed Jun 01, 2011 10:22 am
by aynonymous
yeah, vega strikes data set can pretty confusing to all but the engine making use of it, after seeing that milky_way.xml said that cephid 17 had an ice planet i gave up on that particular search. the only part i've managed to figure out is making the controls the way i like them, and increasing stocks of cheap things in the units.csv. how'd the the games inbuilt navcomp fail to find anything with a custom search. it might be stable but it's still making my brain hurt.

Re: ship-jacking plowshare, any advise?

Posted: Wed Jun 01, 2011 7:10 pm
by Benison
its just a shame the nav comp doesent memorize routes youve set up in the past.
that really would be kinda helpful...

Re: ship-jacking plowshare, any advise?

Posted: Thu Jun 02, 2011 1:25 am
by TBeholder
Benison wrote:hmmmm, even tho thats not on topic: why cant i install any shady mechanics on my milspec goddard?
Benison wrote: allso, no clue what value tells you WHERE you can actually find a ship :p
Tradeable goods are in "Cargo_Import". When the category is for sale - it's there and quant > 0. When it's sometimes for sale, with set probability, quant <= 0 but quantstddev > quant (e.g. upgrades/Repair_Systems and upgrades/Experimental on Clydesdale, or upgrades/Repair_Systems, Shady_Mechanic Beam_Arrays_Medium and Mount_Enhancements on MiningBase).
Benison wrote:wonder why the devs chose to make them unavailable for certain versions tho...
Packages are sort of supposed to have almost everything welded in and hardwired. Though on the other eyestalk, doing it with repairable external parts is a bit too much.