<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.alioth.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dybal</id>
	<title>Elite Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alioth.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dybal"/>
	<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php/Special:Contributions/Dybal"/>
	<updated>2026-05-07T04:51:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.12</generator>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77701</id>
		<title>EscortDeck</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77701"/>
		<updated>2022-12-14T17:05:12Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build up your escort fleet and hold on an external deck attached to your ship.&lt;br /&gt;
&lt;br /&gt;
First you must buy Escort Deck equipment then you will see an attached platform in your aft view.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed9.png|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship rules ===&lt;br /&gt;
&lt;br /&gt;
A deck provide 4 landing pads for escort ships with '''max. 130t''' mass, 70m width, 29m height and 135m length: Adder, Asp, Cobra Mark I, Constrictor, Fer-de-Lance, Gecko, Mamba, Moray, Sidewinder and Viper.&lt;br /&gt;
&lt;br /&gt;
If your ship is '''over 130t''' mass like Cobra Mark III then can hold another two small ships like Adders (max. 15m height, 39m width and 65m length) on the sides of the deck.&lt;br /&gt;
&lt;br /&gt;
The mass of your escort must be less than '''40%''' of your ship's mass. For example an Asp (75t) can hold 4 small escorts below 30t: Adder, Gecko or Sidewinder. You should use a ship over 40t mass to be able to use Adders (16t) as escorts. Ships below 30t mass can not get Escort Deck.&lt;br /&gt;
&lt;br /&gt;
Beware of replacing your large ship to a smaller one, all of your escorts will be salvaged which isn't fit into the smaller limits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wide deck ===&lt;br /&gt;
&lt;br /&gt;
Ships over '''260t''' like Python receive wider deck variant to hold escorts up to 95m width like Krait or [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=16926&amp;amp;hilit=Tiger+Ray&amp;amp;start=45#p229820 Tiger Ray].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Purchasing escorts ===&lt;br /&gt;
&lt;br /&gt;
You can buy escorts in the ship outfitting (F3) screen. These are not available in the local shipyard but ordered from a remote owner so your time will forwarding a lot if you buy one, but in this way you can buy advanced ships in the low tech worlds also.&lt;br /&gt;
&lt;br /&gt;
 Name	Cost	Energy	Recharg	Speed	Pitch	Mass t	Eqipment&lt;br /&gt;
 Adder	80000	85	2	240	2	16	Pulse laser, Injectors, Shield booster&lt;br /&gt;
 Asp	400000	350	4	400	1	75	Beam Lasers forward and aft, ECM, Injectors, Shield booster&lt;br /&gt;
 Gecko	100000	250	4	300	1.5	25	Beam Laser, ECM&lt;br /&gt;
 Sidew.	76000	240	2	370	1.6	26	Beam Laser&lt;br /&gt;
 Viper	600000	180	4	320	1.8	34	Military Laser, ECM, Injectors, Shield booster and enhancer&lt;br /&gt;
&lt;br /&gt;
* '''Adder Escort''' can utilize the mini landing pads on the sides of your Escort Deck. This special design can hold a Pulse Laser only and no cargo but has Injectors and Shield Boosters.&lt;br /&gt;
* '''Asp Escort''' is the fastest and most enduring core escort ship what you can purchase with forward and aft Beam Lasers, ECM, Injectors and Shield Boosters.&lt;br /&gt;
* '''Gecko Escort''' is a pirate ship so not available at main stations but strong, small and equipped with a Beam Laser and ECM.&lt;br /&gt;
* '''Sidewinder Escort''' is a small and agile ship, useful if your ship isn't large enough to hold [[EscortDeck#Heavy_escorts|heavy escorts]]. Equipped with a Beam Laser but can not use Injectors.&lt;br /&gt;
* '''Viper Escort''' is an used GalCop ship, available at main stations only and if your status is clean. This old ship has much lower speed and energy than the modern Interceptors but contain many military equipments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are very good pirate escort ships (more if you install [[EscortPack]]) but these are not purchaseable in main stations: you must force to eject the pilot or find in the outfitting list '''in alternative stations'''.&lt;br /&gt;
&lt;br /&gt;
There are rumors about ace '''sniper''' pilots in pirate stations with better ships than an Asp, but these surely costs more than 1MCr if you want to hire them into your escort fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Derelicts ===&lt;br /&gt;
&lt;br /&gt;
You can pick up derelict ships: put your target lock on, go nearer than 500m and with less than 100m/s speed difference. If you can not target it (due to the target has jamming device) then you can collide very slowly to trigger the pickup.&lt;br /&gt;
&lt;br /&gt;
If an &amp;quot;usable&amp;quot; message shown in your console when target a derelict ship ([[CombatMFD|Combat MFD]] show it also) then you can use this ship as your escort, else transfer it to a dock on your deck and you will get some money for the '''salvage'''.&lt;br /&gt;
&lt;br /&gt;
If you have [[Towbar]] OXP then you will get reputation also for the delivered salvage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed17.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy escorts ===&lt;br /&gt;
&lt;br /&gt;
There are heavy escorts around 120t mass, these are multipurpose ships modified for escort jobs which mean removed cargo capacity and some bonuses (please install [[EscortPack]] OXP to get these). &lt;br /&gt;
&lt;br /&gt;
You need a ship with '''325t''' mass to be able to use all escorts up to the maximal 130t, so an Anaconda or special (OXP) Pythons can hold heavy escorts but a Cobra Mark III (215t) or a Boa (182t) can't.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
You can prime Escort Deck with Shift+N then activate with &amp;quot;n&amp;quot; key to launch or call back your escorts. The mode key &amp;quot;b&amp;quot; select a single escort for launch or callback. There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
You can prevent the launch of any ship if you select it by the mode key then activate once only: the first press will change the status to &amp;quot;LOCKED&amp;quot;. The second activate will remove the lock and launch it, but you can call back instantly with a third keypress if you want to stay on the deck without the lock.&lt;br /&gt;
&lt;br /&gt;
There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a Multi-Function Display of Escort Deck, you can turn it on using the &amp;quot;:&amp;quot; and &amp;quot;;&amp;quot; keys. &lt;br /&gt;
&lt;br /&gt;
[[Image:Edmfd.png]]&lt;br /&gt;
&lt;br /&gt;
This show the list of current escorts, a  &amp;quot;-&amp;gt;&amp;quot; mark before the selected one, name, energy, fuel (if this escort has working Injectors), distance, bearing (^&amp;gt; mean up left) and activity:&lt;br /&gt;
&lt;br /&gt;
 ATTACK: Attack a hostile ship (your target first)&lt;br /&gt;
 DECK: Landed on the deck&lt;br /&gt;
 FLEE: Flee from a missile or recover some energy (from 40% to 80%)&lt;br /&gt;
 FOLLOW: Follow your ship at 2km range&lt;br /&gt;
 GOTO: Go to a hostile ship using Injectors if available until arrive within Beam Laser range (15km)&lt;br /&gt;
 INJECT: Attack using Injectors until distance is over 10km&lt;br /&gt;
 LANDING: Landing approach, will not do anything else until landed&lt;br /&gt;
 LOCKED: Stay on the deck and will not launch with the other ships&lt;br /&gt;
 SALVAGE: Unusable ship, will be salvaged in the next dock for a few thousand credits&lt;br /&gt;
 SNIPER: Sniper attack, need a forward laser over 15km range, like Military Laser&lt;br /&gt;
&lt;br /&gt;
You can pick up a new escort even if there is no more free landing pads listed on your MFD if you select a pad and maintain a target lock on the new ship when try to land or an escort is not in your deck. In these cases the old one will be replaced and you will find it bit farther behind your ship.&lt;br /&gt;
&lt;br /&gt;
The released escort will follow you (if it is not derelict) while you stay within the same system and don't take a rest (reload the game), but will not defend you by itself. So you can pick up a derelict ship by replacing one of your escorts, transfer it into a station for payment, then leave the station and relock your old escort to the deck.&lt;br /&gt;
&lt;br /&gt;
If you dock or enter into a wormhole while some of your escorts are not in your deck then those that is within your scanner range will be docked also. Others can be lost, especially if travelled far from you.&lt;br /&gt;
&lt;br /&gt;
If you want to exchange the positions of two escorts on your deck then do these in order:&lt;br /&gt;
 1. Select an escort by mode key (b) if Escort Deck is primed with Shift+N and all escorts landed.&lt;br /&gt;
 2. Launch it with the activate key (n) and wait a few seconds for it to go out of landing distance.&lt;br /&gt;
 3. Press activate (n) again to order it back to landing and turn your ship to keep it in your screen.&lt;br /&gt;
 4. Press mode (b) until you select the second escort to flag the wanted landing position.&lt;br /&gt;
 5. Put your target lock to the launched ship: press &amp;quot;r&amp;quot; and aim well with your crosshairs.&lt;br /&gt;
 6. Wait for landing when the exchange will be done.&lt;br /&gt;
&lt;br /&gt;
The MFD can show the ship on [[Towbar]] in the last line, maked as T: . You can release the towed ship by selecting and activating it in this MFD. If no ship on your Towbar then show the maximal mass which your ship can tow (1.6 times of the mass of your ship).&lt;br /&gt;
&lt;br /&gt;
Your escorts will be refuelled when you buy fuel for your ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
== Escort Deck XL ==&lt;br /&gt;
&lt;br /&gt;
If your ship is over '''400t''' like an Anaconda then you can buy XL deck instead of the common deck can hold '''8 escorts''' behind you, but the mass limit is lower: max. '''60t''', so you can't use Asp and heavy escort ships.&lt;br /&gt;
&lt;br /&gt;
If you have Towbar then you can't pick up any ship there due to the long XL deck occupy the same space behind you. The simple escort deck is shorter and Towbar compatible so if you plan to salvage larger ships than small escorts then you should choose the normal deck.&lt;br /&gt;
&lt;br /&gt;
Warning: your ship can be &amp;quot;uber&amp;quot; if you use 8 escorts, so if you want limit yoursef then stick with the smaller deck and avoid the XL variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Carriers]] can hold '''10 escorts''' on the internal XL deck (the &amp;quot;neck&amp;quot;) and the mass limit is 130t as in the normal deck. Moreover the '''first two pads''' (on the top) can hold '''wider and heavier''' ships up to '''378t''' (40% of Carriers' mass) and 130x35x95m including Cobra Mark III, Krait and other large ships also. This is even more &amp;quot;uber&amp;quot; but intentionally: a Carrier should be able to hold stronger fleet than others.&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
In F4 screen you can view, '''rename''' and '''salvage''' your current escorts. Moreover if [[Hyperspace Hangar]] is installed then you can '''buy esorts from the main shipyard''' (F3F3) using the following steps:&lt;br /&gt;
&lt;br /&gt;
 1. Buy a small ship from a shipyard which fit into your deck and save your main ship into the Hyperspace Hangar.&lt;br /&gt;
 2. Equip it for combat as you wish, just avoid player-only tools like Railgun.&lt;br /&gt;
 3. Save the escort into the hangar by switching into your main ship.&lt;br /&gt;
 4. Go to the Escort Deck interface, select an empty deck and get the escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
The hangar is usable as a temporary storage to '''rearrange''' your escorts as well as '''fix damaged equipments''' or '''buy new ones''', just store your main ship into the hangar:&lt;br /&gt;
&lt;br /&gt;
 1. Select a ship in the EscortDeck Interface.&lt;br /&gt;
 2. Put into Hyperspace Hangar.&lt;br /&gt;
 3. Go into the interface of Hyperspace Hangar and switch into the stored escort.&lt;br /&gt;
 4. Equip or fix it.&lt;br /&gt;
 5. Switch back into your main ship in the hangar interface.&lt;br /&gt;
 6. Go to the EscortDeck interface, select an empty deck and get your escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
If you acquired an OXP escort ship which is not designed for player then you can not switch into.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed18.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
You can upgrade the whole escort if you buy another ship in shipyard (F3F3) while you are switched into an escort. The old ship will be counted into the cost of the new one, regardless of you found (or just forced to eject) in the deep space.&lt;br /&gt;
&lt;br /&gt;
The trade-in value (75% of ship price) is displayed in the interface (see the top left corner in the screenshot above) due to this reason. But you are not able to sell an escort and get this big money directly (to keep up some balance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ship mass table ==&lt;br /&gt;
&lt;br /&gt;
 Adder   	16&lt;br /&gt;
 Moray    	51&lt;br /&gt;
 Cobra Mk I	52&lt;br /&gt;
 Fer-de-Lance	53&lt;br /&gt;
 Asp     	75&lt;br /&gt;
 Boa     	182&lt;br /&gt;
 Cobra Mk III	215&lt;br /&gt;
 Boa2    	216&lt;br /&gt;
 Python  	267&lt;br /&gt;
 Anaconda	438&lt;br /&gt;
&lt;br /&gt;
 NPC:&lt;br /&gt;
 Gecko   	25&lt;br /&gt;
 Sidewinder	26&lt;br /&gt;
 Constrictor	28&lt;br /&gt;
 Viper   	34&lt;br /&gt;
 Mamba   	36&lt;br /&gt;
 Krait   	94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Escort Deck variants ==&lt;br /&gt;
&lt;br /&gt;
You will get one of the following variants depending on the mass of your ship.&lt;br /&gt;
&lt;br /&gt;
* Below 30t: You can not use any decks.&lt;br /&gt;
&lt;br /&gt;
* 30t-130t: '''Small deck''' without side pads.&lt;br /&gt;
[[Image:Ed14.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 130t-260t: '''Normal deck''' with side pads for two additional mini escorts (Adder).&lt;br /&gt;
[[Image:Ed8.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 260t-: '''Wide deck''' which can hold ships up to 95m width (Krait).&lt;br /&gt;
[[Image:Ed2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 400t-: You can choose either the wider deck or '''XL deck'''.&lt;br /&gt;
[[Image:Ed11.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Carriers]] can hold the most powerful escort fleet, using the big hull as a deck.&lt;br /&gt;
&lt;br /&gt;
[[Image:Carriers4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information see the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 regarding discussuion].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Flying peacefully:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed10.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escorts released to counterattack a bad guy:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed16.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&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;
The 3D models of decks are derived from Leviathan Platform in Aquatics OXP, thanks to Thargoid and P.A. Groove.&lt;br /&gt;
&lt;br /&gt;
Escort locked sound is equal with Towbar locked which is based on bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck-1.12.oxz|EscortDeck-1.12.oxz]].&lt;br /&gt;
&lt;br /&gt;
Recommended: [[EscortPack]], [[Carriers]], [[Towbar]], [[Library OXP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck_1.11.oxz|EscortDeck_1.11.oxz]] (downloaded {{#downloads:EscortDeck_1.11.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.9.oxz|EscortDeck.1.9.oxz]] (downloaded {{#downloads:EscortDeck.1.9.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.8.oxz|EscortDeck.1.8.oxz]] (downloaded {{#downloads:EscortDeck.1.8.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.7.oxz|EscortDeck.1.7.oxz]] (downloaded {{#downloads:EscortDeck.1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.6.oxz|EscortDeck.1.6.oxz]] (downloaded {{#downloads:EscortDeck.1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.5.oxz|EscortDeck.1.5.oxz]] (downloaded {{#downloads:EscortDeck.1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.4.oxz|EscortDeck.1.4.oxz]] (downloaded {{#downloads:EscortDeck.1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.3.oxz|EscortDeck.1.3.oxz]] (downloaded {{#downloads:EscortDeck.1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.2.oxz|EscortDeck.1.2.oxz]] (downloaded {{#downloads:EscortDeck.1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.1.oxz|EscortDeck.1.1.oxz]] (downloaded {{#downloads:EscortDeck.1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.0.oxz|EscortDeck.1.0.oxz]] (downloaded {{#downloads:EscortDeck.1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2022.12.14. v1.12 Updates escorts' AIs and scripts to avoid closing too fast at landing.&lt;br /&gt;
                   Increases TL for equipments and escort ships.&lt;br /&gt;
                   Adds configuration for launching/calling back when going in/out of red alert.&lt;br /&gt;
                   Adds configuration for base usable derelict probability.&lt;br /&gt;
                   Configuration via Svengali's Library 'Config for AddOns'.&lt;br /&gt;
                   Takes NPC_equipmentDamage OXP's equipment damage into account for usable derelict probability &lt;br /&gt;
                   calculation (reduces base probability of being usable).&lt;br /&gt;
                   Makes Towbar not salvage usable derelicts if Hyperspace Hangar is installed.&lt;br /&gt;
                   Optimizes mass factor (degradation of ship maneuverability by ship's total mass) updates. &lt;br /&gt;
                   Tests for a functional escortdeck in the player ship in event handlers.&lt;br /&gt;
                   Updates shipAtackedOther event handler to handle Laser Reductor presence and be compatible with use &lt;br /&gt;
                   as a ship event handler for the escorts.&lt;br /&gt;
                   Puts a random factor into awarding equipment to usable derelicts, and those equipment could be damaged.&lt;br /&gt;
                   Uses ShipStorageHelper OXP for ship serialization if installed.&lt;br /&gt;
                   Sets event handlers in the escorts' ship scripts to use Laser Reductor.&lt;br /&gt;
                   Fixes bug in scrolling along the pads in the MFD.&lt;br /&gt;
                   Makes Towbar's Tug Drone store usable derelicts in the Hyperspace Hangar.&lt;br /&gt;
                   Performance updates to FCB.&lt;br /&gt;
                   Adds status of escorts' shields to MFD.&lt;br /&gt;
                   Adds menu entry to refuel escort to EscortDeck Station Interface.&lt;br /&gt;
                   Sets current galaxy number and system ID to the shipdata array when storing an escort in Hyperspace Hangar.&lt;br /&gt;
 2016.07.17. v1.11 Updated for Oolite 1.84 where player can not be the leader of a group.&lt;br /&gt;
 2016.06.25. v1.9  Fixed long message bug at salvage without Towbar, thanks to Strato1.&lt;br /&gt;
                   Too heavy message is not repeated too often anymore.&lt;br /&gt;
                   Deck is drifting away after player died.&lt;br /&gt;
                   Improved landing code based on the similar part in [[Fighters]] OXP.&lt;br /&gt;
 2016.03.13. v1.8  Interface menu display the names of ships in deck.&lt;br /&gt;
                   Fixed value in &amp;quot;you paid&amp;quot; message in costly non-main stations.&lt;br /&gt;
                   Aft [[Sniper Gun]] will not move the deck too far anymore, needed by Asp SG and Python SG.&lt;br /&gt;
                   Escort Deck can hold the long Asp SG and Fer-de-Lance SG, Wide Deck can hold Krait SG also.&lt;br /&gt;
                   Carrier top deck can hold Cobra Mark III SG, main deck can hold Krait SG.&lt;br /&gt;
                   Typo fix in shipdata, thanks to phkb.&lt;br /&gt;
 2015.10.14. v1.7  Interface functions: rename, salvage, put into Hyperspace Hangar and get back.&lt;br /&gt;
 2015.10.04. v1.6  Escort Deck Interface added into the F4 screen.&lt;br /&gt;
                   Deck positions can be locked to avoid launch of some ships.&lt;br /&gt;
                   Deck cost raised to 2000cr as suggested by Vincentz.&lt;br /&gt;
                   Escorts start with heat shield for sunskimming, requested by QCS.&lt;br /&gt;
                   Chance to find an usable derelict escort is reduced, salvage increased.&lt;br /&gt;
                   MFD show the ship on [[Towbar]] in the last line, maked as T: .&lt;br /&gt;
                   You can release the towed ship by selecting and activating it in MFD.&lt;br /&gt;
                   Show the mass of attached salvage ships on MFD.&lt;br /&gt;
                   Fixed for the change of weaponPositions to array in Oolite 1.83.&lt;br /&gt;
                   Escortship personality is restored from Oolite 1.81.&lt;br /&gt;
 2015.04.14. v1.5  MFD show max. mass and sizes of empty decks depending on player ship.&lt;br /&gt;
                   Further increased distances on deck before Oolite 1.81.&lt;br /&gt;
                   Fixed maximum mass check of escorts, must below 40% of owner ship's mass.&lt;br /&gt;
                   Hard and Granite escorts counted with original mass (without double density).&lt;br /&gt;
                   Fixed equipment restore on escorts if depends on another equipment.&lt;br /&gt;
 2015.04.11. v1.4  Collision fixes, needed before Oolite 1.81.&lt;br /&gt;
                   Granite ships on deck do not prevent hyperjump anymore.&lt;br /&gt;
                   From 1.81 slower steering and acceleration in proportion with the mass on deck.&lt;br /&gt;
 2015.04.06. v1.3  Increased distance around player without Injectors to 5km, thanks to QCS.&lt;br /&gt;
                   Workaround against escort terminated by Witchpoint Beacon.&lt;br /&gt;
 2015.03.20. v1.2  Refined escort landing sequence to prevent collisions, thanks to QCS.&lt;br /&gt;
                   Added a collisionException between the Witchpoint Beacon and escorts.&lt;br /&gt;
                   Fixed rollback price of unsuccessful escort purchese in Rock Hermits.&lt;br /&gt;
 2015.01.20. v1.1  No escort launch at injector speeds nor autolaunch at maximum speed.&lt;br /&gt;
                   Fixed escort equipments after load game.&lt;br /&gt;
                   All escorts got a missile pylon to workaround a bug with Carriers' sit into feature.&lt;br /&gt;
                   Escort view positions added.&lt;br /&gt;
 2015.01.11. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
*[[Escort Pack]] adds another 24 possible escorts to choose from&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = EscortDeck&lt;br /&gt;
|version = 1.12&lt;br /&gt;
|release = 2022.12.14&lt;br /&gt;
|features = Personal escort fleet&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77700</id>
		<title>EscortDeck</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77700"/>
		<updated>2022-12-14T17:04:47Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build up your escort fleet and hold on an external deck attached to your ship.&lt;br /&gt;
&lt;br /&gt;
First you must buy Escort Deck equipment then you will see an attached platform in your aft view.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed9.png|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship rules ===&lt;br /&gt;
&lt;br /&gt;
A deck provide 4 landing pads for escort ships with '''max. 130t''' mass, 70m width, 29m height and 135m length: Adder, Asp, Cobra Mark I, Constrictor, Fer-de-Lance, Gecko, Mamba, Moray, Sidewinder and Viper.&lt;br /&gt;
&lt;br /&gt;
If your ship is '''over 130t''' mass like Cobra Mark III then can hold another two small ships like Adders (max. 15m height, 39m width and 65m length) on the sides of the deck.&lt;br /&gt;
&lt;br /&gt;
The mass of your escort must be less than '''40%''' of your ship's mass. For example an Asp (75t) can hold 4 small escorts below 30t: Adder, Gecko or Sidewinder. You should use a ship over 40t mass to be able to use Adders (16t) as escorts. Ships below 30t mass can not get Escort Deck.&lt;br /&gt;
&lt;br /&gt;
Beware of replacing your large ship to a smaller one, all of your escorts will be salvaged which isn't fit into the smaller limits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wide deck ===&lt;br /&gt;
&lt;br /&gt;
Ships over '''260t''' like Python receive wider deck variant to hold escorts up to 95m width like Krait or [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=16926&amp;amp;hilit=Tiger+Ray&amp;amp;start=45#p229820 Tiger Ray].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Purchasing escorts ===&lt;br /&gt;
&lt;br /&gt;
You can buy escorts in the ship outfitting (F3) screen. These are not available in the local shipyard but ordered from a remote owner so your time will forwarding a lot if you buy one, but in this way you can buy advanced ships in the low tech worlds also.&lt;br /&gt;
&lt;br /&gt;
 Name	Cost	Energy	Recharg	Speed	Pitch	Mass t	Eqipment&lt;br /&gt;
 Adder	80000	85	2	240	2	16	Pulse laser, Injectors, Shield booster&lt;br /&gt;
 Asp	400000	350	4	400	1	75	Beam Lasers forward and aft, ECM, Injectors, Shield booster&lt;br /&gt;
 Gecko	100000	250	4	300	1.5	25	Beam Laser, ECM&lt;br /&gt;
 Sidew.	76000	240	2	370	1.6	26	Beam Laser&lt;br /&gt;
 Viper	600000	180	4	320	1.8	34	Military Laser, ECM, Injectors, Shield booster and enhancer&lt;br /&gt;
&lt;br /&gt;
* '''Adder Escort''' can utilize the mini landing pads on the sides of your Escort Deck. This special design can hold a Pulse Laser only and no cargo but has Injectors and Shield Boosters.&lt;br /&gt;
* '''Asp Escort''' is the fastest and most enduring core escort ship what you can purchase with forward and aft Beam Lasers, ECM, Injectors and Shield Boosters.&lt;br /&gt;
* '''Gecko Escort''' is a pirate ship so not available at main stations but strong, small and equipped with a Beam Laser and ECM.&lt;br /&gt;
* '''Sidewinder Escort''' is a small and agile ship, useful if your ship isn't large enough to hold [[EscortDeck#Heavy_escorts|heavy escorts]]. Equipped with a Beam Laser but can not use Injectors.&lt;br /&gt;
* '''Viper Escort''' is an used GalCop ship, available at main stations only and if your status is clean. This old ship has much lower speed and energy than the modern Interceptors but contain many military equipments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are very good pirate escort ships (more if you install [[EscortPack]]) but these are not purchaseable in main stations: you must force to eject the pilot or find in the outfitting list '''in alternative stations'''.&lt;br /&gt;
&lt;br /&gt;
There are rumors about ace '''sniper''' pilots in pirate stations with better ships than an Asp, but these surely costs more than 1MCr if you want to hire them into your escort fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Derelicts ===&lt;br /&gt;
&lt;br /&gt;
You can pick up derelict ships: put your target lock on, go nearer than 500m and with less than 100m/s speed difference. If you can not target it (due to the target has jamming device) then you can collide very slowly to trigger the pickup.&lt;br /&gt;
&lt;br /&gt;
If an &amp;quot;usable&amp;quot; message shown in your console when target a derelict ship ([[CombatMFD|Combat MFD]] show it also) then you can use this ship as your escort, else transfer it to a dock on your deck and you will get some money for the '''salvage'''.&lt;br /&gt;
&lt;br /&gt;
If you have [[Towbar]] OXP then you will get reputation also for the delivered salvage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed17.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy escorts ===&lt;br /&gt;
&lt;br /&gt;
There are heavy escorts around 120t mass, these are multipurpose ships modified for escort jobs which mean removed cargo capacity and some bonuses (please install [[EscortPack]] OXP to get these). &lt;br /&gt;
&lt;br /&gt;
You need a ship with '''325t''' mass to be able to use all escorts up to the maximal 130t, so an Anaconda or special (OXP) Pythons can hold heavy escorts but a Cobra Mark III (215t) or a Boa (182t) can't.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
You can prime Escort Deck with Shift+N then activate with &amp;quot;n&amp;quot; key to launch or call back your escorts. The mode key &amp;quot;b&amp;quot; select a single escort for launch or callback. There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
You can prevent the launch of any ship if you select it by the mode key then activate once only: the first press will change the status to &amp;quot;LOCKED&amp;quot;. The second activate will remove the lock and launch it, but you can call back instantly with a third keypress if you want to stay on the deck without the lock.&lt;br /&gt;
&lt;br /&gt;
There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a Multi-Function Display of Escort Deck, you can turn it on using the &amp;quot;:&amp;quot; and &amp;quot;;&amp;quot; keys. &lt;br /&gt;
&lt;br /&gt;
[[Image:Edmfd.png]]&lt;br /&gt;
&lt;br /&gt;
This show the list of current escorts, a  &amp;quot;-&amp;gt;&amp;quot; mark before the selected one, name, energy, fuel (if this escort has working Injectors), distance, bearing (^&amp;gt; mean up left) and activity:&lt;br /&gt;
&lt;br /&gt;
 ATTACK: Attack a hostile ship (your target first)&lt;br /&gt;
 DECK: Landed on the deck&lt;br /&gt;
 FLEE: Flee from a missile or recover some energy (from 40% to 80%)&lt;br /&gt;
 FOLLOW: Follow your ship at 2km range&lt;br /&gt;
 GOTO: Go to a hostile ship using Injectors if available until arrive within Beam Laser range (15km)&lt;br /&gt;
 INJECT: Attack using Injectors until distance is over 10km&lt;br /&gt;
 LANDING: Landing approach, will not do anything else until landed&lt;br /&gt;
 LOCKED: Stay on the deck and will not launch with the other ships&lt;br /&gt;
 SALVAGE: Unusable ship, will be salvaged in the next dock for a few thousand credits&lt;br /&gt;
 SNIPER: Sniper attack, need a forward laser over 15km range, like Military Laser&lt;br /&gt;
&lt;br /&gt;
You can pick up a new escort even if there is no more free landing pads listed on your MFD if you select a pad and maintain a target lock on the new ship when try to land or an escort is not in your deck. In these cases the old one will be replaced and you will find it bit farther behind your ship.&lt;br /&gt;
&lt;br /&gt;
The released escort will follow you (if it is not derelict) while you stay within the same system and don't take a rest (reload the game), but will not defend you by itself. So you can pick up a derelict ship by replacing one of your escorts, transfer it into a station for payment, then leave the station and relock your old escort to the deck.&lt;br /&gt;
&lt;br /&gt;
If you dock or enter into a wormhole while some of your escorts are not in your deck then those that is within your scanner range will be docked also. Others can be lost, especially if travelled far from you.&lt;br /&gt;
&lt;br /&gt;
If you want to exchange the positions of two escorts on your deck then do these in order:&lt;br /&gt;
 1. Select an escort by mode key (b) if Escort Deck is primed with Shift+N and all escorts landed.&lt;br /&gt;
 2. Launch it with the activate key (n) and wait a few seconds for it to go out of landing distance.&lt;br /&gt;
 3. Press activate (n) again to order it back to landing and turn your ship to keep it in your screen.&lt;br /&gt;
 4. Press mode (b) until you select the second escort to flag the wanted landing position.&lt;br /&gt;
 5. Put your target lock to the launched ship: press &amp;quot;r&amp;quot; and aim well with your crosshairs.&lt;br /&gt;
 6. Wait for landing when the exchange will be done.&lt;br /&gt;
&lt;br /&gt;
The MFD can show the ship on [[Towbar]] in the last line, maked as T: . You can release the towed ship by selecting and activating it in this MFD. If no ship on your Towbar then show the maximal mass which your ship can tow (1.6 times of the mass of your ship).&lt;br /&gt;
&lt;br /&gt;
Your escorts will be refuelled when you buy fuel for your ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
== Escort Deck XL ==&lt;br /&gt;
&lt;br /&gt;
If your ship is over '''400t''' like an Anaconda then you can buy XL deck instead of the common deck can hold '''8 escorts''' behind you, but the mass limit is lower: max. '''60t''', so you can't use Asp and heavy escort ships.&lt;br /&gt;
&lt;br /&gt;
If you have Towbar then you can't pick up any ship there due to the long XL deck occupy the same space behind you. The simple escort deck is shorter and Towbar compatible so if you plan to salvage larger ships than small escorts then you should choose the normal deck.&lt;br /&gt;
&lt;br /&gt;
Warning: your ship can be &amp;quot;uber&amp;quot; if you use 8 escorts, so if you want limit yoursef then stick with the smaller deck and avoid the XL variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Carriers]] can hold '''10 escorts''' on the internal XL deck (the &amp;quot;neck&amp;quot;) and the mass limit is 130t as in the normal deck. Moreover the '''first two pads''' (on the top) can hold '''wider and heavier''' ships up to '''378t''' (40% of Carriers' mass) and 130x35x95m including Cobra Mark III, Krait and other large ships also. This is even more &amp;quot;uber&amp;quot; but intentionally: a Carrier should be able to hold stronger fleet than others.&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
In F4 screen you can view, '''rename''' and '''salvage''' your current escorts. Moreover if [[Hyperspace Hangar]] is installed then you can '''buy esorts from the main shipyard''' (F3F3) using the following steps:&lt;br /&gt;
&lt;br /&gt;
 1. Buy a small ship from a shipyard which fit into your deck and save your main ship into the Hyperspace Hangar.&lt;br /&gt;
 2. Equip it for combat as you wish, just avoid player-only tools like Railgun.&lt;br /&gt;
 3. Save the escort into the hangar by switching into your main ship.&lt;br /&gt;
 4. Go to the Escort Deck interface, select an empty deck and get the escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
The hangar is usable as a temporary storage to '''rearrange''' your escorts as well as '''fix damaged equipments''' or '''buy new ones''', just store your main ship into the hangar:&lt;br /&gt;
&lt;br /&gt;
 1. Select a ship in the EscortDeck Interface.&lt;br /&gt;
 2. Put into Hyperspace Hangar.&lt;br /&gt;
 3. Go into the interface of Hyperspace Hangar and switch into the stored escort.&lt;br /&gt;
 4. Equip or fix it.&lt;br /&gt;
 5. Switch back into your main ship in the hangar interface.&lt;br /&gt;
 6. Go to the EscortDeck interface, select an empty deck and get your escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
If you acquired an OXP escort ship which is not designed for player then you can not switch into.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed18.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
You can upgrade the whole escort if you buy another ship in shipyard (F3F3) while you are switched into an escort. The old ship will be counted into the cost of the new one, regardless of you found (or just forced to eject) in the deep space.&lt;br /&gt;
&lt;br /&gt;
The trade-in value (75% of ship price) is displayed in the interface (see the top left corner in the screenshot above) due to this reason. But you are not able to sell an escort and get this big money directly (to keep up some balance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ship mass table ==&lt;br /&gt;
&lt;br /&gt;
 Adder   	16&lt;br /&gt;
 Moray    	51&lt;br /&gt;
 Cobra Mk I	52&lt;br /&gt;
 Fer-de-Lance	53&lt;br /&gt;
 Asp     	75&lt;br /&gt;
 Boa     	182&lt;br /&gt;
 Cobra Mk III	215&lt;br /&gt;
 Boa2    	216&lt;br /&gt;
 Python  	267&lt;br /&gt;
 Anaconda	438&lt;br /&gt;
&lt;br /&gt;
 NPC:&lt;br /&gt;
 Gecko   	25&lt;br /&gt;
 Sidewinder	26&lt;br /&gt;
 Constrictor	28&lt;br /&gt;
 Viper   	34&lt;br /&gt;
 Mamba   	36&lt;br /&gt;
 Krait   	94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Escort Deck variants ==&lt;br /&gt;
&lt;br /&gt;
You will get one of the following variants depending on the mass of your ship.&lt;br /&gt;
&lt;br /&gt;
* Below 30t: You can not use any decks.&lt;br /&gt;
&lt;br /&gt;
* 30t-130t: '''Small deck''' without side pads.&lt;br /&gt;
[[Image:Ed14.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 130t-260t: '''Normal deck''' with side pads for two additional mini escorts (Adder).&lt;br /&gt;
[[Image:Ed8.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 260t-: '''Wide deck''' which can hold ships up to 95m width (Krait).&lt;br /&gt;
[[Image:Ed2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 400t-: You can choose either the wider deck or '''XL deck'''.&lt;br /&gt;
[[Image:Ed11.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Carriers]] can hold the most powerful escort fleet, using the big hull as a deck.&lt;br /&gt;
&lt;br /&gt;
[[Image:Carriers4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information see the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 regarding discussuion].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Flying peacefully:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed10.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escorts released to counterattack a bad guy:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed16.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&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;
The 3D models of decks are derived from Leviathan Platform in Aquatics OXP, thanks to Thargoid and P.A. Groove.&lt;br /&gt;
&lt;br /&gt;
Escort locked sound is equal with Towbar locked which is based on bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck-1.12.oxz|EscortDeck-1.12.oxz]].&lt;br /&gt;
&lt;br /&gt;
Recommended: [[EscortPack]], [[Carriers]], [[Towbar]], [[Library OXP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck_1.11.oxz|EscortDeck_1.11.oxz]] (downloaded {{#downloads:EscortDeck_1.11.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.9.oxz|EscortDeck.1.9.oxz]] (downloaded {{#downloads:EscortDeck.1.9.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.8.oxz|EscortDeck.1.8.oxz]] (downloaded {{#downloads:EscortDeck.1.8.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.7.oxz|EscortDeck.1.7.oxz]] (downloaded {{#downloads:EscortDeck.1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.6.oxz|EscortDeck.1.6.oxz]] (downloaded {{#downloads:EscortDeck.1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.5.oxz|EscortDeck.1.5.oxz]] (downloaded {{#downloads:EscortDeck.1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.4.oxz|EscortDeck.1.4.oxz]] (downloaded {{#downloads:EscortDeck.1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.3.oxz|EscortDeck.1.3.oxz]] (downloaded {{#downloads:EscortDeck.1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.2.oxz|EscortDeck.1.2.oxz]] (downloaded {{#downloads:EscortDeck.1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.1.oxz|EscortDeck.1.1.oxz]] (downloaded {{#downloads:EscortDeck.1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.0.oxz|EscortDeck.1.0.oxz]] (downloaded {{#downloads:EscortDeck.1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2022.12.14. v1.12 Updates escorts' AIs and scripts to avoid closing too fast at landing.&lt;br /&gt;
                   Increases TL for equipments and escort ships.&lt;br /&gt;
                   Adds configuration for launching/calling back when going in/out of red alert.&lt;br /&gt;
                   Adds configuration for base usable derelict probability.&lt;br /&gt;
                   Configuration via Svengali's Library 'Config for AddOns'.&lt;br /&gt;
                   Takes NPC_equipmentDamage OXP's equipment damage into account for usable derelict probability &lt;br /&gt;
                   calculation (reduces base probability of being usable).&lt;br /&gt;
                   Makes Towbar not salvage usable derelicts if Hyperspace Hangar is installed.&lt;br /&gt;
                   Optimizes mass factor (degradation of ship maneuverability by ship's total mass) updates. &lt;br /&gt;
                   Tests for a functional escortdeck in the player ship in event handlers.&lt;br /&gt;
                   Updates shipAtackedOther event handler to handle Laser Reductor presence and be compatible with use &lt;br /&gt;
                   as a ship event handler for the escorts.&lt;br /&gt;
                   Puts a random factor into awarding equipment to usable derelicts, and those equipment could be damaged.&lt;br /&gt;
                   Uses ShipStorageHelper OXP for ship serialization if installed.&lt;br /&gt;
                   Sets event handlers in the escorts' ship scripts to use Laser Reductor.&lt;br /&gt;
                   Fixes bug in scrolling along the pads in the MFD.&lt;br /&gt;
                   Makes Towbar's Tug Drone store usable derelicts in the Hyperspace Hangar.&lt;br /&gt;
                   Performance updates to FCB.&lt;br /&gt;
                   Adds status of escorts' shields to MFD.&lt;br /&gt;
                   Adds menu entry to refuel escort to EscortDeck Station Interface.&lt;br /&gt;
                   Sets current galaxy number and system ID to the shipdata array when storing an escort in Hyperspace Hangar.&lt;br /&gt;
 2016.07.17. v1.11 Updated for Oolite 1.84 where player can not be the leader of a group.&lt;br /&gt;
 2016.06.25. v1.9  Fixed long message bug at salvage without Towbar, thanks to Strato1.&lt;br /&gt;
                   Too heavy message is not repeated too often anymore.&lt;br /&gt;
                   Deck is drifting away after player died.&lt;br /&gt;
                   Improved landing code based on the similar part in [[Fighters]] OXP.&lt;br /&gt;
 2016.03.13. v1.8  Interface menu display the names of ships in deck.&lt;br /&gt;
                   Fixed value in &amp;quot;you paid&amp;quot; message in costly non-main stations.&lt;br /&gt;
                   Aft [[Sniper Gun]] will not move the deck too far anymore, needed by Asp SG and Python SG.&lt;br /&gt;
                   Escort Deck can hold the long Asp SG and Fer-de-Lance SG, Wide Deck can hold Krait SG also.&lt;br /&gt;
                   Carrier top deck can hold Cobra Mark III SG, main deck can hold Krait SG.&lt;br /&gt;
                   Typo fix in shipdata, thanks to phkb.&lt;br /&gt;
 2015.10.14. v1.7  Interface functions: rename, salvage, put into Hyperspace Hangar and get back.&lt;br /&gt;
 2015.10.04. v1.6  Escort Deck Interface added into the F4 screen.&lt;br /&gt;
                   Deck positions can be locked to avoid launch of some ships.&lt;br /&gt;
                   Deck cost raised to 2000cr as suggested by Vincentz.&lt;br /&gt;
                   Escorts start with heat shield for sunskimming, requested by QCS.&lt;br /&gt;
                   Chance to find an usable derelict escort is reduced, salvage increased.&lt;br /&gt;
                   MFD show the ship on [[Towbar]] in the last line, maked as T: .&lt;br /&gt;
                   You can release the towed ship by selecting and activating it in MFD.&lt;br /&gt;
                   Show the mass of attached salvage ships on MFD.&lt;br /&gt;
                   Fixed for the change of weaponPositions to array in Oolite 1.83.&lt;br /&gt;
                   Escortship personality is restored from Oolite 1.81.&lt;br /&gt;
 2015.04.14. v1.5  MFD show max. mass and sizes of empty decks depending on player ship.&lt;br /&gt;
                   Further increased distances on deck before Oolite 1.81.&lt;br /&gt;
                   Fixed maximum mass check of escorts, must below 40% of owner ship's mass.&lt;br /&gt;
                   Hard and Granite escorts counted with original mass (without double density).&lt;br /&gt;
                   Fixed equipment restore on escorts if depends on another equipment.&lt;br /&gt;
 2015.04.11. v1.4  Collision fixes, needed before Oolite 1.81.&lt;br /&gt;
                   Granite ships on deck do not prevent hyperjump anymore.&lt;br /&gt;
                   From 1.81 slower steering and acceleration in proportion with the mass on deck.&lt;br /&gt;
 2015.04.06. v1.3  Increased distance around player without Injectors to 5km, thanks to QCS.&lt;br /&gt;
                   Workaround against escort terminated by Witchpoint Beacon.&lt;br /&gt;
 2015.03.20. v1.2  Refined escort landing sequence to prevent collisions, thanks to QCS.&lt;br /&gt;
                   Added a collisionException between the Witchpoint Beacon and escorts.&lt;br /&gt;
                   Fixed rollback price of unsuccessful escort purchese in Rock Hermits.&lt;br /&gt;
 2015.01.20. v1.1  No escort launch at injector speeds nor autolaunch at maximum speed.&lt;br /&gt;
                   Fixed escort equipments after load game.&lt;br /&gt;
                   All escorts got a missile pylon to workaround a bug with Carriers' sit into feature.&lt;br /&gt;
                   Escort view positions added.&lt;br /&gt;
 2015.01.11. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
*[[Escort Pack]] adds another 24 possible escorts to choose from&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = EscortDeck&lt;br /&gt;
|version = 1.11&lt;br /&gt;
|release = 2016.07.17&lt;br /&gt;
|features = Personal escort fleet&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77699</id>
		<title>EscortDeck</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=EscortDeck&amp;diff=77699"/>
		<updated>2022-12-14T17:02:03Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Build up your escort fleet and hold on an external deck attached to your ship.&lt;br /&gt;
&lt;br /&gt;
First you must buy Escort Deck equipment then you will see an attached platform in your aft view.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed9.png|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ship rules ===&lt;br /&gt;
&lt;br /&gt;
A deck provide 4 landing pads for escort ships with '''max. 130t''' mass, 70m width, 29m height and 135m length: Adder, Asp, Cobra Mark I, Constrictor, Fer-de-Lance, Gecko, Mamba, Moray, Sidewinder and Viper.&lt;br /&gt;
&lt;br /&gt;
If your ship is '''over 130t''' mass like Cobra Mark III then can hold another two small ships like Adders (max. 15m height, 39m width and 65m length) on the sides of the deck.&lt;br /&gt;
&lt;br /&gt;
The mass of your escort must be less than '''40%''' of your ship's mass. For example an Asp (75t) can hold 4 small escorts below 30t: Adder, Gecko or Sidewinder. You should use a ship over 40t mass to be able to use Adders (16t) as escorts. Ships below 30t mass can not get Escort Deck.&lt;br /&gt;
&lt;br /&gt;
Beware of replacing your large ship to a smaller one, all of your escorts will be salvaged which isn't fit into the smaller limits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wide deck ===&lt;br /&gt;
&lt;br /&gt;
Ships over '''260t''' like Python receive wider deck variant to hold escorts up to 95m width like Krait or [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=16926&amp;amp;hilit=Tiger+Ray&amp;amp;start=45#p229820 Tiger Ray].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Purchasing escorts ===&lt;br /&gt;
&lt;br /&gt;
You can buy escorts in the ship outfitting (F3) screen. These are not available in the local shipyard but ordered from a remote owner so your time will forwarding a lot if you buy one, but in this way you can buy advanced ships in the low tech worlds also.&lt;br /&gt;
&lt;br /&gt;
 Name	Cost	Energy	Recharg	Speed	Pitch	Mass t	Eqipment&lt;br /&gt;
 Adder	80000	85	2	240	2	16	Pulse laser, Injectors, Shield booster&lt;br /&gt;
 Asp	400000	350	4	400	1	75	Beam Lasers forward and aft, ECM, Injectors, Shield booster&lt;br /&gt;
 Gecko	100000	250	4	300	1.5	25	Beam Laser, ECM&lt;br /&gt;
 Sidew.	76000	240	2	370	1.6	26	Beam Laser&lt;br /&gt;
 Viper	600000	180	4	320	1.8	34	Military Laser, ECM, Injectors, Shield booster and enhancer&lt;br /&gt;
&lt;br /&gt;
* '''Adder Escort''' can utilize the mini landing pads on the sides of your Escort Deck. This special design can hold a Pulse Laser only and no cargo but has Injectors and Shield Boosters.&lt;br /&gt;
* '''Asp Escort''' is the fastest and most enduring core escort ship what you can purchase with forward and aft Beam Lasers, ECM, Injectors and Shield Boosters.&lt;br /&gt;
* '''Gecko Escort''' is a pirate ship so not available at main stations but strong, small and equipped with a Beam Laser and ECM.&lt;br /&gt;
* '''Sidewinder Escort''' is a small and agile ship, useful if your ship isn't large enough to hold [[EscortDeck#Heavy_escorts|heavy escorts]]. Equipped with a Beam Laser but can not use Injectors.&lt;br /&gt;
* '''Viper Escort''' is an used GalCop ship, available at main stations only and if your status is clean. This old ship has much lower speed and energy than the modern Interceptors but contain many military equipments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are very good pirate escort ships (more if you install [[EscortPack]]) but these are not purchaseable in main stations: you must force to eject the pilot or find in the outfitting list '''in alternative stations'''.&lt;br /&gt;
&lt;br /&gt;
There are rumors about ace '''sniper''' pilots in pirate stations with better ships than an Asp, but these surely costs more than 1MCr if you want to hire them into your escort fleet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Derelicts ===&lt;br /&gt;
&lt;br /&gt;
You can pick up derelict ships: put your target lock on, go nearer than 500m and with less than 100m/s speed difference. If you can not target it (due to the target has jamming device) then you can collide very slowly to trigger the pickup.&lt;br /&gt;
&lt;br /&gt;
If an &amp;quot;usable&amp;quot; message shown in your console when target a derelict ship ([[CombatMFD|Combat MFD]] show it also) then you can use this ship as your escort, else transfer it to a dock on your deck and you will get some money for the '''salvage'''.&lt;br /&gt;
&lt;br /&gt;
If you have [[Towbar]] OXP then you will get reputation also for the delivered salvage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed17.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heavy escorts ===&lt;br /&gt;
&lt;br /&gt;
There are heavy escorts around 120t mass, these are multipurpose ships modified for escort jobs which mean removed cargo capacity and some bonuses (please install [[EscortPack]] OXP to get these). &lt;br /&gt;
&lt;br /&gt;
You need a ship with '''325t''' mass to be able to use all escorts up to the maximal 130t, so an Anaconda or special (OXP) Pythons can hold heavy escorts but a Cobra Mark III (215t) or a Boa (182t) can't.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
&lt;br /&gt;
You can prime Escort Deck with Shift+N then activate with &amp;quot;n&amp;quot; key to launch or call back your escorts. The mode key &amp;quot;b&amp;quot; select a single escort for launch or callback. There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
You can prevent the launch of any ship if you select it by the mode key then activate once only: the first press will change the status to &amp;quot;LOCKED&amp;quot;. The second activate will remove the lock and launch it, but you can call back instantly with a third keypress if you want to stay on the deck without the lock.&lt;br /&gt;
&lt;br /&gt;
There is an auto launch if you enter into red alert and auto callback when changed to green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a Multi-Function Display of Escort Deck, you can turn it on using the &amp;quot;:&amp;quot; and &amp;quot;;&amp;quot; keys. &lt;br /&gt;
&lt;br /&gt;
[[Image:Edmfd.png]]&lt;br /&gt;
&lt;br /&gt;
This show the list of current escorts, a  &amp;quot;-&amp;gt;&amp;quot; mark before the selected one, name, energy, fuel (if this escort has working Injectors), distance, bearing (^&amp;gt; mean up left) and activity:&lt;br /&gt;
&lt;br /&gt;
 ATTACK: Attack a hostile ship (your target first)&lt;br /&gt;
 DECK: Landed on the deck&lt;br /&gt;
 FLEE: Flee from a missile or recover some energy (from 40% to 80%)&lt;br /&gt;
 FOLLOW: Follow your ship at 2km range&lt;br /&gt;
 GOTO: Go to a hostile ship using Injectors if available until arrive within Beam Laser range (15km)&lt;br /&gt;
 INJECT: Attack using Injectors until distance is over 10km&lt;br /&gt;
 LANDING: Landing approach, will not do anything else until landed&lt;br /&gt;
 LOCKED: Stay on the deck and will not launch with the other ships&lt;br /&gt;
 SALVAGE: Unusable ship, will be salvaged in the next dock for a few thousand credits&lt;br /&gt;
 SNIPER: Sniper attack, need a forward laser over 15km range, like Military Laser&lt;br /&gt;
&lt;br /&gt;
You can pick up a new escort even if there is no more free landing pads listed on your MFD if you select a pad and maintain a target lock on the new ship when try to land or an escort is not in your deck. In these cases the old one will be replaced and you will find it bit farther behind your ship.&lt;br /&gt;
&lt;br /&gt;
The released escort will follow you (if it is not derelict) while you stay within the same system and don't take a rest (reload the game), but will not defend you by itself. So you can pick up a derelict ship by replacing one of your escorts, transfer it into a station for payment, then leave the station and relock your old escort to the deck.&lt;br /&gt;
&lt;br /&gt;
If you dock or enter into a wormhole while some of your escorts are not in your deck then those that is within your scanner range will be docked also. Others can be lost, especially if travelled far from you.&lt;br /&gt;
&lt;br /&gt;
If you want to exchange the positions of two escorts on your deck then do these in order:&lt;br /&gt;
 1. Select an escort by mode key (b) if Escort Deck is primed with Shift+N and all escorts landed.&lt;br /&gt;
 2. Launch it with the activate key (n) and wait a few seconds for it to go out of landing distance.&lt;br /&gt;
 3. Press activate (n) again to order it back to landing and turn your ship to keep it in your screen.&lt;br /&gt;
 4. Press mode (b) until you select the second escort to flag the wanted landing position.&lt;br /&gt;
 5. Put your target lock to the launched ship: press &amp;quot;r&amp;quot; and aim well with your crosshairs.&lt;br /&gt;
 6. Wait for landing when the exchange will be done.&lt;br /&gt;
&lt;br /&gt;
The MFD can show the ship on [[Towbar]] in the last line, maked as T: . You can release the towed ship by selecting and activating it in this MFD. If no ship on your Towbar then show the maximal mass which your ship can tow (1.6 times of the mass of your ship).&lt;br /&gt;
&lt;br /&gt;
Your escorts will be refuelled when you buy fuel for your ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
== Escort Deck XL ==&lt;br /&gt;
&lt;br /&gt;
If your ship is over '''400t''' like an Anaconda then you can buy XL deck instead of the common deck can hold '''8 escorts''' behind you, but the mass limit is lower: max. '''60t''', so you can't use Asp and heavy escort ships.&lt;br /&gt;
&lt;br /&gt;
If you have Towbar then you can't pick up any ship there due to the long XL deck occupy the same space behind you. The simple escort deck is shorter and Towbar compatible so if you plan to salvage larger ships than small escorts then you should choose the normal deck.&lt;br /&gt;
&lt;br /&gt;
Warning: your ship can be &amp;quot;uber&amp;quot; if you use 8 escorts, so if you want limit yoursef then stick with the smaller deck and avoid the XL variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Carriers]] can hold '''10 escorts''' on the internal XL deck (the &amp;quot;neck&amp;quot;) and the mass limit is 130t as in the normal deck. Moreover the '''first two pads''' (on the top) can hold '''wider and heavier''' ships up to '''378t''' (40% of Carriers' mass) and 130x35x95m including Cobra Mark III, Krait and other large ships also. This is even more &amp;quot;uber&amp;quot; but intentionally: a Carrier should be able to hold stronger fleet than others.&lt;br /&gt;
&lt;br /&gt;
 Cost: 2000.0 Cr.&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
&lt;br /&gt;
In F4 screen you can view, '''rename''' and '''salvage''' your current escorts. Moreover if [[Hyperspace Hangar]] is installed then you can '''buy esorts from the main shipyard''' (F3F3) using the following steps:&lt;br /&gt;
&lt;br /&gt;
 1. Buy a small ship from a shipyard which fit into your deck and save your main ship into the Hyperspace Hangar.&lt;br /&gt;
 2. Equip it for combat as you wish, just avoid player-only tools like Railgun.&lt;br /&gt;
 3. Save the escort into the hangar by switching into your main ship.&lt;br /&gt;
 4. Go to the Escort Deck interface, select an empty deck and get the escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
The hangar is usable as a temporary storage to '''rearrange''' your escorts as well as '''fix damaged equipments''' or '''buy new ones''', just store your main ship into the hangar:&lt;br /&gt;
&lt;br /&gt;
 1. Select a ship in the EscortDeck Interface.&lt;br /&gt;
 2. Put into Hyperspace Hangar.&lt;br /&gt;
 3. Go into the interface of Hyperspace Hangar and switch into the stored escort.&lt;br /&gt;
 4. Equip or fix it.&lt;br /&gt;
 5. Switch back into your main ship in the hangar interface.&lt;br /&gt;
 6. Go to the EscortDeck interface, select an empty deck and get your escort from the hangar.&lt;br /&gt;
&lt;br /&gt;
If you acquired an OXP escort ship which is not designed for player then you can not switch into.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed18.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
You can upgrade the whole escort if you buy another ship in shipyard (F3F3) while you are switched into an escort. The old ship will be counted into the cost of the new one, regardless of you found (or just forced to eject) in the deep space.&lt;br /&gt;
&lt;br /&gt;
The trade-in value (75% of ship price) is displayed in the interface (see the top left corner in the screenshot above) due to this reason. But you are not able to sell an escort and get this big money directly (to keep up some balance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ship mass table ==&lt;br /&gt;
&lt;br /&gt;
 Adder   	16&lt;br /&gt;
 Moray    	51&lt;br /&gt;
 Cobra Mk I	52&lt;br /&gt;
 Fer-de-Lance	53&lt;br /&gt;
 Asp     	75&lt;br /&gt;
 Boa     	182&lt;br /&gt;
 Cobra Mk III	215&lt;br /&gt;
 Boa2    	216&lt;br /&gt;
 Python  	267&lt;br /&gt;
 Anaconda	438&lt;br /&gt;
&lt;br /&gt;
 NPC:&lt;br /&gt;
 Gecko   	25&lt;br /&gt;
 Sidewinder	26&lt;br /&gt;
 Constrictor	28&lt;br /&gt;
 Viper   	34&lt;br /&gt;
 Mamba   	36&lt;br /&gt;
 Krait   	94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Escort Deck variants ==&lt;br /&gt;
&lt;br /&gt;
You will get one of the following variants depending on the mass of your ship.&lt;br /&gt;
&lt;br /&gt;
* Below 30t: You can not use any decks.&lt;br /&gt;
&lt;br /&gt;
* 30t-130t: '''Small deck''' without side pads.&lt;br /&gt;
[[Image:Ed14.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 130t-260t: '''Normal deck''' with side pads for two additional mini escorts (Adder).&lt;br /&gt;
[[Image:Ed8.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 260t-: '''Wide deck''' which can hold ships up to 95m width (Krait).&lt;br /&gt;
[[Image:Ed2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 400t-: You can choose either the wider deck or '''XL deck'''.&lt;br /&gt;
[[Image:Ed11.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Carriers]] can hold the most powerful escort fleet, using the big hull as a deck.&lt;br /&gt;
&lt;br /&gt;
[[Image:Carriers4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information see the [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 regarding discussuion].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Flying peacefully:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed10.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escorts released to counterattack a bad guy:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ed16.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&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;
The 3D models of decks are derived from Leviathan Platform in Aquatics OXP, thanks to Thargoid and P.A. Groove.&lt;br /&gt;
&lt;br /&gt;
Escort locked sound is equal with Towbar locked which is based on bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck-1.12.oxz|EscortDeck-1.12.oxz]].&lt;br /&gt;
&lt;br /&gt;
Recommended: [[EscortPack]], [[Carriers]], [[Towbar]], [[Library OXP]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck_1.11.oxz|EscortDeck_1.11.oxz]] (downloaded {{#downloads:EscortDeck_1.11.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.9.oxz|EscortDeck.1.9.oxz]] (downloaded {{#downloads:EscortDeck.1.9.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.8.oxz|EscortDeck.1.8.oxz]] (downloaded {{#downloads:EscortDeck.1.8.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.7.oxz|EscortDeck.1.7.oxz]] (downloaded {{#downloads:EscortDeck.1.7.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.6.oxz|EscortDeck.1.6.oxz]] (downloaded {{#downloads:EscortDeck.1.6.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.5.oxz|EscortDeck.1.5.oxz]] (downloaded {{#downloads:EscortDeck.1.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.4.oxz|EscortDeck.1.4.oxz]] (downloaded {{#downloads:EscortDeck.1.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.3.oxz|EscortDeck.1.3.oxz]] (downloaded {{#downloads:EscortDeck.1.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.2.oxz|EscortDeck.1.2.oxz]] (downloaded {{#downloads:EscortDeck.1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.1.oxz|EscortDeck.1.1.oxz]] (downloaded {{#downloads:EscortDeck.1.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:EscortDeck.1.0.oxz|EscortDeck.1.0.oxz]] (downloaded {{#downloads:EscortDeck.1.0.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
 2016.07.17. v1.11 Updated for Oolite 1.84 where player can not be the leader of a group.&lt;br /&gt;
 2016.06.25. v1.9  Fixed long message bug at salvage without Towbar, thanks to Strato1.&lt;br /&gt;
                   Too heavy message is not repeated too often anymore.&lt;br /&gt;
                   Deck is drifting away after player died.&lt;br /&gt;
                   Improved landing code based on the similar part in [[Fighters]] OXP.&lt;br /&gt;
 2016.03.13. v1.8  Interface menu display the names of ships in deck.&lt;br /&gt;
                   Fixed value in &amp;quot;you paid&amp;quot; message in costly non-main stations.&lt;br /&gt;
                   Aft [[Sniper Gun]] will not move the deck too far anymore, needed by Asp SG and Python SG.&lt;br /&gt;
                   Escort Deck can hold the long Asp SG and Fer-de-Lance SG, Wide Deck can hold Krait SG also.&lt;br /&gt;
                   Carrier top deck can hold Cobra Mark III SG, main deck can hold Krait SG.&lt;br /&gt;
                   Typo fix in shipdata, thanks to phkb.&lt;br /&gt;
 2015.10.14. v1.7  Interface functions: rename, salvage, put into Hyperspace Hangar and get back.&lt;br /&gt;
 2015.10.04. v1.6  Escort Deck Interface added into the F4 screen.&lt;br /&gt;
                   Deck positions can be locked to avoid launch of some ships.&lt;br /&gt;
                   Deck cost raised to 2000cr as suggested by Vincentz.&lt;br /&gt;
                   Escorts start with heat shield for sunskimming, requested by QCS.&lt;br /&gt;
                   Chance to find an usable derelict escort is reduced, salvage increased.&lt;br /&gt;
                   MFD show the ship on [[Towbar]] in the last line, maked as T: .&lt;br /&gt;
                   You can release the towed ship by selecting and activating it in MFD.&lt;br /&gt;
                   Show the mass of attached salvage ships on MFD.&lt;br /&gt;
                   Fixed for the change of weaponPositions to array in Oolite 1.83.&lt;br /&gt;
                   Escortship personality is restored from Oolite 1.81.&lt;br /&gt;
 2015.04.14. v1.5  MFD show max. mass and sizes of empty decks depending on player ship.&lt;br /&gt;
                   Further increased distances on deck before Oolite 1.81.&lt;br /&gt;
                   Fixed maximum mass check of escorts, must below 40% of owner ship's mass.&lt;br /&gt;
                   Hard and Granite escorts counted with original mass (without double density).&lt;br /&gt;
                   Fixed equipment restore on escorts if depends on another equipment.&lt;br /&gt;
 2015.04.11. v1.4  Collision fixes, needed before Oolite 1.81.&lt;br /&gt;
                   Granite ships on deck do not prevent hyperjump anymore.&lt;br /&gt;
                   From 1.81 slower steering and acceleration in proportion with the mass on deck.&lt;br /&gt;
 2015.04.06. v1.3  Increased distance around player without Injectors to 5km, thanks to QCS.&lt;br /&gt;
                   Workaround against escort terminated by Witchpoint Beacon.&lt;br /&gt;
 2015.03.20. v1.2  Refined escort landing sequence to prevent collisions, thanks to QCS.&lt;br /&gt;
                   Added a collisionException between the Witchpoint Beacon and escorts.&lt;br /&gt;
                   Fixed rollback price of unsuccessful escort purchese in Rock Hermits.&lt;br /&gt;
 2015.01.20. v1.1  No escort launch at injector speeds nor autolaunch at maximum speed.&lt;br /&gt;
                   Fixed escort equipments after load game.&lt;br /&gt;
                   All escorts got a missile pylon to workaround a bug with Carriers' sit into feature.&lt;br /&gt;
                   Escort view positions added.&lt;br /&gt;
 2015.01.11. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
*[[Escort Pack]] adds another 24 possible escorts to choose from&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = EscortDeck&lt;br /&gt;
|version = 1.11&lt;br /&gt;
|release = 2016.07.17&lt;br /&gt;
|features = Personal escort fleet&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17009 BB-Link]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:EscortDeck-1.12.oxz&amp;diff=77698</id>
		<title>File:EscortDeck-1.12.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:EscortDeck-1.12.oxz&amp;diff=77698"/>
		<updated>2022-12-14T16:56:58Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.12&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77119</id>
		<title>Hyperspace Hangar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77119"/>
		<updated>2022-11-23T18:21:05Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanics OXPs]][[Category:OXPConfig-compatible OXPs]]&lt;br /&gt;
[[Image:OXPConfig_logo.png|150px|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Allows storage of ships in the Hyperspace Hangar service for a fee, accessible from any station. Ships are only stored if bought with cash, not credit.&lt;br /&gt;
It takes 30 minutes to store a ship by default. Fee is defaulted to 25000 cr. Options can be activated through OXPConfig.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Stores ships.&lt;br /&gt;
* Allows switching of ships from the Hyperspace Hangar menu.&lt;br /&gt;
* Allows you to sell your current ship, and then switch ships.&lt;br /&gt;
* Allows you to sell stored ships.&lt;br /&gt;
* You must transfer your ship to your current station to switch. This is done by either selecting a system on the chart and using the send option, or by using the order option from your current station and waiting X hours, where X is the time to jump to your station. Fee for either is the distance of the route * 90. The ship is then enters a in-transit state until its arrival at the destination system.&lt;br /&gt;
* If your ship is in another galaxy, you must order it sent to your current station. Price is the number of galaxies distant * 1000 Cr. Time is the number of galaxies distant * 72 hours.&lt;br /&gt;
* If switching in a station with an equivalent TL of 6 or lower, there is a 7/8 chance of damaging your ship.&lt;br /&gt;
* A rudimentary mission, which begins in G3.&lt;br /&gt;
* If EscortDeck OXP is installed, it can use Hyperspace Hangar to store escort ships and usable derelicts. If those stored ship can be used as player ship, the player can switch into them and take them for a spin!&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:HyperspaceHangar.png|1024px]]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.79.&lt;br /&gt;
* Ship Storage Helper by Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This oxp is licensed under the [https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode CC-BY-NC-SA 3.0]&lt;br /&gt;
&lt;br /&gt;
Hangar background image [http://kheng.deviantart.com/art/Launch-Bay-WIP5-449525179 launch_bay_wip5_by_kheng-d7fmvuj.png] is made by Kheng Teoh who [http://aegidian.org/bb/viewtopic.php?f=7&amp;amp;t=17492#p237635 allowed the usage].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[[Media:HyperspaceHangar-1.17.0.oxz|Hyperspace_Hangar-1.17.0.oxz]]&lt;br /&gt;
&lt;br /&gt;
Previous versions:&amp;lt;br/&amp;gt;&lt;br /&gt;
Version [[Media:Hyperspace_Hangar.oxz|Hyperspace_Hangar.oxz]] 1.16.0 (downloaded {{#downloads:Hyperspace_Hangar.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Media:Hyperspace_Hangar-1.14.9.oxz|Hyperspace_Hangar-1.14.9.oxz]] 3.39 Mb - Downloaded {{#downloads:Hyperspace_Hangar-1.14.9.oxz}} time(s).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
2022.11.23, v1.17.0&lt;br /&gt;
&lt;br /&gt;
* Preserves libconfig option to savefile.&lt;br /&gt;
* Portable equipment is not passed on to bought ship if old ship was stored.&lt;br /&gt;
* Shows Station Interface even if no ship is stored in Hyperspace Hangar.&lt;br /&gt;
* When selling ships through HH the price is 15% of trade-in price.&lt;br /&gt;
* Damage might occur when switching into ships in station of TL&amp;lt;7.&lt;br /&gt;
* Nest try/catch in the sell stored ship option so if an error occur when replacing ship we can revert the operation.&lt;br /&gt;
* Check and reports insufficient funds for a ship transfer.&lt;br /&gt;
* Creates in-transit state for stored ships: ordering ships transferred to current system do not advance the game clock to the ship's arrival moment anymore.&lt;br /&gt;
* Fixes sell option station interface's screens flux.&lt;br /&gt;
* Selling a stored ship doesn't advance game clock.&lt;br /&gt;
* Expands &amp;quot;ships in transit&amp;quot; to sending ships to other systems.&lt;br /&gt;
* Shows ships in transit in the Hyperspace Hangar station interface.&lt;br /&gt;
* Transit time information in hours is displayed with single decimal digit&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|{{OXPConfig-small}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = Hyperspace Hangar&lt;br /&gt;
|version = 1.17.0&lt;br /&gt;
|release = 2022-11-23&lt;br /&gt;
|license = CC-BY-NC-SA 3.0&lt;br /&gt;
|features = Storage of ships and related utilities.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ramen|Ramen]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17437 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77118</id>
		<title>Hyperspace Hangar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77118"/>
		<updated>2022-11-23T14:56:17Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanics OXPs]][[Category:OXPConfig-compatible OXPs]]&lt;br /&gt;
[[Image:OXPConfig_logo.png|150px|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Allows storage of ships in the Hyperspace Hangar service for a fee, accessible from any station. Ships are only stored if bought with cash, not credit.&lt;br /&gt;
It takes 30 minutes to store a ship by default. Fee is defaulted to 25000 cr. Options can be activated through OXPConfig.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Stores ships.&lt;br /&gt;
* Allows switching of ships from the Hyperspace Hangar menu.&lt;br /&gt;
* Allows you to sell your current ship, and then switch ships.&lt;br /&gt;
* Allows you to sell stored ships.&lt;br /&gt;
* You must transfer your ship to your current station to switch. This is done by either selecting a system on the chart and using the send option, or by using the order option from your current station and waiting X hours, where X is the time to jump to your station. Fee for either is the distance of the route * 90. The ship is then enters a in-transit state until its arrival at the destination system.&lt;br /&gt;
* If your ship is in another galaxy, you must order it sent to your current station. Price is the number of galaxies distant * 1000 Cr. Time is the number of galaxies distant * 72 hours.&lt;br /&gt;
* If switching in a station with an equivalent TL of 6 or lower, there is a 7/8 chance of damaging your ship.&lt;br /&gt;
* A rudimentary mission, which begins in G3.&lt;br /&gt;
* If EscortDeck OXP is installed, it can use Hyperspace Hangar to store escort ship and usable derelicts. If those stored ship can be used as player ship, the player can switch into them and take them for a spin!&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:HyperspaceHangar.png|1024px]]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.79.&lt;br /&gt;
* Ship Storage Helper by Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This oxp is licensed under the [https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode CC-BY-NC-SA 3.0]&lt;br /&gt;
&lt;br /&gt;
Hangar background image [http://kheng.deviantart.com/art/Launch-Bay-WIP5-449525179 launch_bay_wip5_by_kheng-d7fmvuj.png] is made by Kheng Teoh who [http://aegidian.org/bb/viewtopic.php?f=7&amp;amp;t=17492#p237635 allowed the usage].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[[Media:HyperspaceHangar-1.17.0.oxz|Hyperspace_Hangar-1.17.0.oxz]]&lt;br /&gt;
&lt;br /&gt;
Previous versions:&amp;lt;br/&amp;gt;&lt;br /&gt;
Version [[Media:Hyperspace_Hangar.oxz|Hyperspace_Hangar.oxz]] 1.16.0 (downloaded {{#downloads:Hyperspace_Hangar.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Media:Hyperspace_Hangar-1.14.9.oxz|Hyperspace_Hangar-1.14.9.oxz]] 3.39 Mb - Downloaded {{#downloads:Hyperspace_Hangar-1.14.9.oxz}} time(s).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
2022.11.23, v1.17.0&lt;br /&gt;
&lt;br /&gt;
* Preserves libconfig option to savefile.&lt;br /&gt;
* Portable equipment is not passed on to bought ship if old ship was stored.&lt;br /&gt;
* Shows Station Interface even if no ship is stored in Hyperspace Hangar.&lt;br /&gt;
* When selling ships through HH the price is 15% of trade-in price.&lt;br /&gt;
* Damage might occur when switching into ships in station of TL&amp;lt;7.&lt;br /&gt;
* Nest try/catch in the sell stored ship option so if an error occur when replacing ship we can revert the operation.&lt;br /&gt;
* Check and reports insufficient funds for a ship transfer.&lt;br /&gt;
* Creates in-transit state for stored ships: ordering ships transferred to current system do not advance the game clock to the ship's arrival moment anymore.&lt;br /&gt;
* Fixes sell option station interface's screens flux.&lt;br /&gt;
* Selling a stored ship doesn't advance game clock.&lt;br /&gt;
* Expands &amp;quot;ships in transit&amp;quot; to sending ships to other systems.&lt;br /&gt;
* Shows ships in transit in the Hyperspace Hangar station interface.&lt;br /&gt;
* Transit time information in hours is displayed with single decimal digit&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|{{OXPConfig-small}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = Hyperspace Hangar&lt;br /&gt;
|version = 1.17.0&lt;br /&gt;
|release = 2022-11-23&lt;br /&gt;
|license = CC-BY-NC-SA 3.0&lt;br /&gt;
|features = Storage of ships and related utilities.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ramen|Ramen]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17437 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77117</id>
		<title>Hyperspace Hangar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77117"/>
		<updated>2022-11-23T14:51:48Z</updated>

		<summary type="html">&lt;p&gt;Dybal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanics OXPs]][[Category:OXPConfig-compatible OXPs]]&lt;br /&gt;
[[Image:OXPConfig_logo.png|150px|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Allows storage of ships in the Hyperspace Hangar service for a fee, accessible from any station. Ships are only stored if bought with cash, not credit.&lt;br /&gt;
It takes 30 minutes to store a ship by default. Fee is defaulted to 25000 cr. Options can be activated through OXPConfig.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Stores ships.&lt;br /&gt;
* Allows switching of ships from the Hyperspace Hangar menu.&lt;br /&gt;
* Allows you to sell your current ship, and then switch ships.&lt;br /&gt;
* Allows you to sell stored ships.&lt;br /&gt;
* You must transfer your ship to your current station to switch. This is done by either selecting a system on the chart and using the send option, or by using the order option from your current station and waiting X hours, where X is the time to jump to your station. Fee for either is the distance of the route * 90.&lt;br /&gt;
* If your ship is in another galaxy, you must order it sent to your current station. Price is the number of galaxies distant * 1000 Cr. Time is the number of galaxies distant * 72 hours.&lt;br /&gt;
* If switching in a station with an equivalent TL of 6 or lower, there is a 7/8 chance of damaging your ship.&lt;br /&gt;
* A rudimentary mission, which begins in G3.&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:HyperspaceHangar.png|1024px]]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.79.&lt;br /&gt;
* Ship Storage Helper by Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This oxp is licensed under the [https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode CC-BY-NC-SA 3.0]&lt;br /&gt;
&lt;br /&gt;
Hangar background image [http://kheng.deviantart.com/art/Launch-Bay-WIP5-449525179 launch_bay_wip5_by_kheng-d7fmvuj.png] is made by Kheng Teoh who [http://aegidian.org/bb/viewtopic.php?f=7&amp;amp;t=17492#p237635 allowed the usage].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[[Media:HyperspaceHangar-1.17.0.oxz|Hyperspace_Hangar-1.17.0.oxz]]&lt;br /&gt;
&lt;br /&gt;
Previous versions:&amp;lt;br/&amp;gt;&lt;br /&gt;
Version [[Media:Hyperspace_Hangar.oxz|Hyperspace_Hangar.oxz]] 1.16.0 (downloaded {{#downloads:Hyperspace_Hangar.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Media:Hyperspace_Hangar-1.14.9.oxz|Hyperspace_Hangar-1.14.9.oxz]] 3.39 Mb - Downloaded {{#downloads:Hyperspace_Hangar-1.14.9.oxz}} time(s).&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
2022.11.23, v1.17.0&lt;br /&gt;
&lt;br /&gt;
* Preserves libconfig option to savefile.&lt;br /&gt;
* Portable equipment is not passed on to bought ship if old ship was stored.&lt;br /&gt;
* Shows Station Interface even if no ship is stored in Hyperspace Hangar.&lt;br /&gt;
* When selling ships through HH the price is 15% of trade-in price.&lt;br /&gt;
* Damage might occur when switching into ships in station of TL&amp;lt;7.&lt;br /&gt;
* Nest try/catch in the sell stored ship option so if an error occur when replacing ship we can revert the operation.&lt;br /&gt;
* Check and reports insufficient funds for a ship transfer.&lt;br /&gt;
* Creates in-transit state for stored ships: ordering ships transferred to current system do not advance the game clock to the ship's arrival moment anymore.&lt;br /&gt;
* Fixes sell option station interface's screens flux.&lt;br /&gt;
* Selling a stored ship doesn't advance game clock.&lt;br /&gt;
* Expands &amp;quot;ships in transit&amp;quot; to sending ships to other systems.&lt;br /&gt;
* Shows ships in transit in the Hyperspace Hangar station interface.&lt;br /&gt;
* Transit time information in hours is displayed with single decimal digit&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|{{OXPConfig-small}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = Hyperspace Hangar&lt;br /&gt;
|version = 1.17.0&lt;br /&gt;
|release = 2022-11-23&lt;br /&gt;
|license = CC-BY-NC-SA 3.0&lt;br /&gt;
|features = Storage of ships and related utilities.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ramen|Ramen]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17437 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77116</id>
		<title>Hyperspace Hangar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77116"/>
		<updated>2022-11-23T14:45:40Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanics OXPs]][[Category:OXPConfig-compatible OXPs]]&lt;br /&gt;
[[Image:OXPConfig_logo.png|150px|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Allows storage of ships in the Hyperspace Hangar service for a fee, accessible from any station. Ships are only stored if bought with cash, not credit.&lt;br /&gt;
It takes 30 minutes to store a ship by default. Fee is defaulted to 25000 cr. Options can be activated through OXPConfig.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Stores ships.&lt;br /&gt;
* Allows switching of ships from the Hyperspace Hangar menu.&lt;br /&gt;
* Allows you to sell your current ship, and then switch ships.&lt;br /&gt;
* Allows you to sell stored ships.&lt;br /&gt;
* You must transfer your ship to your current station to switch. This is done by either selecting a system on the chart and using the send option, or by using the order option from your current station and waiting X hours, where X is the time to jump to your station. Fee for either is the distance of the route * 90.&lt;br /&gt;
* If your ship is in another galaxy, you must order it sent to your current station. Price is the number of galaxies distant * 1000 Cr. Time is the number of galaxies distant * 72 hours.&lt;br /&gt;
* If switching in a station with an equivalent TL of 6 or lower, there is a 7/8 chance of damaging your ship.&lt;br /&gt;
* A rudimentary mission, which begins in G3.&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:HyperspaceHangar.png|1024px]]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.79.&lt;br /&gt;
* Ship Storage Helper by Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This oxp is licensed under the [https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode CC-BY-NC-SA 3.0]&lt;br /&gt;
&lt;br /&gt;
Hangar background image [http://kheng.deviantart.com/art/Launch-Bay-WIP5-449525179 launch_bay_wip5_by_kheng-d7fmvuj.png] is made by Kheng Teoh who [http://aegidian.org/bb/viewtopic.php?f=7&amp;amp;t=17492#p237635 allowed the usage].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[[Media:HyperspaceHangar-1.17.0.oxz|Hyperspace_Hangar-1.17.0.oxz]]&lt;br /&gt;
&lt;br /&gt;
Previous versions:&amp;lt;br/&amp;gt;&lt;br /&gt;
Version [[Media:Hyperspace_Hangar.oxz|Hyperspace_Hangar.oxz]] 1.16.0 (downloaded {{#downloads:Hyperspace_Hangar.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Media:Hyperspace_Hangar-1.14.9.oxz|Hyperspace_Hangar-1.14.9.oxz]] 3.39 Mb - Downloaded {{#downloads:Hyperspace_Hangar-1.14.9.oxz}} time(s).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|{{OXPConfig-small}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = Hyperspace Hangar&lt;br /&gt;
|version = 1.17.0&lt;br /&gt;
|release = 2022-11-23&lt;br /&gt;
|license = CC-BY-NC-SA 3.0&lt;br /&gt;
|features = Storage of ships and related utilities.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ramen|Ramen]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17437 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77115</id>
		<title>Hyperspace Hangar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperspace_Hangar&amp;diff=77115"/>
		<updated>2022-11-23T14:45:11Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanics OXPs]][[Category:OXPConfig-compatible OXPs]]&lt;br /&gt;
[[Image:OXPConfig_logo.png|150px|right]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Allows storage of ships in the Hyperspace Hangar service for a fee, accessible from any station. Ships are only stored if bought with cash, not credit.&lt;br /&gt;
It takes 30 minutes to store a ship by default. Fee is defaulted to 25000 cr. Options can be activated through OXPConfig.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
* Stores ships.&lt;br /&gt;
* Allows switching of ships from the Hyperspace Hangar menu.&lt;br /&gt;
* Allows you to sell your current ship, and then switch ships.&lt;br /&gt;
* Allows you to sell stored ships.&lt;br /&gt;
* You must transfer your ship to your current station to switch. This is done by either selecting a system on the chart and using the send option, or by using the order option from your current station and waiting X hours, where X is the time to jump to your station. Fee for either is the distance of the route * 90.&lt;br /&gt;
* If your ship is in another galaxy, you must order it sent to your current station. Price is the number of galaxies distant * 1000 Cr. Time is the number of galaxies distant * 72 hours.&lt;br /&gt;
* If switching in a station with an equivalent TL of 6 or lower, there is a 7/8 chance of damaging your ship.&lt;br /&gt;
* A rudimentary mission, which begins in G3.&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:HyperspaceHangar.png|1024px]]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.79.&lt;br /&gt;
* Ship Storage Helper by Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This oxp is licensed under the [https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode CC-BY-NC-SA 3.0]&lt;br /&gt;
&lt;br /&gt;
Hangar background image [http://kheng.deviantart.com/art/Launch-Bay-WIP5-449525179 launch_bay_wip5_by_kheng-d7fmvuj.png] is made by Kheng Teoh who [http://aegidian.org/bb/viewtopic.php?f=7&amp;amp;t=17492#p237635 allowed the usage].&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
[[Media:HyperspaceHangar-1.17.0.oxz|Hyperspace_Hangar-1.17.0.oxz]]&lt;br /&gt;
&lt;br /&gt;
Previous versions:&amp;lt;br/&amp;gt;&lt;br /&gt;
Version [[Media:Hyperspace_Hangar.oxz|Hyperspace_Hangar.oxz]] 1.16.0 (downloaded {{#downloads:Hyperspace_Hangar.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Media:Hyperspace_Hangar-1.14.9.oxz|Hyperspace_Hangar-1.14.9.oxz]] 3.39 Mb - Downloaded {{#downloads:Hyperspace_Hangar-1.14.9.oxz}} time(s).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|{{OXPConfig-small}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = Hyperspace Hangar&lt;br /&gt;
|version = 1.16.0&lt;br /&gt;
|release = 2020-06-23&lt;br /&gt;
|license = CC-BY-NC-SA 3.0&lt;br /&gt;
|features = Storage of ships and related utilities.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ramen|Ramen]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17437 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:HyperspaceHangar-1.17.0.oxz&amp;diff=77114</id>
		<title>File:HyperspaceHangar-1.17.0.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:HyperspaceHangar-1.17.0.oxz&amp;diff=77114"/>
		<updated>2022-11-23T14:39:41Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.17.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.17.0&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76254</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76254"/>
		<updated>2022-10-26T23:12:13Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.2.oxz|N-Shields v1.0.2]]&lt;br /&gt;
&lt;br /&gt;
[[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0.2&lt;br /&gt;
* Fixes bug: once fully recharged, NPC and Thargoid shields didn't recharge anymore.&lt;br /&gt;
&lt;br /&gt;
1.0.1 (by Dybal)&lt;br /&gt;
* Doesn't add shields to scoopable &amp;quot;ships&amp;quot; (that includes all variations of escape capsules, even if their primary role happens to be different from escape-capsule).&lt;br /&gt;
* Fixes bugs that broke idempotency of $configureShip (leading to infinite loops at damage handling if $configureShip was called twice on the same ship).&lt;br /&gt;
* Fixes bug that led to &amp;quot;invulnerable ship&amp;quot; if the ship's script had its own shipTakingDamage event handler.&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0.2&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[User:Ngalo|Commander Ngalo's other OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[CustomShields]] - flashy 2012 equivalent (features visible damage effects)&lt;br /&gt;
*[[NPC-shields OXP]] - Commander McLane's original OXP in this area (2011-2)&lt;br /&gt;
&lt;br /&gt;
*[[Cheating]] - see discussion on anti-cheating...&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76253</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76253"/>
		<updated>2022-10-26T23:11:31Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0.2&lt;br /&gt;
* Fixes bug: once fully recharged, NPC and Thargoid shields didn't recharge anymore.&lt;br /&gt;
&lt;br /&gt;
1.0.1 (by Dybal)&lt;br /&gt;
* Doesn't add shields to scoopable &amp;quot;ships&amp;quot; (that includes all variations of escape capsules, even if their primary role happens to be different from escape-capsule).&lt;br /&gt;
* Fixes bugs that broke idempotency of $configureShip (leading to infinite loops at damage handling if $configureShip was called twice on the same ship).&lt;br /&gt;
* Fixes bug that led to &amp;quot;invulnerable ship&amp;quot; if the ship's script had its own shipTakingDamage event handler.&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0.2&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[User:Ngalo|Commander Ngalo's other OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[CustomShields]] - flashy 2012 equivalent (features visible damage effects)&lt;br /&gt;
*[[NPC-shields OXP]] - Commander McLane's original OXP in this area (2011-2)&lt;br /&gt;
&lt;br /&gt;
*[[Cheating]] - see discussion on anti-cheating...&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76252</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=N-Shields&amp;diff=76252"/>
		<updated>2022-10-26T23:10:26Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0.1 (by Dybal)&lt;br /&gt;
* Doesn't add shields to scoopable &amp;quot;ships&amp;quot; (that includes all variations of escape capsules, even if their primary role happens to be different from escape-capsule).&lt;br /&gt;
* Fixes bugs that broke idempotency of $configureShip (leading to infinite loops at damage handling if $configureShip was called twice on the same ship).&lt;br /&gt;
* Fixes bug that led to &amp;quot;invulnerable ship&amp;quot; if the ship's script had its own shipTakingDamage event handler.&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0.2&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[User:Ngalo|Commander Ngalo's other OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[CustomShields]] - flashy 2012 equivalent (features visible damage effects)&lt;br /&gt;
*[[NPC-shields OXP]] - Commander McLane's original OXP in this area (2011-2)&lt;br /&gt;
&lt;br /&gt;
*[[Cheating]] - see discussion on anti-cheating...&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:N-Shields-1.0.2.oxz&amp;diff=76251</id>
		<title>File:N-Shields-1.0.2.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:N-Shields-1.0.2.oxz&amp;diff=76251"/>
		<updated>2022-10-26T23:09:21Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.0.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.0.2&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76227</id>
		<title>Towbar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76227"/>
		<updated>2022-10-26T00:11:32Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make money from derelict ships.&lt;br /&gt;
[[Image:Towbar1.png|600px|right]]&lt;br /&gt;
== Towbar ==&lt;br /&gt;
&lt;br /&gt;
Pilots often eject when they have lost a fight and thus leave behind an almost destroyed ship.&lt;br /&gt;
You do not need to totally destroy these ships anymore for the bounty, because now you will get it instantly when the pilot ejects.&lt;br /&gt;
&lt;br /&gt;
Your HUD can show the Derelict status of your target if either [[Detectors]] OXP or [[Numeric_Style_HUDs|NumericHUD v3.11]] OXP are installed or you insert the insertintohudlegends.plist file from the Towbar OXP into your hud.plist.&lt;br /&gt;
&lt;br /&gt;
If you approach a derelict ship within 100m (or hurtle into it) with a low speed difference (below 10) then the towbar will lock it. You will see it in your aft view (F2).&lt;br /&gt;
&lt;br /&gt;
''You can tow ships with a maximum of 1.6 times more mass than your ship''. Untowable ships can be mined with Ship Miner only (see below).&lt;br /&gt;
&lt;br /&gt;
You cannot use Injectors unless you have special equipment and your pitch rate will be very low while towing (the $TowbarSlowTurn variable in towbar.js can be set to false on computers where controls go jerky while towing a ship).&lt;br /&gt;
&lt;br /&gt;
Tow the ship into a dock in the current solar system to sell the hull as a large amount of alloys.&lt;br /&gt;
&lt;br /&gt;
 Ship		Mass	Alloys	Approximated ₢&lt;br /&gt;
  Adder   	 11	   3	    100&lt;br /&gt;
  Moray    	 40	  12	    400&lt;br /&gt;
  Cobra Mk I	 47	  14	    500&lt;br /&gt;
  Fer-de-Lance	 51	  15	    500&lt;br /&gt;
  Asp     	 59	  18	    600&lt;br /&gt;
  Cobra Mk III	186	  56	   1800&lt;br /&gt;
  Boa     	192	  58	   1900&lt;br /&gt;
  Python  	222	  67	   2200&lt;br /&gt;
  Anaconda	430	  80	   2600&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar2.png|400px|right]]&lt;br /&gt;
The payment is calculated from the alloy price at the station where you sell it, plus 0-2TC Computers (depending on the ship size). The largest ships can give a maximum of only 80TC alloys due to their massive inner space. These alloys will not be added to the market because the ship is sold to a dealer who pays instantly but disassembles the wreck later (thus avoiding filling up the 127TC limit of the station's market). You will get several hundred credits for each saved piece of equipment, and for the weapons too. A [[Military_Laser|Military Laser]] will be worth 1-2 thousands (but probably the fight was harder to get it).&lt;br /&gt;
&lt;br /&gt;
Cargo will be added to the market. All saved cargo is sold for the current price at the station. If the market is already filled with this cargo then the remains will be sold at half price (or discarded if you set $TowbarLimit127t to true in towbar.js).&lt;br /&gt;
&lt;br /&gt;
Some ships (with high version numbers in [[ShipVersion]] OXP - so the more durable ones) hold much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar3.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
With [[HardShips]] OXP you can get more equipment - as you can see in this image:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Compliments'''&lt;br /&gt;
&lt;br /&gt;
You might get the following compliments:&lt;br /&gt;
&lt;br /&gt;
* 1000₢:	 Nice work.&lt;br /&gt;
* 3000₢:	 Well done!&lt;br /&gt;
* 5000₢:	 Excellent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
&lt;br /&gt;
Be careful when attacking a ship you hope to tow: slow your fire when the exhaust plume changes (or throwing sparks with [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12507 CustomShields OXP]) to avoid blowing it up - and stop immediately when you see the Escape capsule. Then slowly touch the derelict ship to lock it to your towbar.&lt;br /&gt;
&lt;br /&gt;
Reduce the pitch and yaw movements when towing. There is a small but increasing chance to break either the towbar or the towed ship: heavier ships break sooner. A few tips:&lt;br /&gt;
* Approach the derelict ship in the direction of your next movement, usually head to the Station to reduce turning with mass.&lt;br /&gt;
* Stop your ship before turning to cause less pressure to the towbar.&lt;br /&gt;
* Do not go on a sightseeing tour: the status of the ship degrades over time when moving, so you will earn more credits if you deliver it faster. You will be informed about flying parts to remember this. Such loss will be less at low speeds and your haul will be safe from this only if your ship is stopped!&lt;br /&gt;
&lt;br /&gt;
Problems:&lt;br /&gt;
*If the towbar is destroyed then you can buy another and go back to the ship, just find the '''&amp;quot;D&amp;quot;''' (derelict) beaconCode on your [[Advanced_Space_Compass|Advanced Space Compass]]. [[Telescope]] OXP shows it also on your main scanner from any range.&lt;br /&gt;
*If you are too slow then either pirates will blow up the ship for the cargo, or hunters for the bounty or else some Thargoids will visit for sure!&lt;br /&gt;
*Other derelict ships in the system will not display a beaconCode on your ASC (due to the signal transmitter only being placed when the towbar is locked on).&lt;br /&gt;
&lt;br /&gt;
Releasing the towed ship:&lt;br /&gt;
*You can release your towed ship if your ship touches another derelict ship.&lt;br /&gt;
*If you initiate a hyperjump then the towbar will release the towed ship. This means that you must sell the ship in the same system where you get it.&lt;br /&gt;
*You can also release the towed ship by priming your Towbar ('''Shift+N''') and pressing activate ('''n'''). The just released ship can then be relocked by another activate (within 200m).&lt;br /&gt;
&lt;br /&gt;
Combat while towing:&lt;br /&gt;
*The towed ship is vulnerable, so you are recommended to avoid combat situations until it has been delivered.&lt;br /&gt;
*The largest towed ships face into your aft weapon - so you cannot fire it or you will destroy the towed ship! If you really ''must'' fire your rear laser, then release the ship by a double &amp;quot;h&amp;quot; keypress (start and stop a hyperjump) and pick it up again later. Before doing this you must have set a target system ''and'' have enough fuel for the jump.&lt;br /&gt;
*Do not engage in a fight while towing a ship (to avoid too much jerky movement which breaks the towbar). If you must, then, as above, release your towed ship and reclaim it after the battle.&lt;br /&gt;
&lt;br /&gt;
Build up your reputation by salvaging more ships, (towing missions will require qualifications)!&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
==Laser Reductor==&lt;br /&gt;
&lt;br /&gt;
This reduces your Laser power to minimal if your targeted enemy ship is derelict (to prevent you destroying it after the pilot has ejected).&lt;br /&gt;
You will get a &amp;quot;Derelict!&amp;quot; message with a &amp;quot;bloop&amp;quot; sound when your target is ejected to warn you to stop firing your laser.&lt;br /&gt;
&lt;br /&gt;
Your first 10 hits will be reduced only, (''ie'' an entire second with a continuously firing beam laser). Most pilots are able to release the fire button within a second after warning sound started: if you fluff this then increase the $TowbarMaxReduct variable in towbar.js.&lt;br /&gt;
&lt;br /&gt;
When you exceed this limit a &amp;quot;Laser Reductor disabled&amp;quot; message appears and you can now destroy your target to complete your mission.&lt;br /&gt;
You can turn off the reductor by priming (Shift-N) and activating (n) Towbar when there is neither a towed ship nor a derelict one within 200m.&lt;br /&gt;
&lt;br /&gt;
It is recommended to install the &amp;quot;Derelict&amp;quot; display warning into your HUD (with either Detectors OXP, NumericHUDv3.11 or by following the instructions in the insertintohudlegends.plist file) to get another visual warning.&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner==&lt;br /&gt;
&lt;br /&gt;
Complex robots can transfer the valuable parts of the towed ship to your cargo hold - but this takes some time.&lt;br /&gt;
&lt;br /&gt;
Mining operates in the following order:&lt;br /&gt;
:1. '''Cargo''': stronger ships tend to hold more valuable packages. Fuel is also transferred in this step.&lt;br /&gt;
:2. '''Computers''': from the built-in electronics, usually 1 or 2t depending on the ship size.&lt;br /&gt;
:3. '''Machinery''': from mining equipment and lasers, in equal value.&lt;br /&gt;
:4. '''Alloys''': from dismantling the hull into pieces - but only the smaller pieces can fit into the scoop (max. 10t).&lt;br /&gt;
&lt;br /&gt;
Mining will stop by default when the cargo transfer is done - assuming you want to tow the ship into a station.&lt;br /&gt;
&lt;br /&gt;
To continue mining the ship, prime Towbar ('''Shift+N''') and press mode ('''b'''): but this is suggested only if you do not plan to tow the ship back to any dock.&lt;br /&gt;
* Set back to the &amp;quot;'''Offline'''&amp;quot; or &amp;quot;Cargo only&amp;quot; settings if you plan to tow a ship again.&lt;br /&gt;
* The &amp;quot;'''Cargo only'''&amp;quot; mode is suggested due to possible loss of cargo from the towed ship while moving (which cannot happen from your cargo hold).&lt;br /&gt;
* The &amp;quot;'''Up to full'''&amp;quot; mode will mine until there is no free space left in your ship, the rest is left in the half-mined ship.&lt;br /&gt;
* The &amp;quot;'''Salvager'''&amp;quot; mode will drop out all mined inner parts into space to complete the mining operation and increase your salvager reputation regardless of whether your hold is full.&lt;br /&gt;
&lt;br /&gt;
Cargo check needs some time (even for ships with 0t cargo) due to checking the cabin safe which can contain valuables.&lt;br /&gt;
Mining will be paused while steering, speed changing, injecting and torus travel - so it is best to mine when stopped or while travelling straight at a constant normal speed.&lt;br /&gt;
&lt;br /&gt;
=== Parcels ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you can find parcels when finishing cargo transfer. Urgent ones need to be delivered to the main station within a few minutes.&lt;br /&gt;
Your ship's manifest screen (F5F5) will show the remaining time for delivery. Do not use autodock (Shift+C) due to it needing 20 minutes (regardless of the fact that it looks like an instant process!) - you will arrive too late. &lt;br /&gt;
&lt;br /&gt;
Your parcel reputation will not suffer if you do not arrive in time due to you are not the one who undertook the delivery (expired parcels will be removed from your manifest screen to avoid such penalties).&lt;br /&gt;
Install [[Display_reputation_OXP|Display reputation OXP]] to track your progress: you will get more payout for the same work if you earn a higher reputation.&lt;br /&gt;
&lt;br /&gt;
To find the shortest route for normal parcel delivery you should buy Advanced Navigational Array equipment, then select the galactic chart (F6F6), hold down &amp;quot;^&amp;quot; (Shift+6) and click on the destination (marked with a green diamond). Hold down the Ctrl key as well also to show the fastest route if that route takes too long. Press F1 and then &amp;quot;`&amp;quot; to review your time limit in your communications log in hours. The Manifest screen (F5F5) shows this in days but in the galactic chart (F6F6) you see the times of routes in hours.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
Some ships are equipped with a self-destruct trap. A mistake during Fuel transfer can also end up with an explosion. These can cause major damage to your ship depending on the size of the towed ship. As you gain more and more salvaging experience you can prevent these problems more of the time. With [[ShipVersion]] OXP you usually can mine ships safely below or at your salvager level.&lt;br /&gt;
&lt;br /&gt;
Towbar will not autolock if a trap can kill you due to the target being too large or your energy too low. You can override this safety feature by priming and activating Towbar but you risk dying in an explosion. There is always a small chance to fall into a trap, sometimes even an Elite Salvager can make mistakes also! It might be more prudent to avoid overriding this safety feature and wait until your energy and shields are recharged, buying Shield Boosters or even buying a larger ship with more energy banks.&lt;br /&gt;
&lt;br /&gt;
Ship mining is not 100% safe, towed ships can explode from the meddling in rare cases which will surely also destroy the miner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finishing mining counts as 'salvaging the ship' which increases your reputation - so you can save the towing time by doing so if the money is less important to you.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''Empty'''&amp;quot; word in the ship name means that the cargo has been transferred already, the &amp;quot;'''Mined'''&amp;quot; word means that mining is completed.&lt;br /&gt;
Your HUD can show these words also with [[Numeric_Style_HUDs|NumericHUD v3.11]] or by following the instructions in the insertintohudlegends.plist.&lt;br /&gt;
Derelict ships show as a light blue lollipop in the scanner when targeted, Empty ships show as blue and Mined ships show as dark blue.&lt;br /&gt;
&lt;br /&gt;
If you want to sell the parts in another solar system then you must mine the ship before jumping (due to the impossibility of constructing a tool which can avoid the explosion of a badly damaged ship in hyperspace).&lt;br /&gt;
&lt;br /&gt;
You should also complete mining if you are very far away from any dock to avoid losing many of the parts along the way. If the Station is nearby you will earn more credits by towing it as it is.&lt;br /&gt;
&lt;br /&gt;
If you are mining a heavy ship which has more than 1.6 times the mass of your ship, then you are stuck and cannot move regardless of your speed settings. If you touch the controls while mining a heavy ship then you must release it immediately to avoid breaking the towbar. &lt;br /&gt;
&lt;br /&gt;
Ship Miner can fit into large ships over 130t only and the mined parts need much cargo space, unless you found valuable cargo (Gold, Platinum or Gem-stones).&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner Assistant==&lt;br /&gt;
&lt;br /&gt;
Additional transporter bots can help to reduce the mining time and increase your safety.&lt;br /&gt;
The possibilities of losing or destroying ship parts are roughly halved.&lt;br /&gt;
These can also catch large parts when towing before they drop out of the towed ship.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Compatible Injectors==&lt;br /&gt;
&lt;br /&gt;
Allow the use of Injectors while towing a ship. &lt;br /&gt;
Costly due to the need of stronger towbar holders and of new exhaust fittings so that the towed ship is not damaged by exhaust emissions.&lt;br /&gt;
&lt;br /&gt;
The towed ship loses more parts if the speed is higher - so you do not save money but you can save time.&lt;br /&gt;
Torus Drive is the only exception to the speed rule - so Torus is recommended for use as soon as possible.&lt;br /&gt;
Do not alter your direction while using these injectors otherwise your towbar will become much more unstable.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Repair Bot==&lt;br /&gt;
&lt;br /&gt;
Can fix a broken towbar, but once only.&lt;br /&gt;
Repair starts automatically when needed and takes about a minute.&lt;br /&gt;
&lt;br /&gt;
The bot cannot repair a destroyed towbar - which happens almost as often as a broken one - so it is better to apply a Towbar Stabilizer, and use the repair bot as a last resort only.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment Icons.png|thumb|400px|right|'''Equipment Icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Towbar''' (2): Towbar Stabiliser, TugDrone &amp;lt;br&amp;gt;&lt;br /&gt;
(Deep Space Dredger (1): Salvage Missile) &amp;lt;br&amp;gt;&lt;br /&gt;
(Cargo Shepherd (1): Cargo Shepherd)]]&lt;br /&gt;
==Towbar Stabilizer==&lt;br /&gt;
&lt;br /&gt;
Use this when your towbar is unstable - it will prevent damage and the possible explosion of your towed ship.&lt;br /&gt;
It occupies an empty pylon, and is launched as a mine.&lt;br /&gt;
Buy more than one if you plan to tow heavy ships for long distances.&lt;br /&gt;
&lt;br /&gt;
It cannot fix a broken or destroyed towbar, nor resurrect a towed ship after an explosion caused by unstable towing: so use it before these problems occur.&lt;br /&gt;
&lt;br /&gt;
 Cost: 200.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Tug Drone==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar10.png|400px|right]]&lt;br /&gt;
Launch as a 'fire and forget missile' at a derelict ship and you are done with the work!&lt;br /&gt;
Managed by the local authorities who charge a 50% commission but also pay up instantly when your tug drone hits the target.&lt;br /&gt;
&lt;br /&gt;
The drone will eject the cargo and pay you for the ship only: so you must scoop the ejected cargo if you have not already extracted it with Ship Miner before launching your Tug Drone.&lt;br /&gt;
GalCop defends tug drones but the cargo ejection is due to the need for all pirates to know that tug drones never transport cargo (thus attaining a tolerable safety level where it is not worth the pirate's efforts to attack it).&lt;br /&gt;
&lt;br /&gt;
[[Deep_Space_Dredger|Deep Space Dredger]] OXP provides a '''Salvage Missile''' which can autopilot a derelict ship with cargo.&lt;br /&gt;
In this case you must escort the derelict until it reaches a Dredger. This can be much harder due to pirate ambushes, but can also pay more due to avoidance of the local authorities' commission.&lt;br /&gt;
&lt;br /&gt;
A Tug Drone can only fit into large ships (over 130TC).&lt;br /&gt;
Do not target small ships which pay less than the cost of the Tug Drone!&lt;br /&gt;
You must aim exactly at the target (''ie'' with a red [[STE]] box) to launch the drone, the regular green target lock is not exact enough.&lt;br /&gt;
&lt;br /&gt;
The rotating ship model cannot be displayed in the sell salvage screen during flight, and your ship is moving while you read it so press enter shortly to reduce the blind fly time.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Salvager License==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar9.png|400px|right]]&lt;br /&gt;
GalCop regulates ship salvaging at main stations; you must buy a license from your initial earnings, which is automatically deducted. You will only receive payments for the cargo after you have pooled the full 20,000 credits for the yearly license. You must buy a new license every year. Once you have a Salvager License, you must pay tax on the ship hull and equipment valuations based on the government type.&lt;br /&gt;
&lt;br /&gt;
 Government		Tax&lt;br /&gt;
  Anarchy 		 0 %&lt;br /&gt;
  Feudal			 5 %&lt;br /&gt;
  Multi-Governmental	10 %&lt;br /&gt;
  Dictatorship		15 %&lt;br /&gt;
  Communist		20 %&lt;br /&gt;
  Confederacy		25 %&lt;br /&gt;
  Democracy		30 %&lt;br /&gt;
  Corporate State 	35 %&lt;br /&gt;
&lt;br /&gt;
Non-GalCop stations do not require a license, but ''do'' charge a 50% commission. Dredgers in [[Deep_Space_Dredger|Deep Space Dredger]] OXP and Salvage Gangs in [[Anarchies_OXP|Anarchies]] OXP buy without commission due to processing the ship locally but they pay a low price for the alloys of the hull.&lt;br /&gt;
&lt;br /&gt;
Cargo is never taxed or commissioned.&lt;br /&gt;
&lt;br /&gt;
==Salvager Missions==&lt;br /&gt;
&lt;br /&gt;
Your reputation is determined by how many ships you have salvaged either by delivery or by fully mining them.&lt;br /&gt;
When you reach certain levels of reputation you might embark on Salvager Missions (in v0.93 only the first of these is implemented):&lt;br /&gt;
&lt;br /&gt;
 Ships	Rank		Level	Payout (₢)	Need new Salvager License&lt;br /&gt;
   0	First Aid	Easy	  1,000			No&lt;br /&gt;
   2	Second Hand	Easy	  2,000			No&lt;br /&gt;
  10	Ten Commands	Easy	 10,000			Yes&lt;br /&gt;
  20	Twenty Sisters	Medium	 20,000			No&lt;br /&gt;
  30	Thirty Pirates	Medium	 30,000			Yes&lt;br /&gt;
  40	Forty Robbers	Medium	 40,000			Yes&lt;br /&gt;
  50	Fifty Percent	Hard	 50,000			No&lt;br /&gt;
 100	Hundred Tonnes	Hard	100,000			Yes&lt;br /&gt;
 200	200 Seconds	Hard	200,000			No&lt;br /&gt;
&lt;br /&gt;
==Salvager Rankings==&lt;br /&gt;
&lt;br /&gt;
You can step up in your Salvager career by towing or mining derelict ships or achieving salvage missions.&lt;br /&gt;
&lt;br /&gt;
As your reputation increases you can attain better rankings which are shown in your Manifest screen (F5-F5).&lt;br /&gt;
&lt;br /&gt;
With higher ranks you can neutralize more complex traps in towed ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Ships	Rankings&lt;br /&gt;
    2	Novice Salvager&lt;br /&gt;
    4	Assistant Salvager&lt;br /&gt;
    8	Poor Salvager&lt;br /&gt;
   16	Below Average Salvager&lt;br /&gt;
   32	Average Salvager&lt;br /&gt;
   64	Above Average Salvager&lt;br /&gt;
  128	Competent Salvager&lt;br /&gt;
 1000	Trustworthy Salvager!&lt;br /&gt;
 3000	Infallible Salvager!&lt;br /&gt;
 6000	Elite Salvager!&lt;br /&gt;
&lt;br /&gt;
==Equipment Payout==&lt;br /&gt;
In v0.104, Towbar started supporting &amp;quot;pluggable&amp;quot; policies to calculate the value of the equipments, weapons included, in the salvaged ship, to be implemented by other OXPs.&lt;br /&gt;
&lt;br /&gt;
The reason for that can be seen [http://bb.aegidian.org/viewtopic.php?p=270538#p270538 in this discussion].&lt;br /&gt;
&lt;br /&gt;
In v0.104, those policies overwrite the standard policy - to change policies the player has to uninstall one policy OXP and install the other policy OXP, which requires exiting the game session. Payout OXPs compatible with the v0.104 version must have a single policy packaged inside.&lt;br /&gt;
&lt;br /&gt;
After v0.105, Towbar supports in-game selection of the payout policy through the Station Interfaces (F4) ''Config for AddOns'' screen. Payout OXPs compatible with v0.105 could package more than one payout policy for the player to choose, but if an OXP packages more than one policy it is not compatible with Towbar v0.104.&lt;br /&gt;
&lt;br /&gt;
The OXPs that package such alternative payout policies can be found [[Towbar_Payout|here]].&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
Requires Oolite v1.77 and the [[BGS]] OXP if you want to see a nice background on the salvage screen.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
Towbar allows in-game configuration through Station Interfaces (F4) ''Config for AddOns'' for:&lt;br /&gt;
&lt;br /&gt;
* TalkingShip: when true, Towbar will use Comms to send its messages to the player; otherwise the messages go to the Console.&lt;br /&gt;
* StartMode: start mode for Ship Miner: 0=Offline, 1=Cargo Only, 2=Full, 3=Salvager[.&lt;br /&gt;
* Appearance: the Towbar equipment appearance: 0=Retractable, 1=Fixed, 2=Tractor Beam.&lt;br /&gt;
* EqPayout: the salvaged equipment Payout Policy to use&lt;br /&gt;
&lt;br /&gt;
Other configurations can only be altered by editingtowbar.js and re-starting the game:&lt;br /&gt;
&lt;br /&gt;
* $TowbarDebug = false; //will spawn a derelict ship right after undock&lt;br /&gt;
* $TowbarLimit127t = false; //can limit markets to their original capacity (127t)&lt;br /&gt;
* $TowbarMaxReduct = 10; //how many hits will be reduced by the Laser Reductor on a derelict ship&lt;br /&gt;
* $TowbarNPCMissile = true; //NPCs with enhanced IQ: fire a missile before ejecting as a last resort&lt;br /&gt;
* $TowbarSlowTurn = true; //set to false if causing jerky controls while towing a ship&lt;br /&gt;
&lt;br /&gt;
=== Payout OXPs ===&lt;br /&gt;
&lt;br /&gt;
Payout OXPs add alternatives to the standard salvaged equipment payout policy. Such alternatives can be pro-player, paying more for the equipment, or anti-player, paying less.&lt;br /&gt;
&lt;br /&gt;
A Payout Policy OXP MUST:&lt;br /&gt;
&lt;br /&gt;
* create a function that takes an ''EquipmentInfo'' (which might contain a weapon) object as parameter and returns its salvage price IN CREDITS;&lt;br /&gt;
** if the ''scriptInfo'' property ''towbar_max_salvage_price'' is defined for an equipment, the value there MUST be the high limit for the payout returned by the function for that equipment;&lt;br /&gt;
* in the OXP's startUpComplete event handler:&lt;br /&gt;
** append a reference to that function to the array ''worldScripts.towbar.$TowbarEquipmentPayoutHandlers'';&amp;lt;br&amp;gt;&lt;br /&gt;
** define a property ''display'' for that function and assign a short and distinctive string to it - the first 6 characters will be used to identify the policy implemented by the function in the policy selection screen;&amp;lt;br&amp;gt;&lt;br /&gt;
** repeat for as many policies as wished (but bear in mind that all the policies short names will have to fit in a single line).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0&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.&lt;br /&gt;
::Towbar applause sound source: http://soundbible.com/1260-Auditorium-Applause.html&lt;br /&gt;
::Towbar break sound source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
::Towbar fireworks sound source: http://soundbible.com/693-Fireworks-Finale.html&lt;br /&gt;
::Towbar hit derelict sound source: boop.ogg in Oolite.&lt;br /&gt;
::Towbar lock on sound source: bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
2022.10.25, v1.1&lt;br /&gt;
&lt;br /&gt;
* Adds descriptive label for the beacon added to the ship when towbar locks on it for towing.&lt;br /&gt;
* Fix mission texts to mention the name of the actual station near which the mission ship is located (instead of always the main station).&lt;br /&gt;
* Only outputs message about releasing towed ship when towbar is damaged when a ship is towed (towbar might be damaged when not in use).&lt;br /&gt;
* Fix repair costs for Towbar and Towbar Compatible Injectors to discount the full price (which are proportional to the ship's mass).&lt;br /&gt;
* Healthy ships (i.e, undamaged ships and usable derelicts) don't lose stuff (cargo and equipment) when towed.&lt;br /&gt;
* Checks if Library OXP is installed before attempting to register the configuration options.&lt;br /&gt;
* Moves Tug Drone towed-ship processing to towbar worldscript.&lt;br /&gt;
* Do not look for the market commodities if in interstellar space.&lt;br /&gt;
&lt;br /&gt;
2020.11.04. v1.0&lt;br /&gt;
&lt;br /&gt;
* Just ups the version number to 1.0.&lt;br /&gt;
&lt;br /&gt;
2020.11.03. v0.110&lt;br /&gt;
&lt;br /&gt;
* Fixes bug in the verification of player ship's mass before offering the mission after towbar is bought.&lt;br /&gt;
* Towbar equipment salvage payout pricing looks at the equipment's scriptInfo property 'towbar_max_salvage_price' to limit the salvage price of equipments (useful for money-sinks like Shield Cycler Manual Configurator Standard and Advanced).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2020.10.03. v0.109 &lt;br /&gt;
&lt;br /&gt;
* Towbar and Towbar Compatible Injectors have prices proportional to the ship's mass.&lt;br /&gt;
* Don't start the mission after the player buys towbar if the player's ship has less than 30t.&lt;br /&gt;
* Re-enables injectors after releasing the towed ship when hitch-riding a wormhole.&lt;br /&gt;
* Reduces the amount retained for the Salvager's License when salvaging at main station without a license from 100% to 60%.&lt;br /&gt;
* Uses $disableEquipemnt and $enableEquipment from Rapair Bots if available to disable/enable the injectors when towing without towbar compatible injectors.&lt;br /&gt;
* Stations with GalCop allegiance behave as main station.&lt;br /&gt;
* Player may choose to pay the full balance to the Salvager's License if enough credits are available.&lt;br /&gt;
&lt;br /&gt;
2020.09.14. v0.108&lt;br /&gt;
&lt;br /&gt;
* Deals with carried ships when salvaging a Carrier.&lt;br /&gt;
&lt;br /&gt;
2020.09.04. v0.107&lt;br /&gt;
&lt;br /&gt;
* Fixes bug that halted salvaging processing.&lt;br /&gt;
* Fixes bug that prevented Appearance parameter saved value from taking effect after loading from save file.&lt;br /&gt;
* More messages re-written to better English (thanks to Nite Owl).&lt;br /&gt;
2020.08.31. v0.106&lt;br /&gt;
&lt;br /&gt;
* Fixes a bug in the fallback code for Laser Reductor.&lt;br /&gt;
* Doesn't blindly remove equipments defined by other OXPs.&lt;br /&gt;
&lt;br /&gt;
2020.08.29. v0.105 &lt;br /&gt;
&lt;br /&gt;
* Fixes bug in cargo pod script that looks at the pod's cargo space instead of the player ship's when scooped.&lt;br /&gt;
* Implements salvaged equipment payout policy selection in-game through Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Laser Reductor looks at EquipmentInfo.weaponInfo.damage to know the energy of the hit to be reduced (uses a fallback for core game versions that don't allow scripts retrieval of weaponInfo).&lt;br /&gt;
* Creates TalkingShip, StartMode and Appearance  parameters in Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Implements TalkingShip, with messages in better English thanks to Nite Owl.&lt;br /&gt;
* Removes the &amp;quot;Incoming Message&amp;quot; speech intro for Comms messages.&lt;br /&gt;
&lt;br /&gt;
2020.08.10. v0.104 &lt;br /&gt;
&lt;br /&gt;
* Use commodity name instead of commodity display name as cargo identification in re-spawned cargo pods (with display name as identification, the cargo couldn't be put into the player's ship manifest when the cargo pod was scooped).&lt;br /&gt;
* Adjusted Laser Reductor to take into account the damage rate defined for the current weapon.&lt;br /&gt;
* Debug code to spawn derelicts just out the station when launching now spawn near the station where the player's ship is docked instead of the main station.&lt;br /&gt;
* Tweaked code the awards/remove EQ_DTADER to reduce the number of times it's added/removed while targeted.&lt;br /&gt;
* Upped minimal Oolite version to 1.81, removed code for older versions.&lt;br /&gt;
* Fixed bug that used commodity display name instead of name in lost-in-transit cargo pods.&lt;br /&gt;
* Fixed bug that removed rotation when reducing yaw and pitch while towing (affected ILS rotation-sync).&lt;br /&gt;
* Fixed bug in salvaged ship payout when the ship's cargo is beyond the local market capacity.&lt;br /&gt;
* Re-factored salvaged equipment pricing into a function (to make it easy to overwrite it with different pricing policies through other OXPs).&lt;br /&gt;
* Included port and starboard weapons (if any) in the salvaged ship payout.&lt;br /&gt;
* Reduced payout for salvaged ship's equipment and weapons.&lt;br /&gt;
* Some de-referencing for performance.&lt;br /&gt;
&lt;br /&gt;
2020.06.23. v0.103 &lt;br /&gt;
&lt;br /&gt;
* Abort sound was not playing if the tug drone can't be launched.&lt;br /&gt;
&lt;br /&gt;
2020.05.05. v0.102 &lt;br /&gt;
&lt;br /&gt;
* Better integration with Email System, preventing unnecessary emails being sent.&lt;br /&gt;
&lt;br /&gt;
2020.02.23. v0.101 &lt;br /&gt;
&lt;br /&gt;
* Fixed two invalid reference errors in the towbar mission script.&lt;br /&gt;
* Some minor spelling/grammar corrections.&lt;br /&gt;
&lt;br /&gt;
2016.08.14. v0.99 &lt;br /&gt;
&lt;br /&gt;
* Increased payout for equipments and weapons during ship salvaging.&lt;br /&gt;
* Towbar is not shown by default, just when tow a ship (retractable).&lt;br /&gt;
* Mission failed screen appear correctly at load game when must finish without rest.&lt;br /&gt;
* NPC will not fire missile at point-blank range before eject, thanks to Astrobe.&lt;br /&gt;
* Fixed multiplied parcels, thanks to Cmd Northgate.&lt;br /&gt;
* Removed &amp;quot;x. find&amp;quot; from parcel messages, suggested by Cmd Northgate.&lt;br /&gt;
* Fixed Constrictor hunt problem, thanks to Captain Obvious.&lt;br /&gt;
* First mission compatible with Escort Deck, thanks to Vincentz.&lt;br /&gt;
* Fixed for very long ships like Worker's Commuter in Commies OXP, thanks to TheOldGamer.&lt;br /&gt;
* Density of small-cargo1 raised to help scoop it with small ships, thanks to Bogatyr.&lt;br /&gt;
* Tug Drone got collision handler, thanks to Hullblazer.&lt;br /&gt;
* Ship Miner default mode changed to salvager as suggested by gt52&lt;br /&gt;
&lt;br /&gt;
2015.03.15. v0.98 &lt;br /&gt;
&lt;br /&gt;
* Player get score if force a pilot to eject.&lt;br /&gt;
* Small fixes for Oolite 1.81 and without BGS.&lt;br /&gt;
&lt;br /&gt;
2014.09.21. v0.97 &lt;br /&gt;
&lt;br /&gt;
* The first mission will fail if jump out from the system, thanks to Bogatyr.&lt;br /&gt;
* Cleanup after first mission: Moray removed, thanks to Falcon777.&lt;br /&gt;
* Trumbles modified to do not take over cargo, thanks to Falcon777.&lt;br /&gt;
&lt;br /&gt;
2013.12.26. v0.96 &lt;br /&gt;
&lt;br /&gt;
* Bugfix in Tug Drone.&lt;br /&gt;
* Smaller large cargo box.&lt;br /&gt;
&lt;br /&gt;
2013.12.14. v0.95 &lt;br /&gt;
&lt;br /&gt;
* Parcels and urgent parcels can be found during ship mining.&lt;br /&gt;
* Minor tweaks in mining and a bugfix with Trumbles.&lt;br /&gt;
* Audio and message warning if hit a derelict ship to stop fire in time.&lt;br /&gt;
* Laser Reductor limitation adjustable in $TowbarMaxReduct.&lt;br /&gt;
* Illegal cargo added into some ships with bounty.&lt;br /&gt;
&lt;br /&gt;
2013.12.08. v0.94 &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor fixed and can be turned off.&lt;br /&gt;
&lt;br /&gt;
2013.10.23. v0.93 &lt;br /&gt;
&lt;br /&gt;
* Timed bomb implemented into some derelict ships.&lt;br /&gt;
* Traps are leveled up with [[ShipVersion]].&lt;br /&gt;
* Towbar will not autolock if a trap can be fatal.&lt;br /&gt;
* NPCs will stop attacking derelict ships.&lt;br /&gt;
&lt;br /&gt;
2013.10.22. v0.92 &lt;br /&gt;
&lt;br /&gt;
* Trap ships and Fuel mining added (thanks to popsch).&lt;br /&gt;
* Injectors fixed when the towed ship destroyed by others.&lt;br /&gt;
&lt;br /&gt;
2013.09.24. v0.91 &lt;br /&gt;
&lt;br /&gt;
* Give back Injectors after mission ship is delivered.&lt;br /&gt;
* Set $TowbarSlowTurn to false on computers where controls goes jerky when tow a ship.&lt;br /&gt;
* XML support in insertintohudlegends.plist.&lt;br /&gt;
* Effectdata.plist for Telescope OXP to show large cargo models.&lt;br /&gt;
&lt;br /&gt;
2013.09.06. v0.9  &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor, Ship Miner, Ship Miner Assistant and Tug Drone added.&lt;br /&gt;
* First Salvager Mission added.&lt;br /&gt;
* Towbar primeable to release and to change mining mode.&lt;br /&gt;
* Salvager Rankings displayed in F5-F5 screen (idea from Display reputation OXP).&lt;br /&gt;
* Deep Space Dredger and Salvage Gang buy ships without commission.&lt;br /&gt;
* Can lose or destroy alloys, cargo and equipments during towing and steering also.&lt;br /&gt;
* Flying out more t alloys and cargo in one large object instead of many 1t pieces.&lt;br /&gt;
* Flying equipments now scoopable as 1 or more t Machinery.&lt;br /&gt;
* The ship.script.$TowbarShipHealth is scalable from 0 to 1 (max. loss to no loss).&lt;br /&gt;
* Pitch rate less reduced with light towed ships.&lt;br /&gt;
* HUD can show the Derelict, Empty and Mined status of the current target.&lt;br /&gt;
* Pay bounty instantly when the target derelicted.&lt;br /&gt;
* Refund available for all equipments of this OXP.&lt;br /&gt;
&lt;br /&gt;
2013.08.21. v0.8  &lt;br /&gt;
&lt;br /&gt;
* Chance to break the towbar or the towed ship (thanks to DaddyHoggy).&lt;br /&gt;
* Towbar break sound included, source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
* Towbar Stabilizer, Repair Bot and Towbar Compatible Injectors added.&lt;br /&gt;
* Towed ship get &amp;quot;D&amp;quot; (derelict) beaconCode.&lt;br /&gt;
* Build up reputation in missionVariables.&lt;br /&gt;
* Salvager License and tax system added.&lt;br /&gt;
* Flying alloys, cargo and equipments added.&lt;br /&gt;
* Ship moved to right in the sell salvage screen (thanks to Svengali and cim).&lt;br /&gt;
&lt;br /&gt;
2013.08.18. v0.7  &lt;br /&gt;
&lt;br /&gt;
* Injectors offline and pitch rate very low when towing.&lt;br /&gt;
* Payment lowered.&lt;br /&gt;
&lt;br /&gt;
2013.08.17. v0.6  &lt;br /&gt;
&lt;br /&gt;
* Lock on sound added. Source: bgs-m_fx_shipyard1.ogg in [[BGS]] OXP.&lt;br /&gt;
* Some ships carry much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
2013.08.16. v0.5  &lt;br /&gt;
&lt;br /&gt;
* Give money for cargo also.&lt;br /&gt;
&lt;br /&gt;
2013.08.15. v0.2  &lt;br /&gt;
&lt;br /&gt;
* Give money for equipments.&lt;br /&gt;
&lt;br /&gt;
2013.08.14. v0.1  &lt;br /&gt;
&lt;br /&gt;
* First test files.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:Towbar-1.1.oxz|Towbar-1.1.oxz]].&lt;br /&gt;
*[[Media:Towbar-1.0.oxz|Towbar-1.0.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.110.oxz|Towbar-0.110.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.109.oxz|Towbar-0.109.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.108.oxz|Towbar-0.108.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.107.oxz|Towbar-0.107.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.106.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.105.oxz|Towbar-0.105.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.104.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.103.oxz|Towbar_0.103.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.102.oxz|Towbar_0.102.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.101.oxz|Towbar_0.101.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.99.oxz|Towbar_0.99.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.98.oxz|Towbar_0.98.oxz]] was downloaded {{#downloads:Towbar_0.98.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=2007 2006 discussion about towing derelicts]&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=4844 2008 Is destruction the only way?]&lt;br /&gt;
=== Other OXPs enhancing this one ===&lt;br /&gt;
*[[Deep Space Dredger]] - the dredger also plays a salvage role, and includes a Salvage missile&lt;br /&gt;
*[[BGS]] - for Towbar sounds&lt;br /&gt;
*[[Towbar Payout]] - there is currently only ''Medium'' available, but more are possible&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsParent=true|oxpIsChild=|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Towbar&lt;br /&gt;
|version = 1.1&lt;br /&gt;
|release = 2022-10-25&lt;br /&gt;
|features = Introduces Salvaging.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=15204 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76226</id>
		<title>Towbar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76226"/>
		<updated>2022-10-26T00:09:54Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make money from derelict ships.&lt;br /&gt;
[[Image:Towbar1.png|600px|right]]&lt;br /&gt;
== Towbar ==&lt;br /&gt;
&lt;br /&gt;
Pilots often eject when they have lost a fight and thus leave behind an almost destroyed ship.&lt;br /&gt;
You do not need to totally destroy these ships anymore for the bounty, because now you will get it instantly when the pilot ejects.&lt;br /&gt;
&lt;br /&gt;
Your HUD can show the Derelict status of your target if either [[Detectors]] OXP or [[Numeric_Style_HUDs|NumericHUD v3.11]] OXP are installed or you insert the insertintohudlegends.plist file from the Towbar OXP into your hud.plist.&lt;br /&gt;
&lt;br /&gt;
If you approach a derelict ship within 100m (or hurtle into it) with a low speed difference (below 10) then the towbar will lock it. You will see it in your aft view (F2).&lt;br /&gt;
&lt;br /&gt;
''You can tow ships with a maximum of 1.6 times more mass than your ship''. Untowable ships can be mined with Ship Miner only (see below).&lt;br /&gt;
&lt;br /&gt;
You cannot use Injectors unless you have special equipment and your pitch rate will be very low while towing (the $TowbarSlowTurn variable in towbar.js can be set to false on computers where controls go jerky while towing a ship).&lt;br /&gt;
&lt;br /&gt;
Tow the ship into a dock in the current solar system to sell the hull as a large amount of alloys.&lt;br /&gt;
&lt;br /&gt;
 Ship		Mass	Alloys	Approximated ₢&lt;br /&gt;
  Adder   	 11	   3	    100&lt;br /&gt;
  Moray    	 40	  12	    400&lt;br /&gt;
  Cobra Mk I	 47	  14	    500&lt;br /&gt;
  Fer-de-Lance	 51	  15	    500&lt;br /&gt;
  Asp     	 59	  18	    600&lt;br /&gt;
  Cobra Mk III	186	  56	   1800&lt;br /&gt;
  Boa     	192	  58	   1900&lt;br /&gt;
  Python  	222	  67	   2200&lt;br /&gt;
  Anaconda	430	  80	   2600&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar2.png|400px|right]]&lt;br /&gt;
The payment is calculated from the alloy price at the station where you sell it, plus 0-2TC Computers (depending on the ship size). The largest ships can give a maximum of only 80TC alloys due to their massive inner space. These alloys will not be added to the market because the ship is sold to a dealer who pays instantly but disassembles the wreck later (thus avoiding filling up the 127TC limit of the station's market). You will get several hundred credits for each saved piece of equipment, and for the weapons too. A [[Military_Laser|Military Laser]] will be worth 1-2 thousands (but probably the fight was harder to get it).&lt;br /&gt;
&lt;br /&gt;
Cargo will be added to the market. All saved cargo is sold for the current price at the station. If the market is already filled with this cargo then the remains will be sold at half price (or discarded if you set $TowbarLimit127t to true in towbar.js).&lt;br /&gt;
&lt;br /&gt;
Some ships (with high version numbers in [[ShipVersion]] OXP - so the more durable ones) hold much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar3.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
With [[HardShips]] OXP you can get more equipment - as you can see in this image:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Compliments'''&lt;br /&gt;
&lt;br /&gt;
You might get the following compliments:&lt;br /&gt;
&lt;br /&gt;
* 1000₢:	 Nice work.&lt;br /&gt;
* 3000₢:	 Well done!&lt;br /&gt;
* 5000₢:	 Excellent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
&lt;br /&gt;
Be careful when attacking a ship you hope to tow: slow your fire when the exhaust plume changes (or throwing sparks with [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12507 CustomShields OXP]) to avoid blowing it up - and stop immediately when you see the Escape capsule. Then slowly touch the derelict ship to lock it to your towbar.&lt;br /&gt;
&lt;br /&gt;
Reduce the pitch and yaw movements when towing. There is a small but increasing chance to break either the towbar or the towed ship: heavier ships break sooner. A few tips:&lt;br /&gt;
* Approach the derelict ship in the direction of your next movement, usually head to the Station to reduce turning with mass.&lt;br /&gt;
* Stop your ship before turning to cause less pressure to the towbar.&lt;br /&gt;
* Do not go on a sightseeing tour: the status of the ship degrades over time when moving, so you will earn more credits if you deliver it faster. You will be informed about flying parts to remember this. Such loss will be less at low speeds and your haul will be safe from this only if your ship is stopped!&lt;br /&gt;
&lt;br /&gt;
Problems:&lt;br /&gt;
*If the towbar is destroyed then you can buy another and go back to the ship, just find the '''&amp;quot;D&amp;quot;''' (derelict) beaconCode on your [[Advanced_Space_Compass|Advanced Space Compass]]. [[Telescope]] OXP shows it also on your main scanner from any range.&lt;br /&gt;
*If you are too slow then either pirates will blow up the ship for the cargo, or hunters for the bounty or else some Thargoids will visit for sure!&lt;br /&gt;
*Other derelict ships in the system will not display a beaconCode on your ASC (due to the signal transmitter only being placed when the towbar is locked on).&lt;br /&gt;
&lt;br /&gt;
Releasing the towed ship:&lt;br /&gt;
*You can release your towed ship if your ship touches another derelict ship.&lt;br /&gt;
*If you initiate a hyperjump then the towbar will release the towed ship. This means that you must sell the ship in the same system where you get it.&lt;br /&gt;
*You can also release the towed ship by priming your Towbar ('''Shift+N''') and pressing activate ('''n'''). The just released ship can then be relocked by another activate (within 200m).&lt;br /&gt;
&lt;br /&gt;
Combat while towing:&lt;br /&gt;
*The towed ship is vulnerable, so you are recommended to avoid combat situations until it has been delivered.&lt;br /&gt;
*The largest towed ships face into your aft weapon - so you cannot fire it or you will destroy the towed ship! If you really ''must'' fire your rear laser, then release the ship by a double &amp;quot;h&amp;quot; keypress (start and stop a hyperjump) and pick it up again later. Before doing this you must have set a target system ''and'' have enough fuel for the jump.&lt;br /&gt;
*Do not engage in a fight while towing a ship (to avoid too much jerky movement which breaks the towbar). If you must, then, as above, release your towed ship and reclaim it after the battle.&lt;br /&gt;
&lt;br /&gt;
Build up your reputation by salvaging more ships, (towing missions will require qualifications)!&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
==Laser Reductor==&lt;br /&gt;
&lt;br /&gt;
This reduces your Laser power to minimal if your targeted enemy ship is derelict (to prevent you destroying it after the pilot has ejected).&lt;br /&gt;
You will get a &amp;quot;Derelict!&amp;quot; message with a &amp;quot;bloop&amp;quot; sound when your target is ejected to warn you to stop firing your laser.&lt;br /&gt;
&lt;br /&gt;
Your first 10 hits will be reduced only, (''ie'' an entire second with a continuously firing beam laser). Most pilots are able to release the fire button within a second after warning sound started: if you fluff this then increase the $TowbarMaxReduct variable in towbar.js.&lt;br /&gt;
&lt;br /&gt;
When you exceed this limit a &amp;quot;Laser Reductor disabled&amp;quot; message appears and you can now destroy your target to complete your mission.&lt;br /&gt;
You can turn off the reductor by priming (Shift-N) and activating (n) Towbar when there is neither a towed ship nor a derelict one within 200m.&lt;br /&gt;
&lt;br /&gt;
It is recommended to install the &amp;quot;Derelict&amp;quot; display warning into your HUD (with either Detectors OXP, NumericHUDv3.11 or by following the instructions in the insertintohudlegends.plist file) to get another visual warning.&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner==&lt;br /&gt;
&lt;br /&gt;
Complex robots can transfer the valuable parts of the towed ship to your cargo hold - but this takes some time.&lt;br /&gt;
&lt;br /&gt;
Mining operates in the following order:&lt;br /&gt;
:1. '''Cargo''': stronger ships tend to hold more valuable packages. Fuel is also transferred in this step.&lt;br /&gt;
:2. '''Computers''': from the built-in electronics, usually 1 or 2t depending on the ship size.&lt;br /&gt;
:3. '''Machinery''': from mining equipment and lasers, in equal value.&lt;br /&gt;
:4. '''Alloys''': from dismantling the hull into pieces - but only the smaller pieces can fit into the scoop (max. 10t).&lt;br /&gt;
&lt;br /&gt;
Mining will stop by default when the cargo transfer is done - assuming you want to tow the ship into a station.&lt;br /&gt;
&lt;br /&gt;
To continue mining the ship, prime Towbar ('''Shift+N''') and press mode ('''b'''): but this is suggested only if you do not plan to tow the ship back to any dock.&lt;br /&gt;
* Set back to the &amp;quot;'''Offline'''&amp;quot; or &amp;quot;Cargo only&amp;quot; settings if you plan to tow a ship again.&lt;br /&gt;
* The &amp;quot;'''Cargo only'''&amp;quot; mode is suggested due to possible loss of cargo from the towed ship while moving (which cannot happen from your cargo hold).&lt;br /&gt;
* The &amp;quot;'''Up to full'''&amp;quot; mode will mine until there is no free space left in your ship, the rest is left in the half-mined ship.&lt;br /&gt;
* The &amp;quot;'''Salvager'''&amp;quot; mode will drop out all mined inner parts into space to complete the mining operation and increase your salvager reputation regardless of whether your hold is full.&lt;br /&gt;
&lt;br /&gt;
Cargo check needs some time (even for ships with 0t cargo) due to checking the cabin safe which can contain valuables.&lt;br /&gt;
Mining will be paused while steering, speed changing, injecting and torus travel - so it is best to mine when stopped or while travelling straight at a constant normal speed.&lt;br /&gt;
&lt;br /&gt;
=== Parcels ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you can find parcels when finishing cargo transfer. Urgent ones need to be delivered to the main station within a few minutes.&lt;br /&gt;
Your ship's manifest screen (F5F5) will show the remaining time for delivery. Do not use autodock (Shift+C) due to it needing 20 minutes (regardless of the fact that it looks like an instant process!) - you will arrive too late. &lt;br /&gt;
&lt;br /&gt;
Your parcel reputation will not suffer if you do not arrive in time due to you are not the one who undertook the delivery (expired parcels will be removed from your manifest screen to avoid such penalties).&lt;br /&gt;
Install [[Display_reputation_OXP|Display reputation OXP]] to track your progress: you will get more payout for the same work if you earn a higher reputation.&lt;br /&gt;
&lt;br /&gt;
To find the shortest route for normal parcel delivery you should buy Advanced Navigational Array equipment, then select the galactic chart (F6F6), hold down &amp;quot;^&amp;quot; (Shift+6) and click on the destination (marked with a green diamond). Hold down the Ctrl key as well also to show the fastest route if that route takes too long. Press F1 and then &amp;quot;`&amp;quot; to review your time limit in your communications log in hours. The Manifest screen (F5F5) shows this in days but in the galactic chart (F6F6) you see the times of routes in hours.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
Some ships are equipped with a self-destruct trap. A mistake during Fuel transfer can also end up with an explosion. These can cause major damage to your ship depending on the size of the towed ship. As you gain more and more salvaging experience you can prevent these problems more of the time. With [[ShipVersion]] OXP you usually can mine ships safely below or at your salvager level.&lt;br /&gt;
&lt;br /&gt;
Towbar will not autolock if a trap can kill you due to the target being too large or your energy too low. You can override this safety feature by priming and activating Towbar but you risk dying in an explosion. There is always a small chance to fall into a trap, sometimes even an Elite Salvager can make mistakes also! It might be more prudent to avoid overriding this safety feature and wait until your energy and shields are recharged, buying Shield Boosters or even buying a larger ship with more energy banks.&lt;br /&gt;
&lt;br /&gt;
Ship mining is not 100% safe, towed ships can explode from the meddling in rare cases which will surely also destroy the miner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finishing mining counts as 'salvaging the ship' which increases your reputation - so you can save the towing time by doing so if the money is less important to you.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''Empty'''&amp;quot; word in the ship name means that the cargo has been transferred already, the &amp;quot;'''Mined'''&amp;quot; word means that mining is completed.&lt;br /&gt;
Your HUD can show these words also with [[Numeric_Style_HUDs|NumericHUD v3.11]] or by following the instructions in the insertintohudlegends.plist.&lt;br /&gt;
Derelict ships show as a light blue lollipop in the scanner when targeted, Empty ships show as blue and Mined ships show as dark blue.&lt;br /&gt;
&lt;br /&gt;
If you want to sell the parts in another solar system then you must mine the ship before jumping (due to the impossibility of constructing a tool which can avoid the explosion of a badly damaged ship in hyperspace).&lt;br /&gt;
&lt;br /&gt;
You should also complete mining if you are very far away from any dock to avoid losing many of the parts along the way. If the Station is nearby you will earn more credits by towing it as it is.&lt;br /&gt;
&lt;br /&gt;
If you are mining a heavy ship which has more than 1.6 times the mass of your ship, then you are stuck and cannot move regardless of your speed settings. If you touch the controls while mining a heavy ship then you must release it immediately to avoid breaking the towbar. &lt;br /&gt;
&lt;br /&gt;
Ship Miner can fit into large ships over 130t only and the mined parts need much cargo space, unless you found valuable cargo (Gold, Platinum or Gem-stones).&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner Assistant==&lt;br /&gt;
&lt;br /&gt;
Additional transporter bots can help to reduce the mining time and increase your safety.&lt;br /&gt;
The possibilities of losing or destroying ship parts are roughly halved.&lt;br /&gt;
These can also catch large parts when towing before they drop out of the towed ship.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Compatible Injectors==&lt;br /&gt;
&lt;br /&gt;
Allow the use of Injectors while towing a ship. &lt;br /&gt;
Costly due to the need of stronger towbar holders and of new exhaust fittings so that the towed ship is not damaged by exhaust emissions.&lt;br /&gt;
&lt;br /&gt;
The towed ship loses more parts if the speed is higher - so you do not save money but you can save time.&lt;br /&gt;
Torus Drive is the only exception to the speed rule - so Torus is recommended for use as soon as possible.&lt;br /&gt;
Do not alter your direction while using these injectors otherwise your towbar will become much more unstable.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Repair Bot==&lt;br /&gt;
&lt;br /&gt;
Can fix a broken towbar, but once only.&lt;br /&gt;
Repair starts automatically when needed and takes about a minute.&lt;br /&gt;
&lt;br /&gt;
The bot cannot repair a destroyed towbar - which happens almost as often as a broken one - so it is better to apply a Towbar Stabilizer, and use the repair bot as a last resort only.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment Icons.png|thumb|400px|right|'''Equipment Icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Towbar''' (2): Towbar Stabiliser, TugDrone &amp;lt;br&amp;gt;&lt;br /&gt;
(Deep Space Dredger (1): Salvage Missile) &amp;lt;br&amp;gt;&lt;br /&gt;
(Cargo Shepherd (1): Cargo Shepherd)]]&lt;br /&gt;
==Towbar Stabilizer==&lt;br /&gt;
&lt;br /&gt;
Use this when your towbar is unstable - it will prevent damage and the possible explosion of your towed ship.&lt;br /&gt;
It occupies an empty pylon, and is launched as a mine.&lt;br /&gt;
Buy more than one if you plan to tow heavy ships for long distances.&lt;br /&gt;
&lt;br /&gt;
It cannot fix a broken or destroyed towbar, nor resurrect a towed ship after an explosion caused by unstable towing: so use it before these problems occur.&lt;br /&gt;
&lt;br /&gt;
 Cost: 200.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Tug Drone==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar10.png|400px|right]]&lt;br /&gt;
Launch as a 'fire and forget missile' at a derelict ship and you are done with the work!&lt;br /&gt;
Managed by the local authorities who charge a 50% commission but also pay up instantly when your tug drone hits the target.&lt;br /&gt;
&lt;br /&gt;
The drone will eject the cargo and pay you for the ship only: so you must scoop the ejected cargo if you have not already extracted it with Ship Miner before launching your Tug Drone.&lt;br /&gt;
GalCop defends tug drones but the cargo ejection is due to the need for all pirates to know that tug drones never transport cargo (thus attaining a tolerable safety level where it is not worth the pirate's efforts to attack it).&lt;br /&gt;
&lt;br /&gt;
[[Deep_Space_Dredger|Deep Space Dredger]] OXP provides a '''Salvage Missile''' which can autopilot a derelict ship with cargo.&lt;br /&gt;
In this case you must escort the derelict until it reaches a Dredger. This can be much harder due to pirate ambushes, but can also pay more due to avoidance of the local authorities' commission.&lt;br /&gt;
&lt;br /&gt;
A Tug Drone can only fit into large ships (over 130TC).&lt;br /&gt;
Do not target small ships which pay less than the cost of the Tug Drone!&lt;br /&gt;
You must aim exactly at the target (''ie'' with a red [[STE]] box) to launch the drone, the regular green target lock is not exact enough.&lt;br /&gt;
&lt;br /&gt;
The rotating ship model cannot be displayed in the sell salvage screen during flight, and your ship is moving while you read it so press enter shortly to reduce the blind fly time.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Salvager License==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar9.png|400px|right]]&lt;br /&gt;
GalCop regulates ship salvaging at main stations; you must buy a license from your initial earnings, which is automatically deducted. You will only receive payments for the cargo after you have pooled the full 20,000 credits for the yearly license. You must buy a new license every year. Once you have a Salvager License, you must pay tax on the ship hull and equipment valuations based on the government type.&lt;br /&gt;
&lt;br /&gt;
 Government		Tax&lt;br /&gt;
  Anarchy 		 0 %&lt;br /&gt;
  Feudal			 5 %&lt;br /&gt;
  Multi-Governmental	10 %&lt;br /&gt;
  Dictatorship		15 %&lt;br /&gt;
  Communist		20 %&lt;br /&gt;
  Confederacy		25 %&lt;br /&gt;
  Democracy		30 %&lt;br /&gt;
  Corporate State 	35 %&lt;br /&gt;
&lt;br /&gt;
Non-GalCop stations do not require a license, but ''do'' charge a 50% commission. Dredgers in [[Deep_Space_Dredger|Deep Space Dredger]] OXP and Salvage Gangs in [[Anarchies_OXP|Anarchies]] OXP buy without commission due to processing the ship locally but they pay a low price for the alloys of the hull.&lt;br /&gt;
&lt;br /&gt;
Cargo is never taxed or commissioned.&lt;br /&gt;
&lt;br /&gt;
==Salvager Missions==&lt;br /&gt;
&lt;br /&gt;
Your reputation is determined by how many ships you have salvaged either by delivery or by fully mining them.&lt;br /&gt;
When you reach certain levels of reputation you might embark on Salvager Missions (in v0.93 only the first of these is implemented):&lt;br /&gt;
&lt;br /&gt;
 Ships	Rank		Level	Payout (₢)	Need new Salvager License&lt;br /&gt;
   0	First Aid	Easy	  1,000			No&lt;br /&gt;
   2	Second Hand	Easy	  2,000			No&lt;br /&gt;
  10	Ten Commands	Easy	 10,000			Yes&lt;br /&gt;
  20	Twenty Sisters	Medium	 20,000			No&lt;br /&gt;
  30	Thirty Pirates	Medium	 30,000			Yes&lt;br /&gt;
  40	Forty Robbers	Medium	 40,000			Yes&lt;br /&gt;
  50	Fifty Percent	Hard	 50,000			No&lt;br /&gt;
 100	Hundred Tonnes	Hard	100,000			Yes&lt;br /&gt;
 200	200 Seconds	Hard	200,000			No&lt;br /&gt;
&lt;br /&gt;
==Salvager Rankings==&lt;br /&gt;
&lt;br /&gt;
You can step up in your Salvager career by towing or mining derelict ships or achieving salvage missions.&lt;br /&gt;
&lt;br /&gt;
As your reputation increases you can attain better rankings which are shown in your Manifest screen (F5-F5).&lt;br /&gt;
&lt;br /&gt;
With higher ranks you can neutralize more complex traps in towed ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Ships	Rankings&lt;br /&gt;
    2	Novice Salvager&lt;br /&gt;
    4	Assistant Salvager&lt;br /&gt;
    8	Poor Salvager&lt;br /&gt;
   16	Below Average Salvager&lt;br /&gt;
   32	Average Salvager&lt;br /&gt;
   64	Above Average Salvager&lt;br /&gt;
  128	Competent Salvager&lt;br /&gt;
 1000	Trustworthy Salvager!&lt;br /&gt;
 3000	Infallible Salvager!&lt;br /&gt;
 6000	Elite Salvager!&lt;br /&gt;
&lt;br /&gt;
==Equipment Payout==&lt;br /&gt;
In v0.104, Towbar started supporting &amp;quot;pluggable&amp;quot; policies to calculate the value of the equipments, weapons included, in the salvaged ship, to be implemented by other OXPs.&lt;br /&gt;
&lt;br /&gt;
The reason for that can be seen [http://bb.aegidian.org/viewtopic.php?p=270538#p270538 in this discussion].&lt;br /&gt;
&lt;br /&gt;
In v0.104, those policies overwrite the standard policy - to change policies the player has to uninstall one policy OXP and install the other policy OXP, which requires exiting the game session. Payout OXPs compatible with the v0.104 version must have a single policy packaged inside.&lt;br /&gt;
&lt;br /&gt;
After v0.105, Towbar supports in-game selection of the payout policy through the Station Interfaces (F4) ''Config for AddOns'' screen. Payout OXPs compatible with v0.105 could package more than one payout policy for the player to choose, but if an OXP packages more than one policy it is not compatible with Towbar v0.104.&lt;br /&gt;
&lt;br /&gt;
The OXPs that package such alternative payout policies can be found [[Towbar_Payout|here]].&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
Requires Oolite v1.77 and the [[BGS]] OXP if you want to see a nice background on the salvage screen.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
Towbar allows in-game configuration through Station Interfaces (F4) ''Config for AddOns'' for:&lt;br /&gt;
&lt;br /&gt;
* TalkingShip: when true, Towbar will use Comms to send its messages to the player; otherwise the messages go to the Console.&lt;br /&gt;
* StartMode: start mode for Ship Miner: 0=Offline, 1=Cargo Only, 2=Full, 3=Salvager[.&lt;br /&gt;
* Appearance: the Towbar equipment appearance: 0=Retractable, 1=Fixed, 2=Tractor Beam.&lt;br /&gt;
* EqPayout: the salvaged equipment Payout Policy to use&lt;br /&gt;
&lt;br /&gt;
Other configurations can only be altered by editingtowbar.js and re-starting the game:&lt;br /&gt;
&lt;br /&gt;
* $TowbarDebug = false; //will spawn a derelict ship right after undock&lt;br /&gt;
* $TowbarLimit127t = false; //can limit markets to their original capacity (127t)&lt;br /&gt;
* $TowbarMaxReduct = 10; //how many hits will be reduced by the Laser Reductor on a derelict ship&lt;br /&gt;
* $TowbarNPCMissile = true; //NPCs with enhanced IQ: fire a missile before ejecting as a last resort&lt;br /&gt;
* $TowbarSlowTurn = true; //set to false if causing jerky controls while towing a ship&lt;br /&gt;
&lt;br /&gt;
=== Payout OXPs ===&lt;br /&gt;
&lt;br /&gt;
Payout OXPs add alternatives to the standard salvaged equipment payout policy. Such alternatives can be pro-player, paying more for the equipment, or anti-player, paying less.&lt;br /&gt;
&lt;br /&gt;
A Payout Policy OXP MUST:&lt;br /&gt;
&lt;br /&gt;
* create a function that takes an ''EquipmentInfo'' (which might contain a weapon) object as parameter and returns its salvage price IN CREDITS;&lt;br /&gt;
** if the ''scriptInfo'' property ''towbar_max_salvage_price'' is defined for an equipment, the value there MUST be the high limit for the payout returned by the function for that equipment;&lt;br /&gt;
* in the OXP's startUpComplete event handler:&lt;br /&gt;
** append a reference to that function to the array ''worldScripts.towbar.$TowbarEquipmentPayoutHandlers'';&amp;lt;br&amp;gt;&lt;br /&gt;
** define a property ''display'' for that function and assign a short and distinctive string to it - the first 6 characters will be used to identify the policy implemented by the function in the policy selection screen;&amp;lt;br&amp;gt;&lt;br /&gt;
** repeat for as many policies as wished (but bear in mind that all the policies short names will have to fit in a single line).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0&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.&lt;br /&gt;
::Towbar applause sound source: http://soundbible.com/1260-Auditorium-Applause.html&lt;br /&gt;
::Towbar break sound source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
::Towbar fireworks sound source: http://soundbible.com/693-Fireworks-Finale.html&lt;br /&gt;
::Towbar hit derelict sound source: boop.ogg in Oolite.&lt;br /&gt;
::Towbar lock on sound source: bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
2020.11.04. v1.0&lt;br /&gt;
&lt;br /&gt;
* Just ups the version number to 1.0.&lt;br /&gt;
&lt;br /&gt;
2020.11.03. v0.110&lt;br /&gt;
&lt;br /&gt;
* Fixes bug in the verification of player ship's mass before offering the mission after towbar is bought.&lt;br /&gt;
* Towbar equipment salvage payout pricing looks at the equipment's scriptInfo property 'towbar_max_salvage_price' to limit the salvage price of equipments (useful for money-sinks like Shield Cycler Manual Configurator Standard and Advanced).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2020.10.03. v0.109 &lt;br /&gt;
&lt;br /&gt;
* Towbar and Towbar Compatible Injectors have prices proportional to the ship's mass.&lt;br /&gt;
* Don't start the mission after the player buys towbar if the player's ship has less than 30t.&lt;br /&gt;
* Re-enables injectors after releasing the towed ship when hitch-riding a wormhole.&lt;br /&gt;
* Reduces the amount retained for the Salvager's License when salvaging at main station without a license from 100% to 60%.&lt;br /&gt;
* Uses $disableEquipemnt and $enableEquipment from Rapair Bots if available to disable/enable the injectors when towing without towbar compatible injectors.&lt;br /&gt;
* Stations with GalCop allegiance behave as main station.&lt;br /&gt;
* Player may choose to pay the full balance to the Salvager's License if enough credits are available.&lt;br /&gt;
&lt;br /&gt;
2020.09.14. v0.108&lt;br /&gt;
&lt;br /&gt;
* Deals with carried ships when salvaging a Carrier.&lt;br /&gt;
&lt;br /&gt;
2020.09.04. v0.107&lt;br /&gt;
&lt;br /&gt;
* Fixes bug that halted salvaging processing.&lt;br /&gt;
* Fixes bug that prevented Appearance parameter saved value from taking effect after loading from save file.&lt;br /&gt;
* More messages re-written to better English (thanks to Nite Owl).&lt;br /&gt;
2020.08.31. v0.106&lt;br /&gt;
&lt;br /&gt;
* Fixes a bug in the fallback code for Laser Reductor.&lt;br /&gt;
* Doesn't blindly remove equipments defined by other OXPs.&lt;br /&gt;
&lt;br /&gt;
2020.08.29. v0.105 &lt;br /&gt;
&lt;br /&gt;
* Fixes bug in cargo pod script that looks at the pod's cargo space instead of the player ship's when scooped.&lt;br /&gt;
* Implements salvaged equipment payout policy selection in-game through Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Laser Reductor looks at EquipmentInfo.weaponInfo.damage to know the energy of the hit to be reduced (uses a fallback for core game versions that don't allow scripts retrieval of weaponInfo).&lt;br /&gt;
* Creates TalkingShip, StartMode and Appearance  parameters in Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Implements TalkingShip, with messages in better English thanks to Nite Owl.&lt;br /&gt;
* Removes the &amp;quot;Incoming Message&amp;quot; speech intro for Comms messages.&lt;br /&gt;
&lt;br /&gt;
2020.08.10. v0.104 &lt;br /&gt;
&lt;br /&gt;
* Use commodity name instead of commodity display name as cargo identification in re-spawned cargo pods (with display name as identification, the cargo couldn't be put into the player's ship manifest when the cargo pod was scooped).&lt;br /&gt;
* Adjusted Laser Reductor to take into account the damage rate defined for the current weapon.&lt;br /&gt;
* Debug code to spawn derelicts just out the station when launching now spawn near the station where the player's ship is docked instead of the main station.&lt;br /&gt;
* Tweaked code the awards/remove EQ_DTADER to reduce the number of times it's added/removed while targeted.&lt;br /&gt;
* Upped minimal Oolite version to 1.81, removed code for older versions.&lt;br /&gt;
* Fixed bug that used commodity display name instead of name in lost-in-transit cargo pods.&lt;br /&gt;
* Fixed bug that removed rotation when reducing yaw and pitch while towing (affected ILS rotation-sync).&lt;br /&gt;
* Fixed bug in salvaged ship payout when the ship's cargo is beyond the local market capacity.&lt;br /&gt;
* Re-factored salvaged equipment pricing into a function (to make it easy to overwrite it with different pricing policies through other OXPs).&lt;br /&gt;
* Included port and starboard weapons (if any) in the salvaged ship payout.&lt;br /&gt;
* Reduced payout for salvaged ship's equipment and weapons.&lt;br /&gt;
* Some de-referencing for performance.&lt;br /&gt;
&lt;br /&gt;
2020.06.23. v0.103 &lt;br /&gt;
&lt;br /&gt;
* Abort sound was not playing if the tug drone can't be launched.&lt;br /&gt;
&lt;br /&gt;
2020.05.05. v0.102 &lt;br /&gt;
&lt;br /&gt;
* Better integration with Email System, preventing unnecessary emails being sent.&lt;br /&gt;
&lt;br /&gt;
2020.02.23. v0.101 &lt;br /&gt;
&lt;br /&gt;
* Fixed two invalid reference errors in the towbar mission script.&lt;br /&gt;
* Some minor spelling/grammar corrections.&lt;br /&gt;
&lt;br /&gt;
2016.08.14. v0.99 &lt;br /&gt;
&lt;br /&gt;
* Increased payout for equipments and weapons during ship salvaging.&lt;br /&gt;
* Towbar is not shown by default, just when tow a ship (retractable).&lt;br /&gt;
* Mission failed screen appear correctly at load game when must finish without rest.&lt;br /&gt;
* NPC will not fire missile at point-blank range before eject, thanks to Astrobe.&lt;br /&gt;
* Fixed multiplied parcels, thanks to Cmd Northgate.&lt;br /&gt;
* Removed &amp;quot;x. find&amp;quot; from parcel messages, suggested by Cmd Northgate.&lt;br /&gt;
* Fixed Constrictor hunt problem, thanks to Captain Obvious.&lt;br /&gt;
* First mission compatible with Escort Deck, thanks to Vincentz.&lt;br /&gt;
* Fixed for very long ships like Worker's Commuter in Commies OXP, thanks to TheOldGamer.&lt;br /&gt;
* Density of small-cargo1 raised to help scoop it with small ships, thanks to Bogatyr.&lt;br /&gt;
* Tug Drone got collision handler, thanks to Hullblazer.&lt;br /&gt;
* Ship Miner default mode changed to salvager as suggested by gt52&lt;br /&gt;
&lt;br /&gt;
2015.03.15. v0.98 &lt;br /&gt;
&lt;br /&gt;
* Player get score if force a pilot to eject.&lt;br /&gt;
* Small fixes for Oolite 1.81 and without BGS.&lt;br /&gt;
&lt;br /&gt;
2014.09.21. v0.97 &lt;br /&gt;
&lt;br /&gt;
* The first mission will fail if jump out from the system, thanks to Bogatyr.&lt;br /&gt;
* Cleanup after first mission: Moray removed, thanks to Falcon777.&lt;br /&gt;
* Trumbles modified to do not take over cargo, thanks to Falcon777.&lt;br /&gt;
&lt;br /&gt;
2013.12.26. v0.96 &lt;br /&gt;
&lt;br /&gt;
* Bugfix in Tug Drone.&lt;br /&gt;
* Smaller large cargo box.&lt;br /&gt;
&lt;br /&gt;
2013.12.14. v0.95 &lt;br /&gt;
&lt;br /&gt;
* Parcels and urgent parcels can be found during ship mining.&lt;br /&gt;
* Minor tweaks in mining and a bugfix with Trumbles.&lt;br /&gt;
* Audio and message warning if hit a derelict ship to stop fire in time.&lt;br /&gt;
* Laser Reductor limitation adjustable in $TowbarMaxReduct.&lt;br /&gt;
* Illegal cargo added into some ships with bounty.&lt;br /&gt;
&lt;br /&gt;
2013.12.08. v0.94 &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor fixed and can be turned off.&lt;br /&gt;
&lt;br /&gt;
2013.10.23. v0.93 &lt;br /&gt;
&lt;br /&gt;
* Timed bomb implemented into some derelict ships.&lt;br /&gt;
* Traps are leveled up with [[ShipVersion]].&lt;br /&gt;
* Towbar will not autolock if a trap can be fatal.&lt;br /&gt;
* NPCs will stop attacking derelict ships.&lt;br /&gt;
&lt;br /&gt;
2013.10.22. v0.92 &lt;br /&gt;
&lt;br /&gt;
* Trap ships and Fuel mining added (thanks to popsch).&lt;br /&gt;
* Injectors fixed when the towed ship destroyed by others.&lt;br /&gt;
&lt;br /&gt;
2013.09.24. v0.91 &lt;br /&gt;
&lt;br /&gt;
* Give back Injectors after mission ship is delivered.&lt;br /&gt;
* Set $TowbarSlowTurn to false on computers where controls goes jerky when tow a ship.&lt;br /&gt;
* XML support in insertintohudlegends.plist.&lt;br /&gt;
* Effectdata.plist for Telescope OXP to show large cargo models.&lt;br /&gt;
&lt;br /&gt;
2013.09.06. v0.9  &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor, Ship Miner, Ship Miner Assistant and Tug Drone added.&lt;br /&gt;
* First Salvager Mission added.&lt;br /&gt;
* Towbar primeable to release and to change mining mode.&lt;br /&gt;
* Salvager Rankings displayed in F5-F5 screen (idea from Display reputation OXP).&lt;br /&gt;
* Deep Space Dredger and Salvage Gang buy ships without commission.&lt;br /&gt;
* Can lose or destroy alloys, cargo and equipments during towing and steering also.&lt;br /&gt;
* Flying out more t alloys and cargo in one large object instead of many 1t pieces.&lt;br /&gt;
* Flying equipments now scoopable as 1 or more t Machinery.&lt;br /&gt;
* The ship.script.$TowbarShipHealth is scalable from 0 to 1 (max. loss to no loss).&lt;br /&gt;
* Pitch rate less reduced with light towed ships.&lt;br /&gt;
* HUD can show the Derelict, Empty and Mined status of the current target.&lt;br /&gt;
* Pay bounty instantly when the target derelicted.&lt;br /&gt;
* Refund available for all equipments of this OXP.&lt;br /&gt;
&lt;br /&gt;
2013.08.21. v0.8  &lt;br /&gt;
&lt;br /&gt;
* Chance to break the towbar or the towed ship (thanks to DaddyHoggy).&lt;br /&gt;
* Towbar break sound included, source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
* Towbar Stabilizer, Repair Bot and Towbar Compatible Injectors added.&lt;br /&gt;
* Towed ship get &amp;quot;D&amp;quot; (derelict) beaconCode.&lt;br /&gt;
* Build up reputation in missionVariables.&lt;br /&gt;
* Salvager License and tax system added.&lt;br /&gt;
* Flying alloys, cargo and equipments added.&lt;br /&gt;
* Ship moved to right in the sell salvage screen (thanks to Svengali and cim).&lt;br /&gt;
&lt;br /&gt;
2013.08.18. v0.7  &lt;br /&gt;
&lt;br /&gt;
* Injectors offline and pitch rate very low when towing.&lt;br /&gt;
* Payment lowered.&lt;br /&gt;
&lt;br /&gt;
2013.08.17. v0.6  &lt;br /&gt;
&lt;br /&gt;
* Lock on sound added. Source: bgs-m_fx_shipyard1.ogg in [[BGS]] OXP.&lt;br /&gt;
* Some ships carry much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
2013.08.16. v0.5  &lt;br /&gt;
&lt;br /&gt;
* Give money for cargo also.&lt;br /&gt;
&lt;br /&gt;
2013.08.15. v0.2  &lt;br /&gt;
&lt;br /&gt;
* Give money for equipments.&lt;br /&gt;
&lt;br /&gt;
2013.08.14. v0.1  &lt;br /&gt;
&lt;br /&gt;
* First test files.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:Towbar-1.1.oxz|Towbar-1.1.oxz]].&lt;br /&gt;
*[[Media:Towbar-1.0.oxz|Towbar-1.0.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.110.oxz|Towbar-0.110.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.109.oxz|Towbar-0.109.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.108.oxz|Towbar-0.108.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.107.oxz|Towbar-0.107.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.106.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.105.oxz|Towbar-0.105.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.104.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.103.oxz|Towbar_0.103.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.102.oxz|Towbar_0.102.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.101.oxz|Towbar_0.101.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.99.oxz|Towbar_0.99.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.98.oxz|Towbar_0.98.oxz]] was downloaded {{#downloads:Towbar_0.98.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=2007 2006 discussion about towing derelicts]&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=4844 2008 Is destruction the only way?]&lt;br /&gt;
=== Other OXPs enhancing this one ===&lt;br /&gt;
*[[Deep Space Dredger]] - the dredger also plays a salvage role, and includes a Salvage missile&lt;br /&gt;
*[[BGS]] - for Towbar sounds&lt;br /&gt;
*[[Towbar Payout]] - there is currently only ''Medium'' available, but more are possible&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsParent=true|oxpIsChild=|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Towbar&lt;br /&gt;
|version = 1.1&lt;br /&gt;
|release = 2022-10-25&lt;br /&gt;
|features = Introduces Salvaging.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=15204 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76225</id>
		<title>Towbar</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Towbar&amp;diff=76225"/>
		<updated>2022-10-26T00:09:32Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make money from derelict ships.&lt;br /&gt;
[[Image:Towbar1.png|600px|right]]&lt;br /&gt;
== Towbar ==&lt;br /&gt;
&lt;br /&gt;
Pilots often eject when they have lost a fight and thus leave behind an almost destroyed ship.&lt;br /&gt;
You do not need to totally destroy these ships anymore for the bounty, because now you will get it instantly when the pilot ejects.&lt;br /&gt;
&lt;br /&gt;
Your HUD can show the Derelict status of your target if either [[Detectors]] OXP or [[Numeric_Style_HUDs|NumericHUD v3.11]] OXP are installed or you insert the insertintohudlegends.plist file from the Towbar OXP into your hud.plist.&lt;br /&gt;
&lt;br /&gt;
If you approach a derelict ship within 100m (or hurtle into it) with a low speed difference (below 10) then the towbar will lock it. You will see it in your aft view (F2).&lt;br /&gt;
&lt;br /&gt;
''You can tow ships with a maximum of 1.6 times more mass than your ship''. Untowable ships can be mined with Ship Miner only (see below).&lt;br /&gt;
&lt;br /&gt;
You cannot use Injectors unless you have special equipment and your pitch rate will be very low while towing (the $TowbarSlowTurn variable in towbar.js can be set to false on computers where controls go jerky while towing a ship).&lt;br /&gt;
&lt;br /&gt;
Tow the ship into a dock in the current solar system to sell the hull as a large amount of alloys.&lt;br /&gt;
&lt;br /&gt;
 Ship		Mass	Alloys	Approximated ₢&lt;br /&gt;
  Adder   	 11	   3	    100&lt;br /&gt;
  Moray    	 40	  12	    400&lt;br /&gt;
  Cobra Mk I	 47	  14	    500&lt;br /&gt;
  Fer-de-Lance	 51	  15	    500&lt;br /&gt;
  Asp     	 59	  18	    600&lt;br /&gt;
  Cobra Mk III	186	  56	   1800&lt;br /&gt;
  Boa     	192	  58	   1900&lt;br /&gt;
  Python  	222	  67	   2200&lt;br /&gt;
  Anaconda	430	  80	   2600&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar2.png|400px|right]]&lt;br /&gt;
The payment is calculated from the alloy price at the station where you sell it, plus 0-2TC Computers (depending on the ship size). The largest ships can give a maximum of only 80TC alloys due to their massive inner space. These alloys will not be added to the market because the ship is sold to a dealer who pays instantly but disassembles the wreck later (thus avoiding filling up the 127TC limit of the station's market). You will get several hundred credits for each saved piece of equipment, and for the weapons too. A [[Military_Laser|Military Laser]] will be worth 1-2 thousands (but probably the fight was harder to get it).&lt;br /&gt;
&lt;br /&gt;
Cargo will be added to the market. All saved cargo is sold for the current price at the station. If the market is already filled with this cargo then the remains will be sold at half price (or discarded if you set $TowbarLimit127t to true in towbar.js).&lt;br /&gt;
&lt;br /&gt;
Some ships (with high version numbers in [[ShipVersion]] OXP - so the more durable ones) hold much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar3.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
With [[HardShips]] OXP you can get more equipment - as you can see in this image:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Compliments'''&lt;br /&gt;
&lt;br /&gt;
You might get the following compliments:&lt;br /&gt;
&lt;br /&gt;
* 1000₢:	 Nice work.&lt;br /&gt;
* 3000₢:	 Well done!&lt;br /&gt;
* 5000₢:	 Excellent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
&lt;br /&gt;
Be careful when attacking a ship you hope to tow: slow your fire when the exhaust plume changes (or throwing sparks with [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=12507 CustomShields OXP]) to avoid blowing it up - and stop immediately when you see the Escape capsule. Then slowly touch the derelict ship to lock it to your towbar.&lt;br /&gt;
&lt;br /&gt;
Reduce the pitch and yaw movements when towing. There is a small but increasing chance to break either the towbar or the towed ship: heavier ships break sooner. A few tips:&lt;br /&gt;
* Approach the derelict ship in the direction of your next movement, usually head to the Station to reduce turning with mass.&lt;br /&gt;
* Stop your ship before turning to cause less pressure to the towbar.&lt;br /&gt;
* Do not go on a sightseeing tour: the status of the ship degrades over time when moving, so you will earn more credits if you deliver it faster. You will be informed about flying parts to remember this. Such loss will be less at low speeds and your haul will be safe from this only if your ship is stopped!&lt;br /&gt;
&lt;br /&gt;
Problems:&lt;br /&gt;
*If the towbar is destroyed then you can buy another and go back to the ship, just find the '''&amp;quot;D&amp;quot;''' (derelict) beaconCode on your [[Advanced_Space_Compass|Advanced Space Compass]]. [[Telescope]] OXP shows it also on your main scanner from any range.&lt;br /&gt;
*If you are too slow then either pirates will blow up the ship for the cargo, or hunters for the bounty or else some Thargoids will visit for sure!&lt;br /&gt;
*Other derelict ships in the system will not display a beaconCode on your ASC (due to the signal transmitter only being placed when the towbar is locked on).&lt;br /&gt;
&lt;br /&gt;
Releasing the towed ship:&lt;br /&gt;
*You can release your towed ship if your ship touches another derelict ship.&lt;br /&gt;
*If you initiate a hyperjump then the towbar will release the towed ship. This means that you must sell the ship in the same system where you get it.&lt;br /&gt;
*You can also release the towed ship by priming your Towbar ('''Shift+N''') and pressing activate ('''n'''). The just released ship can then be relocked by another activate (within 200m).&lt;br /&gt;
&lt;br /&gt;
Combat while towing:&lt;br /&gt;
*The towed ship is vulnerable, so you are recommended to avoid combat situations until it has been delivered.&lt;br /&gt;
*The largest towed ships face into your aft weapon - so you cannot fire it or you will destroy the towed ship! If you really ''must'' fire your rear laser, then release the ship by a double &amp;quot;h&amp;quot; keypress (start and stop a hyperjump) and pick it up again later. Before doing this you must have set a target system ''and'' have enough fuel for the jump.&lt;br /&gt;
*Do not engage in a fight while towing a ship (to avoid too much jerky movement which breaks the towbar). If you must, then, as above, release your towed ship and reclaim it after the battle.&lt;br /&gt;
&lt;br /&gt;
Build up your reputation by salvaging more ships, (towing missions will require qualifications)!&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 1&lt;br /&gt;
&lt;br /&gt;
==Laser Reductor==&lt;br /&gt;
&lt;br /&gt;
This reduces your Laser power to minimal if your targeted enemy ship is derelict (to prevent you destroying it after the pilot has ejected).&lt;br /&gt;
You will get a &amp;quot;Derelict!&amp;quot; message with a &amp;quot;bloop&amp;quot; sound when your target is ejected to warn you to stop firing your laser.&lt;br /&gt;
&lt;br /&gt;
Your first 10 hits will be reduced only, (''ie'' an entire second with a continuously firing beam laser). Most pilots are able to release the fire button within a second after warning sound started: if you fluff this then increase the $TowbarMaxReduct variable in towbar.js.&lt;br /&gt;
&lt;br /&gt;
When you exceed this limit a &amp;quot;Laser Reductor disabled&amp;quot; message appears and you can now destroy your target to complete your mission.&lt;br /&gt;
You can turn off the reductor by priming (Shift-N) and activating (n) Towbar when there is neither a towed ship nor a derelict one within 200m.&lt;br /&gt;
&lt;br /&gt;
It is recommended to install the &amp;quot;Derelict&amp;quot; display warning into your HUD (with either Detectors OXP, NumericHUDv3.11 or by following the instructions in the insertintohudlegends.plist file) to get another visual warning.&lt;br /&gt;
&lt;br /&gt;
 Cost: 100.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner==&lt;br /&gt;
&lt;br /&gt;
Complex robots can transfer the valuable parts of the towed ship to your cargo hold - but this takes some time.&lt;br /&gt;
&lt;br /&gt;
Mining operates in the following order:&lt;br /&gt;
:1. '''Cargo''': stronger ships tend to hold more valuable packages. Fuel is also transferred in this step.&lt;br /&gt;
:2. '''Computers''': from the built-in electronics, usually 1 or 2t depending on the ship size.&lt;br /&gt;
:3. '''Machinery''': from mining equipment and lasers, in equal value.&lt;br /&gt;
:4. '''Alloys''': from dismantling the hull into pieces - but only the smaller pieces can fit into the scoop (max. 10t).&lt;br /&gt;
&lt;br /&gt;
Mining will stop by default when the cargo transfer is done - assuming you want to tow the ship into a station.&lt;br /&gt;
&lt;br /&gt;
To continue mining the ship, prime Towbar ('''Shift+N''') and press mode ('''b'''): but this is suggested only if you do not plan to tow the ship back to any dock.&lt;br /&gt;
* Set back to the &amp;quot;'''Offline'''&amp;quot; or &amp;quot;Cargo only&amp;quot; settings if you plan to tow a ship again.&lt;br /&gt;
* The &amp;quot;'''Cargo only'''&amp;quot; mode is suggested due to possible loss of cargo from the towed ship while moving (which cannot happen from your cargo hold).&lt;br /&gt;
* The &amp;quot;'''Up to full'''&amp;quot; mode will mine until there is no free space left in your ship, the rest is left in the half-mined ship.&lt;br /&gt;
* The &amp;quot;'''Salvager'''&amp;quot; mode will drop out all mined inner parts into space to complete the mining operation and increase your salvager reputation regardless of whether your hold is full.&lt;br /&gt;
&lt;br /&gt;
Cargo check needs some time (even for ships with 0t cargo) due to checking the cabin safe which can contain valuables.&lt;br /&gt;
Mining will be paused while steering, speed changing, injecting and torus travel - so it is best to mine when stopped or while travelling straight at a constant normal speed.&lt;br /&gt;
&lt;br /&gt;
=== Parcels ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you can find parcels when finishing cargo transfer. Urgent ones need to be delivered to the main station within a few minutes.&lt;br /&gt;
Your ship's manifest screen (F5F5) will show the remaining time for delivery. Do not use autodock (Shift+C) due to it needing 20 minutes (regardless of the fact that it looks like an instant process!) - you will arrive too late. &lt;br /&gt;
&lt;br /&gt;
Your parcel reputation will not suffer if you do not arrive in time due to you are not the one who undertook the delivery (expired parcels will be removed from your manifest screen to avoid such penalties).&lt;br /&gt;
Install [[Display_reputation_OXP|Display reputation OXP]] to track your progress: you will get more payout for the same work if you earn a higher reputation.&lt;br /&gt;
&lt;br /&gt;
To find the shortest route for normal parcel delivery you should buy Advanced Navigational Array equipment, then select the galactic chart (F6F6), hold down &amp;quot;^&amp;quot; (Shift+6) and click on the destination (marked with a green diamond). Hold down the Ctrl key as well also to show the fastest route if that route takes too long. Press F1 and then &amp;quot;`&amp;quot; to review your time limit in your communications log in hours. The Manifest screen (F5F5) shows this in days but in the galactic chart (F6F6) you see the times of routes in hours.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
Some ships are equipped with a self-destruct trap. A mistake during Fuel transfer can also end up with an explosion. These can cause major damage to your ship depending on the size of the towed ship. As you gain more and more salvaging experience you can prevent these problems more of the time. With [[ShipVersion]] OXP you usually can mine ships safely below or at your salvager level.&lt;br /&gt;
&lt;br /&gt;
Towbar will not autolock if a trap can kill you due to the target being too large or your energy too low. You can override this safety feature by priming and activating Towbar but you risk dying in an explosion. There is always a small chance to fall into a trap, sometimes even an Elite Salvager can make mistakes also! It might be more prudent to avoid overriding this safety feature and wait until your energy and shields are recharged, buying Shield Boosters or even buying a larger ship with more energy banks.&lt;br /&gt;
&lt;br /&gt;
Ship mining is not 100% safe, towed ships can explode from the meddling in rare cases which will surely also destroy the miner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finishing mining counts as 'salvaging the ship' which increases your reputation - so you can save the towing time by doing so if the money is less important to you.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''Empty'''&amp;quot; word in the ship name means that the cargo has been transferred already, the &amp;quot;'''Mined'''&amp;quot; word means that mining is completed.&lt;br /&gt;
Your HUD can show these words also with [[Numeric_Style_HUDs|NumericHUD v3.11]] or by following the instructions in the insertintohudlegends.plist.&lt;br /&gt;
Derelict ships show as a light blue lollipop in the scanner when targeted, Empty ships show as blue and Mined ships show as dark blue.&lt;br /&gt;
&lt;br /&gt;
If you want to sell the parts in another solar system then you must mine the ship before jumping (due to the impossibility of constructing a tool which can avoid the explosion of a badly damaged ship in hyperspace).&lt;br /&gt;
&lt;br /&gt;
You should also complete mining if you are very far away from any dock to avoid losing many of the parts along the way. If the Station is nearby you will earn more credits by towing it as it is.&lt;br /&gt;
&lt;br /&gt;
If you are mining a heavy ship which has more than 1.6 times the mass of your ship, then you are stuck and cannot move regardless of your speed settings. If you touch the controls while mining a heavy ship then you must release it immediately to avoid breaking the towbar. &lt;br /&gt;
&lt;br /&gt;
Ship Miner can fit into large ships over 130t only and the mined parts need much cargo space, unless you found valuable cargo (Gold, Platinum or Gem-stones).&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Ship Miner Assistant==&lt;br /&gt;
&lt;br /&gt;
Additional transporter bots can help to reduce the mining time and increase your safety.&lt;br /&gt;
The possibilities of losing or destroying ship parts are roughly halved.&lt;br /&gt;
These can also catch large parts when towing before they drop out of the towed ship.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Compatible Injectors==&lt;br /&gt;
&lt;br /&gt;
Allow the use of Injectors while towing a ship. &lt;br /&gt;
Costly due to the need of stronger towbar holders and of new exhaust fittings so that the towed ship is not damaged by exhaust emissions.&lt;br /&gt;
&lt;br /&gt;
The towed ship loses more parts if the speed is higher - so you do not save money but you can save time.&lt;br /&gt;
Torus Drive is the only exception to the speed rule - so Torus is recommended for use as soon as possible.&lt;br /&gt;
Do not alter your direction while using these injectors otherwise your towbar will become much more unstable.&lt;br /&gt;
&lt;br /&gt;
 Cost: 20,000.0₢&lt;br /&gt;
 Techlevel: 11&lt;br /&gt;
&lt;br /&gt;
==Towbar Repair Bot==&lt;br /&gt;
&lt;br /&gt;
Can fix a broken towbar, but once only.&lt;br /&gt;
Repair starts automatically when needed and takes about a minute.&lt;br /&gt;
&lt;br /&gt;
The bot cannot repair a destroyed towbar - which happens almost as often as a broken one - so it is better to apply a Towbar Stabilizer, and use the repair bot as a last resort only.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢.&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment Icons.png|thumb|400px|right|'''Equipment Icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
'''Towbar''' (2): Towbar Stabiliser, TugDrone &amp;lt;br&amp;gt;&lt;br /&gt;
(Deep Space Dredger (1): Salvage Missile) &amp;lt;br&amp;gt;&lt;br /&gt;
(Cargo Shepherd (1): Cargo Shepherd)]]&lt;br /&gt;
==Towbar Stabilizer==&lt;br /&gt;
&lt;br /&gt;
Use this when your towbar is unstable - it will prevent damage and the possible explosion of your towed ship.&lt;br /&gt;
It occupies an empty pylon, and is launched as a mine.&lt;br /&gt;
Buy more than one if you plan to tow heavy ships for long distances.&lt;br /&gt;
&lt;br /&gt;
It cannot fix a broken or destroyed towbar, nor resurrect a towed ship after an explosion caused by unstable towing: so use it before these problems occur.&lt;br /&gt;
&lt;br /&gt;
 Cost: 200.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Tug Drone==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar10.png|400px|right]]&lt;br /&gt;
Launch as a 'fire and forget missile' at a derelict ship and you are done with the work!&lt;br /&gt;
Managed by the local authorities who charge a 50% commission but also pay up instantly when your tug drone hits the target.&lt;br /&gt;
&lt;br /&gt;
The drone will eject the cargo and pay you for the ship only: so you must scoop the ejected cargo if you have not already extracted it with Ship Miner before launching your Tug Drone.&lt;br /&gt;
GalCop defends tug drones but the cargo ejection is due to the need for all pirates to know that tug drones never transport cargo (thus attaining a tolerable safety level where it is not worth the pirate's efforts to attack it).&lt;br /&gt;
&lt;br /&gt;
[[Deep_Space_Dredger|Deep Space Dredger]] OXP provides a '''Salvage Missile''' which can autopilot a derelict ship with cargo.&lt;br /&gt;
In this case you must escort the derelict until it reaches a Dredger. This can be much harder due to pirate ambushes, but can also pay more due to avoidance of the local authorities' commission.&lt;br /&gt;
&lt;br /&gt;
A Tug Drone can only fit into large ships (over 130TC).&lt;br /&gt;
Do not target small ships which pay less than the cost of the Tug Drone!&lt;br /&gt;
You must aim exactly at the target (''ie'' with a red [[STE]] box) to launch the drone, the regular green target lock is not exact enough.&lt;br /&gt;
&lt;br /&gt;
The rotating ship model cannot be displayed in the sell salvage screen during flight, and your ship is moving while you read it so press enter shortly to reduce the blind fly time.&lt;br /&gt;
&lt;br /&gt;
 Cost: 1,000.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
==Salvager License==&lt;br /&gt;
&lt;br /&gt;
[[Image:Towbar9.png|400px|right]]&lt;br /&gt;
GalCop regulates ship salvaging at main stations; you must buy a license from your initial earnings, which is automatically deducted. You will only receive payments for the cargo after you have pooled the full 20,000 credits for the yearly license. You must buy a new license every year. Once you have a Salvager License, you must pay tax on the ship hull and equipment valuations based on the government type.&lt;br /&gt;
&lt;br /&gt;
 Government		Tax&lt;br /&gt;
  Anarchy 		 0 %&lt;br /&gt;
  Feudal			 5 %&lt;br /&gt;
  Multi-Governmental	10 %&lt;br /&gt;
  Dictatorship		15 %&lt;br /&gt;
  Communist		20 %&lt;br /&gt;
  Confederacy		25 %&lt;br /&gt;
  Democracy		30 %&lt;br /&gt;
  Corporate State 	35 %&lt;br /&gt;
&lt;br /&gt;
Non-GalCop stations do not require a license, but ''do'' charge a 50% commission. Dredgers in [[Deep_Space_Dredger|Deep Space Dredger]] OXP and Salvage Gangs in [[Anarchies_OXP|Anarchies]] OXP buy without commission due to processing the ship locally but they pay a low price for the alloys of the hull.&lt;br /&gt;
&lt;br /&gt;
Cargo is never taxed or commissioned.&lt;br /&gt;
&lt;br /&gt;
==Salvager Missions==&lt;br /&gt;
&lt;br /&gt;
Your reputation is determined by how many ships you have salvaged either by delivery or by fully mining them.&lt;br /&gt;
When you reach certain levels of reputation you might embark on Salvager Missions (in v0.93 only the first of these is implemented):&lt;br /&gt;
&lt;br /&gt;
 Ships	Rank		Level	Payout (₢)	Need new Salvager License&lt;br /&gt;
   0	First Aid	Easy	  1,000			No&lt;br /&gt;
   2	Second Hand	Easy	  2,000			No&lt;br /&gt;
  10	Ten Commands	Easy	 10,000			Yes&lt;br /&gt;
  20	Twenty Sisters	Medium	 20,000			No&lt;br /&gt;
  30	Thirty Pirates	Medium	 30,000			Yes&lt;br /&gt;
  40	Forty Robbers	Medium	 40,000			Yes&lt;br /&gt;
  50	Fifty Percent	Hard	 50,000			No&lt;br /&gt;
 100	Hundred Tonnes	Hard	100,000			Yes&lt;br /&gt;
 200	200 Seconds	Hard	200,000			No&lt;br /&gt;
&lt;br /&gt;
==Salvager Rankings==&lt;br /&gt;
&lt;br /&gt;
You can step up in your Salvager career by towing or mining derelict ships or achieving salvage missions.&lt;br /&gt;
&lt;br /&gt;
As your reputation increases you can attain better rankings which are shown in your Manifest screen (F5-F5).&lt;br /&gt;
&lt;br /&gt;
With higher ranks you can neutralize more complex traps in towed ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Ships	Rankings&lt;br /&gt;
    2	Novice Salvager&lt;br /&gt;
    4	Assistant Salvager&lt;br /&gt;
    8	Poor Salvager&lt;br /&gt;
   16	Below Average Salvager&lt;br /&gt;
   32	Average Salvager&lt;br /&gt;
   64	Above Average Salvager&lt;br /&gt;
  128	Competent Salvager&lt;br /&gt;
 1000	Trustworthy Salvager!&lt;br /&gt;
 3000	Infallible Salvager!&lt;br /&gt;
 6000	Elite Salvager!&lt;br /&gt;
&lt;br /&gt;
==Equipment Payout==&lt;br /&gt;
In v0.104, Towbar started supporting &amp;quot;pluggable&amp;quot; policies to calculate the value of the equipments, weapons included, in the salvaged ship, to be implemented by other OXPs.&lt;br /&gt;
&lt;br /&gt;
The reason for that can be seen [http://bb.aegidian.org/viewtopic.php?p=270538#p270538 in this discussion].&lt;br /&gt;
&lt;br /&gt;
In v0.104, those policies overwrite the standard policy - to change policies the player has to uninstall one policy OXP and install the other policy OXP, which requires exiting the game session. Payout OXPs compatible with the v0.104 version must have a single policy packaged inside.&lt;br /&gt;
&lt;br /&gt;
After v0.105, Towbar supports in-game selection of the payout policy through the Station Interfaces (F4) ''Config for AddOns'' screen. Payout OXPs compatible with v0.105 could package more than one payout policy for the player to choose, but if an OXP packages more than one policy it is not compatible with Towbar v0.104.&lt;br /&gt;
&lt;br /&gt;
The OXPs that package such alternative payout policies can be found [[Towbar_Payout|here]].&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
Requires Oolite v1.77 and the [[BGS]] OXP if you want to see a nice background on the salvage screen.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
Towbar allows in-game configuration through Station Interfaces (F4) ''Config for AddOns'' for:&lt;br /&gt;
&lt;br /&gt;
* TalkingShip: when true, Towbar will use Comms to send its messages to the player; otherwise the messages go to the Console.&lt;br /&gt;
* StartMode: start mode for Ship Miner: 0=Offline, 1=Cargo Only, 2=Full, 3=Salvager[.&lt;br /&gt;
* Appearance: the Towbar equipment appearance: 0=Retractable, 1=Fixed, 2=Tractor Beam.&lt;br /&gt;
* EqPayout: the salvaged equipment Payout Policy to use&lt;br /&gt;
&lt;br /&gt;
Other configurations can only be altered by editingtowbar.js and re-starting the game:&lt;br /&gt;
&lt;br /&gt;
* $TowbarDebug = false; //will spawn a derelict ship right after undock&lt;br /&gt;
* $TowbarLimit127t = false; //can limit markets to their original capacity (127t)&lt;br /&gt;
* $TowbarMaxReduct = 10; //how many hits will be reduced by the Laser Reductor on a derelict ship&lt;br /&gt;
* $TowbarNPCMissile = true; //NPCs with enhanced IQ: fire a missile before ejecting as a last resort&lt;br /&gt;
* $TowbarSlowTurn = true; //set to false if causing jerky controls while towing a ship&lt;br /&gt;
&lt;br /&gt;
=== Payout OXPs ===&lt;br /&gt;
&lt;br /&gt;
Payout OXPs add alternatives to the standard salvaged equipment payout policy. Such alternatives can be pro-player, paying more for the equipment, or anti-player, paying less.&lt;br /&gt;
&lt;br /&gt;
A Payout Policy OXP MUST:&lt;br /&gt;
&lt;br /&gt;
* create a function that takes an ''EquipmentInfo'' (which might contain a weapon) object as parameter and returns its salvage price IN CREDITS;&lt;br /&gt;
** if the ''scriptInfo'' property ''towbar_max_salvage_price'' is defined for an equipment, the value there MUST be the high limit for the payout returned by the function for that equipment;&lt;br /&gt;
* in the OXP's startUpComplete event handler:&lt;br /&gt;
** append a reference to that function to the array ''worldScripts.towbar.$TowbarEquipmentPayoutHandlers'';&amp;lt;br&amp;gt;&lt;br /&gt;
** define a property ''display'' for that function and assign a short and distinctive string to it - the first 6 characters will be used to identify the policy implemented by the function in the policy selection screen;&amp;lt;br&amp;gt;&lt;br /&gt;
** repeat for as many policies as wished (but bear in mind that all the policies short names will have to fit in a single line).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 3.0&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.&lt;br /&gt;
::Towbar applause sound source: http://soundbible.com/1260-Auditorium-Applause.html&lt;br /&gt;
::Towbar break sound source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
::Towbar fireworks sound source: http://soundbible.com/693-Fireworks-Finale.html&lt;br /&gt;
::Towbar hit derelict sound source: boop.ogg in Oolite.&lt;br /&gt;
::Towbar lock on sound source: bgs-m_fx_shipyard1.ogg in BGS OXP.&lt;br /&gt;
&lt;br /&gt;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
2020.11.04. v1.0&lt;br /&gt;
&lt;br /&gt;
* Just ups the version number to 1.0.&lt;br /&gt;
&lt;br /&gt;
2020.11.03. v0.110&lt;br /&gt;
&lt;br /&gt;
* Fixes bug in the verification of player ship's mass before offering the mission after towbar is bought.&lt;br /&gt;
* Towbar equipment salvage payout pricing looks at the equipment's scriptInfo property 'towbar_max_salvage_price' to limit the salvage price of equipments (useful for money-sinks like Shield Cycler Manual Configurator Standard and Advanced).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2020.10.03. v0.109 &lt;br /&gt;
&lt;br /&gt;
* Towbar and Towbar Compatible Injectors have prices proportional to the ship's mass.&lt;br /&gt;
* Don't start the mission after the player buys towbar if the player's ship has less than 30t.&lt;br /&gt;
* Re-enables injectors after releasing the towed ship when hitch-riding a wormhole.&lt;br /&gt;
* Reduces the amount retained for the Salvager's License when salvaging at main station without a license from 100% to 60%.&lt;br /&gt;
* Uses $disableEquipemnt and $enableEquipment from Rapair Bots if available to disable/enable the injectors when towing without towbar compatible injectors.&lt;br /&gt;
* Stations with GalCop allegiance behave as main station.&lt;br /&gt;
* Player may choose to pay the full balance to the Salvager's License if enough credits are available.&lt;br /&gt;
&lt;br /&gt;
2020.09.14. v0.108&lt;br /&gt;
&lt;br /&gt;
* Deals with carried ships when salvaging a Carrier.&lt;br /&gt;
&lt;br /&gt;
2020.09.04. v0.107&lt;br /&gt;
&lt;br /&gt;
* Fixes bug that halted salvaging processing.&lt;br /&gt;
* Fixes bug that prevented Appearance parameter saved value from taking effect after loading from save file.&lt;br /&gt;
* More messages re-written to better English (thanks to Nite Owl).&lt;br /&gt;
2020.08.31. v0.106&lt;br /&gt;
&lt;br /&gt;
* Fixes a bug in the fallback code for Laser Reductor.&lt;br /&gt;
* Doesn't blindly remove equipments defined by other OXPs.&lt;br /&gt;
&lt;br /&gt;
2020.08.29. v0.105 &lt;br /&gt;
&lt;br /&gt;
* Fixes bug in cargo pod script that looks at the pod's cargo space instead of the player ship's when scooped.&lt;br /&gt;
* Implements salvaged equipment payout policy selection in-game through Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Laser Reductor looks at EquipmentInfo.weaponInfo.damage to know the energy of the hit to be reduced (uses a fallback for core game versions that don't allow scripts retrieval of weaponInfo).&lt;br /&gt;
* Creates TalkingShip, StartMode and Appearance  parameters in Stations Interfaces (F4) Config for AddOns.&lt;br /&gt;
* Implements TalkingShip, with messages in better English thanks to Nite Owl.&lt;br /&gt;
* Removes the &amp;quot;Incoming Message&amp;quot; speech intro for Comms messages.&lt;br /&gt;
&lt;br /&gt;
2020.08.10. v0.104 &lt;br /&gt;
&lt;br /&gt;
* Use commodity name instead of commodity display name as cargo identification in re-spawned cargo pods (with display name as identification, the cargo couldn't be put into the player's ship manifest when the cargo pod was scooped).&lt;br /&gt;
* Adjusted Laser Reductor to take into account the damage rate defined for the current weapon.&lt;br /&gt;
* Debug code to spawn derelicts just out the station when launching now spawn near the station where the player's ship is docked instead of the main station.&lt;br /&gt;
* Tweaked code the awards/remove EQ_DTADER to reduce the number of times it's added/removed while targeted.&lt;br /&gt;
* Upped minimal Oolite version to 1.81, removed code for older versions.&lt;br /&gt;
* Fixed bug that used commodity display name instead of name in lost-in-transit cargo pods.&lt;br /&gt;
* Fixed bug that removed rotation when reducing yaw and pitch while towing (affected ILS rotation-sync).&lt;br /&gt;
* Fixed bug in salvaged ship payout when the ship's cargo is beyond the local market capacity.&lt;br /&gt;
* Re-factored salvaged equipment pricing into a function (to make it easy to overwrite it with different pricing policies through other OXPs).&lt;br /&gt;
* Included port and starboard weapons (if any) in the salvaged ship payout.&lt;br /&gt;
* Reduced payout for salvaged ship's equipment and weapons.&lt;br /&gt;
* Some de-referencing for performance.&lt;br /&gt;
&lt;br /&gt;
2020.06.23. v0.103 &lt;br /&gt;
&lt;br /&gt;
* Abort sound was not playing if the tug drone can't be launched.&lt;br /&gt;
&lt;br /&gt;
2020.05.05. v0.102 &lt;br /&gt;
&lt;br /&gt;
* Better integration with Email System, preventing unnecessary emails being sent.&lt;br /&gt;
&lt;br /&gt;
2020.02.23. v0.101 &lt;br /&gt;
&lt;br /&gt;
* Fixed two invalid reference errors in the towbar mission script.&lt;br /&gt;
* Some minor spelling/grammar corrections.&lt;br /&gt;
&lt;br /&gt;
2016.08.14. v0.99 &lt;br /&gt;
&lt;br /&gt;
* Increased payout for equipments and weapons during ship salvaging.&lt;br /&gt;
* Towbar is not shown by default, just when tow a ship (retractable).&lt;br /&gt;
* Mission failed screen appear correctly at load game when must finish without rest.&lt;br /&gt;
* NPC will not fire missile at point-blank range before eject, thanks to Astrobe.&lt;br /&gt;
* Fixed multiplied parcels, thanks to Cmd Northgate.&lt;br /&gt;
* Removed &amp;quot;x. find&amp;quot; from parcel messages, suggested by Cmd Northgate.&lt;br /&gt;
* Fixed Constrictor hunt problem, thanks to Captain Obvious.&lt;br /&gt;
* First mission compatible with Escort Deck, thanks to Vincentz.&lt;br /&gt;
* Fixed for very long ships like Worker's Commuter in Commies OXP, thanks to TheOldGamer.&lt;br /&gt;
* Density of small-cargo1 raised to help scoop it with small ships, thanks to Bogatyr.&lt;br /&gt;
* Tug Drone got collision handler, thanks to Hullblazer.&lt;br /&gt;
* Ship Miner default mode changed to salvager as suggested by gt52&lt;br /&gt;
&lt;br /&gt;
2015.03.15. v0.98 &lt;br /&gt;
&lt;br /&gt;
* Player get score if force a pilot to eject.&lt;br /&gt;
* Small fixes for Oolite 1.81 and without BGS.&lt;br /&gt;
&lt;br /&gt;
2014.09.21. v0.97 &lt;br /&gt;
&lt;br /&gt;
* The first mission will fail if jump out from the system, thanks to Bogatyr.&lt;br /&gt;
* Cleanup after first mission: Moray removed, thanks to Falcon777.&lt;br /&gt;
* Trumbles modified to do not take over cargo, thanks to Falcon777.&lt;br /&gt;
&lt;br /&gt;
2013.12.26. v0.96 &lt;br /&gt;
&lt;br /&gt;
* Bugfix in Tug Drone.&lt;br /&gt;
* Smaller large cargo box.&lt;br /&gt;
&lt;br /&gt;
2013.12.14. v0.95 &lt;br /&gt;
&lt;br /&gt;
* Parcels and urgent parcels can be found during ship mining.&lt;br /&gt;
* Minor tweaks in mining and a bugfix with Trumbles.&lt;br /&gt;
* Audio and message warning if hit a derelict ship to stop fire in time.&lt;br /&gt;
* Laser Reductor limitation adjustable in $TowbarMaxReduct.&lt;br /&gt;
* Illegal cargo added into some ships with bounty.&lt;br /&gt;
&lt;br /&gt;
2013.12.08. v0.94 &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor fixed and can be turned off.&lt;br /&gt;
&lt;br /&gt;
2013.10.23. v0.93 &lt;br /&gt;
&lt;br /&gt;
* Timed bomb implemented into some derelict ships.&lt;br /&gt;
* Traps are leveled up with [[ShipVersion]].&lt;br /&gt;
* Towbar will not autolock if a trap can be fatal.&lt;br /&gt;
* NPCs will stop attacking derelict ships.&lt;br /&gt;
&lt;br /&gt;
2013.10.22. v0.92 &lt;br /&gt;
&lt;br /&gt;
* Trap ships and Fuel mining added (thanks to popsch).&lt;br /&gt;
* Injectors fixed when the towed ship destroyed by others.&lt;br /&gt;
&lt;br /&gt;
2013.09.24. v0.91 &lt;br /&gt;
&lt;br /&gt;
* Give back Injectors after mission ship is delivered.&lt;br /&gt;
* Set $TowbarSlowTurn to false on computers where controls goes jerky when tow a ship.&lt;br /&gt;
* XML support in insertintohudlegends.plist.&lt;br /&gt;
* Effectdata.plist for Telescope OXP to show large cargo models.&lt;br /&gt;
&lt;br /&gt;
2013.09.06. v0.9  &lt;br /&gt;
&lt;br /&gt;
* Laser Reductor, Ship Miner, Ship Miner Assistant and Tug Drone added.&lt;br /&gt;
* First Salvager Mission added.&lt;br /&gt;
* Towbar primeable to release and to change mining mode.&lt;br /&gt;
* Salvager Rankings displayed in F5-F5 screen (idea from Display reputation OXP).&lt;br /&gt;
* Deep Space Dredger and Salvage Gang buy ships without commission.&lt;br /&gt;
* Can lose or destroy alloys, cargo and equipments during towing and steering also.&lt;br /&gt;
* Flying out more t alloys and cargo in one large object instead of many 1t pieces.&lt;br /&gt;
* Flying equipments now scoopable as 1 or more t Machinery.&lt;br /&gt;
* The ship.script.$TowbarShipHealth is scalable from 0 to 1 (max. loss to no loss).&lt;br /&gt;
* Pitch rate less reduced with light towed ships.&lt;br /&gt;
* HUD can show the Derelict, Empty and Mined status of the current target.&lt;br /&gt;
* Pay bounty instantly when the target derelicted.&lt;br /&gt;
* Refund available for all equipments of this OXP.&lt;br /&gt;
&lt;br /&gt;
2013.08.21. v0.8  &lt;br /&gt;
&lt;br /&gt;
* Chance to break the towbar or the towed ship (thanks to DaddyHoggy).&lt;br /&gt;
* Towbar break sound included, source: bgs-c_hullbang.ogg in BGS OXP.&lt;br /&gt;
* Towbar Stabilizer, Repair Bot and Towbar Compatible Injectors added.&lt;br /&gt;
* Towed ship get &amp;quot;D&amp;quot; (derelict) beaconCode.&lt;br /&gt;
* Build up reputation in missionVariables.&lt;br /&gt;
* Salvager License and tax system added.&lt;br /&gt;
* Flying alloys, cargo and equipments added.&lt;br /&gt;
* Ship moved to right in the sell salvage screen (thanks to Svengali and cim).&lt;br /&gt;
&lt;br /&gt;
2013.08.18. v0.7  &lt;br /&gt;
&lt;br /&gt;
* Injectors offline and pitch rate very low when towing.&lt;br /&gt;
* Payment lowered.&lt;br /&gt;
&lt;br /&gt;
2013.08.17. v0.6  &lt;br /&gt;
&lt;br /&gt;
* Lock on sound added. Source: bgs-m_fx_shipyard1.ogg in [[BGS]] OXP.&lt;br /&gt;
* Some ships carry much more valuable cargo than others.&lt;br /&gt;
&lt;br /&gt;
2013.08.16. v0.5  &lt;br /&gt;
&lt;br /&gt;
* Give money for cargo also.&lt;br /&gt;
&lt;br /&gt;
2013.08.15. v0.2  &lt;br /&gt;
&lt;br /&gt;
* Give money for equipments.&lt;br /&gt;
&lt;br /&gt;
2013.08.14. v0.1  &lt;br /&gt;
&lt;br /&gt;
* First test files.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:Towbar-1.1.oxz|Towbar-1.1.oxz]].&lt;br /&gt;
*[[Media:Towbar-1.0.oxz|Towbar-1.0.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.110.oxz|Towbar-0.110.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.109.oxz|Towbar-0.109.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.108.oxz|Towbar-0.108.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.107.oxz|Towbar-0.107.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.106.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.105.oxz|Towbar-0.105.oxz]].&lt;br /&gt;
*[[Media:Towbar-0.104.oxz|Towbar-0.104.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.103.oxz|Towbar_0.103.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.102.oxz|Towbar_0.102.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.101.oxz|Towbar_0.101.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.99.oxz|Towbar_0.99.oxz]].&lt;br /&gt;
*[[Media:Towbar_0.98.oxz|Towbar_0.98.oxz]] was downloaded {{#downloads:Towbar_0.98.oxz}} times.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=2007 2006 discussion about towing derelicts]&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=4844 2008 Is destruction the only way?]&lt;br /&gt;
=== Other OXPs enhancing this one ===&lt;br /&gt;
*[[Deep Space Dredger]] - the dredger also plays a salvage role, and includes a Salvage missile&lt;br /&gt;
*[[BGS]] - for Towbar sounds&lt;br /&gt;
*[[Towbar Payout]] - there is currently only ''Medium'' available, but more are possible&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsParent=true|oxpIsChild=|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Towbar&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-11-04&lt;br /&gt;
|features = Introduces Salvaging.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Activities OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=15204 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Towbar-1.1.oxz&amp;diff=76224</id>
		<title>File:Towbar-1.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Towbar-1.1.oxz&amp;diff=76224"/>
		<updated>2022-10-26T00:07:55Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76212</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76212"/>
		<updated>2022-10-25T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the (non-required) clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ship targeting something else which comes into its sight (beware of Telescope!) during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents (hopefully :-) ) docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs (to avoid them plastering themselves on the station back &lt;br /&gt;
                   or side walls...).&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane (avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76211</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76211"/>
		<updated>2022-10-25T14:51:55Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the (non-required) clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ship targeting something else which comes into its sight (beware of Telescope!) during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents (hopefully :-) ) docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs (to avoid them plastering themselves on the station back &lt;br /&gt;
                   or side walls...).&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76210</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76210"/>
		<updated>2022-10-25T14:50:55Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the (non-required) clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ship targeting something else which comes into its sight (beware of Telescope!) during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents (hopefully :-) ) docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76209</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76209"/>
		<updated>2022-10-25T14:50:28Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the (non-required) clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ship targeting something else which comes into its sight (beware of Telescope!) during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76208</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76208"/>
		<updated>2022-10-25T14:47:30Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the (non-required) clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76207</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76207"/>
		<updated>2022-10-25T14:44:49Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS (though the commander can switch ILS off by unlocking the station). The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76206</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76206"/>
		<updated>2022-10-25T14:43:22Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station) - if you can see the dock entrance, your are in the right place, if not you have to move to a place you can see the dock before ILS will engage&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76205</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76205"/>
		<updated>2022-10-25T14:41:34Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not required&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76186</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76186"/>
		<updated>2022-10-25T00:24:49Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.15&lt;br /&gt;
|release = 2022-10-24&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76185</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76185"/>
		<updated>2022-10-25T00:24:31Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.15.oxz‎|ILS-1.15.oxz‎]] (downloaded {{#downloads:ils-1.15.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2022-08-08&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=76184</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=76184"/>
		<updated>2022-10-25T00:23:50Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
&lt;br /&gt;
 2022.10.24. v1.15 Prevents docking upside-down when rotation is necessary.&lt;br /&gt;
                   Do not use ILS to dock on Salvage Gangs (it does not work well with its deeply &lt;br /&gt;
                   recessed dock).&lt;br /&gt;
                   Extends the &amp;quot;ship must be in the outside side of the docking bay entrance for ILS &lt;br /&gt;
                   to engage&amp;quot; rule to NPCs.&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock&lt;br /&gt;
                   entrance's plane avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] ([[User:Slartibartfast|Slartibartfast]], 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2022-08-08&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Ils-1.15.oxz&amp;diff=76183</id>
		<title>File:Ils-1.15.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Ils-1.15.oxz&amp;diff=76183"/>
		<updated>2022-10-25T00:20:02Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.15&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75499</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75499"/>
		<updated>2022-09-19T00:44:42Z</updated>

		<summary type="html">&lt;p&gt;Dybal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Save-and-Jump OXP.png|right|500px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Save In Flight''' allow the player to save the game in mid-flight, ''i.e.'' while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
This is done through a new piece of equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to a stop, and then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player ship will then be &amp;quot;teleported&amp;quot; to the Station at the End of the Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End of the Universe, the player should just launch and the player's ship will be moved to the last place where the Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.1.oxz|Save In Flight v1.0.1]].&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:SaveInFlight-1.0.0.oxz|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
&lt;br /&gt;
*This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 discussion in the forum]&lt;br /&gt;
*[[Save and Jump OXP]] (2012)&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
v1.0.1 (sep/2022):&lt;br /&gt;
* Restore original Fuel Leak Rate after launch (Battle Damage OXP migth cause a fuel leak upon launch if the hull was damaged before saving;&lt;br /&gt;
*Restore TC use for scooped marshallable commodities (those in g and kg) after launch (the core game marshalled them at launch) - thanks to Massively Locked for the heads up and code;&lt;br /&gt;
&lt;br /&gt;
v1.0.0 (sep/2022):&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Save In Flight&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75498</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75498"/>
		<updated>2022-09-19T00:41:52Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Save-and-Jump OXP.png|right|500px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Save In Flight''' allow the player to save the game in mid-flight, ''i.e.'' while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
This is done through a new piece of equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to a stop, and then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player ship will then be &amp;quot;teleported&amp;quot; to the Station at the End of the Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End of the Universe, the player should just launch and the player's ship will be moved to the last place where the Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.1.oxz|Save In Flight v1.0.1]].&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:SaveInFlight-1.0.0.oxz|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
&lt;br /&gt;
*This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 discussion in the forum]&lt;br /&gt;
*[[Save and Jump OXP]] (2012)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Save In Flight&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:SaveInFlight-1.0.1.oxz&amp;diff=75497</id>
		<title>File:SaveInFlight-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:SaveInFlight-1.0.1.oxz&amp;diff=75497"/>
		<updated>2022-09-19T00:40:33Z</updated>

		<summary type="html">&lt;p&gt;Dybal: version 1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
version 1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75430</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75430"/>
		<updated>2022-09-08T15:53:19Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Save-and-Jump OXP.png|right|500px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Save In Flight''' allow the player to save the game in mid-flight, ''i.e.'' while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
This is done through a new piece of equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to a stop, and then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player ship will then be &amp;quot;teleported&amp;quot; to the Station at the End of the Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End of the Universe, the player should just launch and the player's ship will be moved to the last place where the Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.0.oxz|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
&lt;br /&gt;
*This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 discussion in the forum]&lt;br /&gt;
*[[Save and Jump OXP]] (2012)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Save In Flight&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75429</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75429"/>
		<updated>2022-09-08T15:52:44Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Save-and-Jump OXP.png|right|500px]]&lt;br /&gt;
==Overview==&lt;br /&gt;
'''Save In Flight''' allow the player to save the game in mid-flight, ''i.e.'' while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
This is done through a new piece of equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to a stop, and then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player ship will be then teleported to the Station at the End of the Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End of the Universe, the player should just launch and the player's ship will be moved to the last place where the Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.0.oxz|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
&lt;br /&gt;
*This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 discussion in the forum]&lt;br /&gt;
*[[Save and Jump OXP]] (2012)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Save In Flight&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75425</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75425"/>
		<updated>2022-09-06T12:49:16Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Save In Flight allow the player to save the game in mid-flight, i.e., while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
That's done through a new equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to repose, then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player shop will be then teleported to the Station at the End of Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End ofo Universe, the player should just launch and the palyer's ship will be moved to the last plaec where Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.0.oxz|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgments ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293  discussion in the forum]&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Barrel Roll&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75424</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75424"/>
		<updated>2022-09-06T12:47:46Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Aknowledgments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Save In Flight allow the player to save the game in mid-flight, i.e., while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
That's done through a new equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to repose, then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player shop will be then teleported to the Station at the End of Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End ofo Universe, the player should just launch and the palyer's ship will be moved to the last plaec where Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.0|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgments ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293  discussion in the forum]&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Barrel Roll&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75423</id>
		<title>Save In Flight OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Save_In_Flight_OXP&amp;diff=75423"/>
		<updated>2022-09-06T12:47:17Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Created page with &amp;quot;==Overview== Save In Flight allow the player to save the game in mid-flight, i.e., while not docked at a station.  That's done through a new equipment, Save in Flight, availab...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Save In Flight allow the player to save the game in mid-flight, i.e., while not docked at a station.&lt;br /&gt;
&lt;br /&gt;
That's done through a new equipment, Save in Flight, available at Ship Outfitting at Tech Level 1 and above for 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
To save while not docked, the player must move away from other entities until the scanner is empty (it wouldn't do to let any Ooniverse habitant see those extra-dimensional entities coming and going!), bring the ship to repose, then prime and activate the Save In Flight equipment.&lt;br /&gt;
&lt;br /&gt;
The player shop will be then teleported to the Station at the End of Universe, where the game can be saved (or reloaded).&lt;br /&gt;
&lt;br /&gt;
To come back from the Station at the End ofo Universe, the player should just launch and the palyer's ship will be moved to the last plaec where Save In Flight equipment was activated.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
*Tech Level - 1.&lt;br /&gt;
*Cost - 0.1 credits.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Download [[Media:SaveInFlight-1.0.0|Save In Flight v1.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgments ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on suggestions by cim in a [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 | discussion in the forum]&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Barrel Roll&lt;br /&gt;
|version = 1.0.0&lt;br /&gt;
|release = 2022-09-06&lt;br /&gt;
|features = Allows saving the game in-flight.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = Miscellaneous OXPs&lt;br /&gt;
|author = [[User:dybal|Dybal]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=2&amp;amp;t=21293 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:SaveInFlight-1.0.0.oxz&amp;diff=75422</id>
		<title>File:SaveInFlight-1.0.0.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:SaveInFlight-1.0.0.oxz&amp;diff=75422"/>
		<updated>2022-09-06T12:28:52Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 1.0.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 1.0.0&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Sun_Gear&amp;diff=75367</id>
		<title>Sun Gear</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Sun_Gear&amp;diff=75367"/>
		<updated>2022-08-19T16:59:25Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Sun properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sun Data.png|thumb|right|Advanced System Data MFD: Sun data&amp;lt;br&amp;gt;&lt;br /&gt;
Solar wind flux currently reads as 0 due to occlusion from the nearby planet's magnetosphere]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
This OXP aims to make the suns in the solar systems more realistic. It also implements dynamic solar flares - and also a solar wind model allowing refueling with fuel scoops in space reasonably close to the sun (without needing to skim the sun)!&lt;br /&gt;
&lt;br /&gt;
Current OXZ - Version 4.4.0&lt;br /&gt;
Uploaded 06 July 2020&lt;br /&gt;
&lt;br /&gt;
== History of Development ==&lt;br /&gt;
This project was initially inspired by Distant Suns (author Wildblood). The main reason to develop this alternative project was the rebalancing of the sun population and using the potential of more complex color spaces instead simple named colors for a more accurate simulation of solar spectra.&lt;br /&gt;
&lt;br /&gt;
Another similar project is Distant Stars (author Rustem). It was presented later and had no such influence on my work with one exception (discussed later).&lt;br /&gt;
&lt;br /&gt;
Let’s omit the long story of iterations such as “hot yellow suns for agricultural systems, red and orange dwarves for industrial ones” and outline the present state of project.&lt;br /&gt;
&lt;br /&gt;
== Sun population and spectra ==&lt;br /&gt;
&lt;br /&gt;
If you’ll inspect star population in Sun proximity (quite common region of Galaxy in terms of star population) and apply statistical data to Ooniverse, typical distribution of suns on regional map will be approximately:&lt;br /&gt;
*5...10 hot white stars (spectral class A) – like Sirius&lt;br /&gt;
*10...15 yellow stars (spectral class G) – like our Sun or Alpha Centauri A or bit cooler like Tau Ceti&lt;br /&gt;
*25 orange dwarves (spectral class K) – like Epsilon Eridani or 61 Cygni&lt;br /&gt;
*200 red dwarves (spectral class M) – like Proxima Centauri&lt;br /&gt;
&lt;br /&gt;
And the rest of total 256 systems – 15...25 of brown dwarves (“failed” stars with mass too low to maintain ignition of thermonuclear synthesis in core).&lt;br /&gt;
This is reality. Most of Galaxy star population belongs to low mass, relatively cold, dim red dwarves with extremely long life span.&lt;br /&gt;
Well, now take statistical data for distribution of stars with confirmed exoplanets. This is rapidly expanding database and data for March 2015 are outdated, but tendency as whole remains actual. For Oolite 256 system map approximately:&lt;br /&gt;
*A + B – 4 systems&lt;br /&gt;
*F – 36 systems&lt;br /&gt;
*G – 128 systems&lt;br /&gt;
*K – 72 systems&lt;br /&gt;
*M – 16 systems&lt;br /&gt;
&lt;br /&gt;
Observation bias, of course. Searching exoplanets is shifted to suns like our Sun because Sun twins seems most suitable suns for habitable planets. But is seems for the same reasons that distribution of colonized worlds will be shifted to suns like our Sun too.&lt;br /&gt;
&lt;br /&gt;
Distribution of suns in Distant Suns reflects predominance of red dwarves in Galaxy:&lt;br /&gt;
*B – 4 systems&lt;br /&gt;
*A – 12 systems&lt;br /&gt;
*F – 16 systems&lt;br /&gt;
*G – 32 systems&lt;br /&gt;
*K – 64 systems&lt;br /&gt;
*M – 128 systems&lt;br /&gt;
&lt;br /&gt;
Six spectral classes and seven named colors: blue, cyan, white, yellow, orange, red, magenta (red and magenta are both used for M class red dwarves).&lt;br /&gt;
&lt;br /&gt;
Distant Stars uses more complex RGB color space and has potential to simulate wide range of spectral subclasses, but there are only six spectral subclasses in database:&lt;br /&gt;
*A2 – 7 systems&lt;br /&gt;
*A7 – 21 system&lt;br /&gt;
*F2 – 40 systems&lt;br /&gt;
*G2 – 118 systems&lt;br /&gt;
*K2 – 30 systems&lt;br /&gt;
*K8 – 40 systems&lt;br /&gt;
&lt;br /&gt;
Red dwarves are completely excluded from Rustem’s Ooniverse and remaining suns reflects above mentioned distribution of stars with exoplanets.&lt;br /&gt;
&lt;br /&gt;
Sun Gear covers only four spectral classes, not six as in Distant Suns, but every spectral class is subdivided into spectral subclasses with unique color signatures. Spectral class G (yellow stars) for example is subdivided onto subclasses from G0 to G9. Moreover, every subclass is subdivided onto two steps with unique color too. Spectral subclass G2 for example is subdivided onto two steps – G2 and G2.5. This nomenclature is sometimes used in astronomy for more precise classification (star of spectral class G2.5 is a bit cooler than G2 but a bit hotter than G3). In total 28 spectral subclasses and 56 unique spectral signatures from F6 to M3. All suns in Sun Gear belongs to main sequence (luminosity class V), so you can see sun designations as G2V or K7V.&lt;br /&gt;
Distribution of suns in Sun Gear is shifted to yellow suns of spectral class G – not for reasons based on real astronomy data, but for considerations of visual pleasure. Wildeblood’s Ooniverse with predominance of red suns seems a bit too biased to red. Nice for space battles, but I prefer more frequent yellow and white for illumination of planet textures. Color distribution of sun population for Sun Gear 4.3 for all eight sectors (total 2048 systems):&lt;br /&gt;
*F6V...F9V (white stars) – 214&lt;br /&gt;
*G0V...G9V (yellow stars) – 1102&lt;br /&gt;
*K0V...K9V (orange dwarves) – 433&lt;br /&gt;
*M0V...M3V (red dwarves) – 299&lt;br /&gt;
&lt;br /&gt;
Hot B and A stars with bluish-white tint are completely excluded from my Ooniverse. It seems that life span of F5V star or hotter is too limited for planets with multicellular life and advanced biomes. Red dwarves cooler than M5V is another case: these suns has extremely long life span, but extremely violent solar flares too.&lt;br /&gt;
&lt;br /&gt;
Since Sun Gear 4.0 I'm using RGB color space for sun colors instead HSB. In theory RGB colors based on real astrometric data can be simulated, but there are technical limitations in game, preventing such accurate simulation. Color of sun in Oolite is blended with 50% white, so you have no possibility to get saturated color. Moreover, real color space in Oolite is too restricted to simulate colors of real stars. M0V red dwarf, for example, has RGB color #ffcd90 or 255, 205, 144 in decimal notation, but you have no possibility to get value below 170 in any channel. Overriding this limitation needs some skill in redefining blending rules. So sun colors in Sun Gear enhanced to provide more visual diversity to game world.&lt;br /&gt;
&lt;br /&gt;
== Sun properties ==&lt;br /&gt;
&lt;br /&gt;
Sun mass and chemical composition are initial parameters in theory of star evolution. Having sun mass and chemical composition you’ll predict sun radius and temperature. Having sun radius and temperature you’ll calculate sun luminosity. Having sun luminosity you’ll calculate inner and outer radius of sun habitable zone. And having radius of main planet orbit in centre of habitable zone you’ll calculate main planet orbital period (local year). This is how matters stand in theoretical astrophysics and celestial mechanics.&lt;br /&gt;
&lt;br /&gt;
In astronomy we usually know star magnitude and color. Well, star color and temperature are strongly correlated parameters (black body radiation approximation), so knowing star color you’ll know star temperature. For nearest stars you’ll also have distance measured directly with some error margins. Based on magnitude and distance you’ll calculate star luminosity. Based on star luminosity and temperature you’ll calculate star radius. In case of nearest binary stars with measurable orbital periods like Alpha Centauri you can estimate masses of components. In case of distant star you have only directly measured star magnitude and color, maybe sometimes distance with more wide error margins. You can estimate missing parameters based on known mean properties of stars of the same spectral class. This is how matters stand in real astronomy.&lt;br /&gt;
&lt;br /&gt;
And this is how matters stand in Ooniverse: we have only sun radius in planetinfo.plist, not sun mass nor temperature per se. But we can estimate missing parameters based on known properties of stars of the same radius.&lt;br /&gt;
&lt;br /&gt;
Just for historical reasons I am not using Sun analog as standard candle, but sun of spectral class G0V (temperature 6000 K).&lt;br /&gt;
&lt;br /&gt;
*If you have sun with radius 0.96 of standard candle – this is our Sun twin: spectral class G2V, temperature 5800 K, luminosity 0.80, mean radius of habitable zone 0.90.&lt;br /&gt;
*If you have sun with radius 0.8 of standard candle – this is orange dwarf: spectral class K0V, temperature 5000 K, luminosity 0.31, mean radius of habitable zone 0.56.&lt;br /&gt;
*If you have sun with radius 0.6 of standard candle – this is red dwarf: spectral class M0V, temperature 4000 K, luminosity 0.07, mean radius of habitable zone 0.27.&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
This is simplified and slightly shifted data – you’ll see in astronomy handbooks temperature of M0V red dwarf color 3750 K, not 4000 K, and temperature of K0V orange dwarf 5240 K, not 5000 K. Sun Gear is not intended for generating publications in Astrophysical Journal. :-)&lt;br /&gt;
*Radius of standard candle is 1,000,000 m in game units. So sun radii covers range from 460,000 m (M3.5V red dwarf) to 1,120,000 m (F6 white star). Sun analog (G2V) has radius 960,000 m in game units (radius of our Sun in real reality is 696,000 km).&lt;br /&gt;
*Sun radii, temperatures and masses distribution is pseudo-randomly smoothed to avoid discrete gaps in data. Every sun has unique radius, temperature and mass.&lt;br /&gt;
&lt;br /&gt;
== Sun distances and habitable zones ==&lt;br /&gt;
&lt;br /&gt;
Sun Gear large suns (5x of vanilla suns) needs really vast solar systems, of course. In vanilla Ooniverse distance between Earth twin (radius approx. 6400 km) is 64,000 * 20 = 1,280,000 m in game units. In Sun Gear distance between Earth and Sun twins is approx. 43,500,000 m – 34 times farther (approx. 680 planet radii).&lt;br /&gt;
&lt;br /&gt;
Distances between system sun and main planet are set to provide standard insolation level (the same insolation that Earth receives from Sun) with pseudo-random distance bias ± 5%, so Sun Gear simulates real proportions of habitable zones. M0V red dwarf has luminosity only 0.09 of our Sun, so in such system distance between sun and main planet will be approx. 0.3 of distance between Sun and Earth twins – approx. 12,900,000 m in game units. Based on mass of red dwarf 0.55 solar mass and main planet orbit radius 0.3 AU in accordance with Third Kepler’s Law we’ll have main planet orbital period approx. 81 days, and Sun Gear really calculates local year for main planet of every visited system.&lt;br /&gt;
&lt;br /&gt;
== Large planets – large suns ==&lt;br /&gt;
&lt;br /&gt;
Search for logically motivated sun population distribution was maybe most informal part of project, and after experimenting I came to simple rule:&lt;br /&gt;
''Sun radius is proportional to main planet radius''.&lt;br /&gt;
&lt;br /&gt;
Seems too oversimplified – we have evidence of numerous super-Earths, discovered in systems of red dwarves. Sometimes there are more than one planet similar with Earth in terms of mass and radius in systems of red dwarves, like in TRAPPIST-1. Observation bias again maybe – combination of large and massive planet(s) with low mass red dwarf is optimal for planet detection. But definitely there are no any reasons to prevent formation of large planets in system of red dwarves and vice versa, small planets in systems of yellow and white suns.&lt;br /&gt;
&lt;br /&gt;
This project was started in epoch of Oolite 1.77, when sun_distance_modifier – parameter, measured in planet radius – was the only way to construct custom solar systems. Correlation between planet radius and sun radius is simplest way to generate population of systems with main planets near habitable zone – having large planet, you have large sun too, but more distant. All my systems has sun_distance_modifier in range from 450 to 700.&lt;br /&gt;
Since Oolite 1.81 we have direct parameter sun_distance and above mentioned reason is obsolete. Sun Gear now using sun_distance parameter. But there are some reasons to maintain this rule “large planet – large sun”.&lt;br /&gt;
&lt;br /&gt;
First, we have nav charts with large and small colored circles. Having large planets associated with large suns we have also cool sky chart with really looking color-coded stars! Just aesthetic reason, of course. But aesthetics is a vital component of good game.&lt;br /&gt;
Second, function planet radius vs sun radius is a good reason to limit spectral class range to above mentioned values. Look, if your Earth twin (6400 km for simplicity) has sun with radius 960,000 km (15 planet radii in game units), small planet with radius 2800 km will have sun 420,000 km. This is M3V red dwarf in my scale. Again, planet radius 6900 km gives sun radius 1,035,000 km – this is F8V white star. Pure coincidence, honestly, but such fortunately!&lt;br /&gt;
Third reason will be discussed a bit later.&lt;br /&gt;
&lt;br /&gt;
Just one remark. I have another OXP – [[Habitable Main Planets]] (HMP). It redefines vanilla planet radii to more realistic values. Details are in relevant topic. Sun radii in Sun Gear are correlated with planet radii redefined in HMP, not in vanilla ones. It is not the case if you are using Sun Gear as pure ambience, but without HMP part of vanilla planet population vill be outside of habitable zones. So since Sun Gear 4.3 I decided to declare HMP as obligatory condition for Sun Gear.&lt;br /&gt;
&lt;br /&gt;
== A little more about habitable zones ==&lt;br /&gt;
&lt;br /&gt;
Sun Gear calculates equilibrium temperature of main planet, providing this information for my other OXPs. '''System Makeup OXP''', for example, uses this calculated main planet temperature to select planet texture. In the previous Sun Gear iterations I was using simple formula for such calculation, with no account taken of greenhouse effect. To generate various climate conditions I was using rule “large planets in systems of hot suns a bit closer to inner edge of habitable zone, small planets in systems of cold red dwarves – a bit closer to outer edge” in combination with pseudo-random distance offsets. Now Sun Gear taking greenhouse effect into account. Just rough formula, of course, based on estimation of atmosphere mass as function of planet radius. So large main planets in systems of white and yellow stars has more warm climate as compared with small main planets in systems of orange and red dwarves not due to more hot sun ''per se'' but due to more dense atmospheres providing more evident greenhouse effect.&lt;br /&gt;
&lt;br /&gt;
== Solar flares and solar wind ==&lt;br /&gt;
&lt;br /&gt;
Rustem’s Distant Stars has nice custom feature – dynamic solar flares. I borrowed this idea for Sun Gear (with my own realization of course).&lt;br /&gt;
&lt;br /&gt;
Corona flare is controlled dynamically by script. Most of time sun of system is in quiet state (corona_flare random value in range 0.1…0.2), but sometimes solar flares occurs and corona_flare rises randomly up to 0.5 (yes, I know, in reality it is NOT linear correlation between solar corona size and solar flares!). As a rule flare frequency increases from yellow to red stars. Peculiar suns with &amp;quot;solar activity&amp;quot; in system description has more frequent flares with higher magnitudes (corona_flare rises up to 1.0 in case of &amp;quot;deadly solar activity&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Solar wind model is implemented. Solar wind allows to refuel ship without sunskimming (in some cases refuelling is possible en route from witchpoint to main planet). More detailed description of this feature will be found in the [[Hard Way]] OXP.&lt;br /&gt;
&lt;br /&gt;
Magnetospheres of celestial bodies are simulated. Solar wind density is dropped to zero level near planets and moons.&lt;br /&gt;
&lt;br /&gt;
== AstroLibrary ==&lt;br /&gt;
&lt;br /&gt;
AstroLibrary is a library, providing astronomic (oostronomic may be?) functions to calculate sun spectrum, main planet temperature (used in System Makeup OXP to set planet texture), main planet orbital period &amp;amp;  planet and moon parameters (used in Planetary Systems OXP), solar wind density (used in Hard Way OXP to collect fuel) etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced System Data MFD ==&lt;br /&gt;
&lt;br /&gt;
Advanced System Data MFD provides custom system info on two pages.&lt;br /&gt;
[[File:Planetary System Data.png|thumb|right|Advanced System Data MFD: Planetary system data]]&lt;br /&gt;
=== Sun Data info page ===&lt;br /&gt;
&lt;br /&gt;
 Sun catalog number (galaxy sector and system ID)&lt;br /&gt;
 Sun spectral class&lt;br /&gt;
 Sun radius&lt;br /&gt;
 Sun mass&lt;br /&gt;
 Sun luminosity&lt;br /&gt;
 Solar activity&lt;br /&gt;
 Main planet period in days&lt;br /&gt;
 Sun distance&lt;br /&gt;
 [[Solar Wind Flux|Solar wind flux]]: important for [[Hard Way]]&lt;br /&gt;
&lt;br /&gt;
=== Planetary System Data info page ===&lt;br /&gt;
This provides list of additional planets in solar system. It displays only planet orbit radii in OU and planet class:&lt;br /&gt;
&lt;br /&gt;
 Dwarf terra - planet like Pluto or Ceres&lt;br /&gt;
 Miniterra - planet like Mercury&lt;br /&gt;
 Subterra - planet like Mars&lt;br /&gt;
 Terra - planet like Earth or Venus&lt;br /&gt;
 Superterra - planet like ... hmm, we have no such example in our Solar System. Gliese 667 Cc maybe?&lt;br /&gt;
 Ice giant - planet like Uranus or Neptune&lt;br /&gt;
 Gas giant - planet like Jupiter or Saturn&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Planet Data&amp;quot; / &amp;quot;Lunar Data&amp;quot; Interface ===&lt;br /&gt;
These data interfaces are only seen on landing and are generated by other oxp's in this suite. They are not MFDs and are accessed through the F4 screen.&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
*[[Habitable Main Planets]] as mentioned above.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Wildblood - Distant Suns OXP/OXZ: initial concept of custom sun population &amp;amp; spectroscope script.&lt;br /&gt;
*Tch - Tch_Russian_Systems OXP: idea of using RGB model for sun color instead simple named colors.&lt;br /&gt;
*Rustem - Distant Stars OXP/OXZ: idea of dynamic coronae.&lt;br /&gt;
*Damocles Edge, phkb and another_commander - detecting OXP incompatibility with DH ANC OXP, formulation issue with HSB colors and invaluable help to solve this issue.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Bulletin Board [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=19973 discussion]&lt;br /&gt;
*[[Strangers World]]&lt;br /&gt;
&lt;br /&gt;
[[Image:tag-colour-green.png]]&lt;br /&gt;
&lt;br /&gt;
{{Ambience-OXP}}&lt;br /&gt;
[[Category:Stranger's World]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetary_Systems&amp;diff=75366</id>
		<title>Planetary Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetary_Systems&amp;diff=75366"/>
		<updated>2022-08-19T16:48:00Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* PlanetEngine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Core package'''&lt;br /&gt;
&lt;br /&gt;
*Current OXZ version 1.7.0&lt;br /&gt;
*Uploaded 06 July 2020&lt;br /&gt;
&lt;br /&gt;
'''Planetary System Texture Pack A...Z'''&lt;br /&gt;
&lt;br /&gt;
*Current OXZ version 1.6.0&lt;br /&gt;
*Uploaded 23 November 2020&lt;br /&gt;
&lt;br /&gt;
This project was started as a tweaked version of [[Orbits]]. Good old Orbits (authors Ebi and [[User:Kaks‎|Kaks‎]]) had textured planets and improved compatibility with large moons. Planetary Systems is a major modification of the original Orbits  - but the original Orbits script, realizing the generation of the solar system and its orbital dynamics, remains as a crucial component of Planetary Systems. So let’s start our presentation from Orbits' script modifications.&lt;br /&gt;
&lt;br /&gt;
== System layout and orbital mechanics ==&lt;br /&gt;
&lt;br /&gt;
The maximum additional number of planets in a system has been raised from 7 to 8.&lt;br /&gt;
&lt;br /&gt;
Like the original [[Orbits]], this script generates a planet subset, selecting planets from the planetinfo.plist on pseudo-random basis: but technically there are 10 variants for every planet class in the planetinfo.plist. Mini-terra, for example, are presented with radii of 2750, 2775, 2800, and 2975 km. The script preudo-randomly selects one from ten variants for every planet class in the generated subset. Ten radius variants for every planet class is not just for visual diversity (it is hard to notice visual difference between 3400 and 3600 km radius without a specially planned experiment!). The main reason is provide more diversity for the initial data, used by PlanetEngine (about PlanetEngine a bit later)&lt;br /&gt;
&lt;br /&gt;
These planets are divided onto classes based on radius:&lt;br /&gt;
*Miniterra – Mercury analog&lt;br /&gt;
*Venus-like planet or desert Terra-like planet&lt;br /&gt;
*Subterra – Mars-like planet&lt;br /&gt;
*Superterra aka Super-Earth&lt;br /&gt;
*Two gas giants like Jupiter or Saturn without rings&lt;br /&gt;
*Ice giant – Neptune analog&lt;br /&gt;
*Dwarf terra – Pluto analog&lt;br /&gt;
&lt;br /&gt;
It seems to be similar to our Solar system layout with exception of super-earth, but really '''Orbits''' generates wide range of possible layouts. You can see systems with only gas giants except main planet or with only terrestrial planets.&lt;br /&gt;
&lt;br /&gt;
Discriminating borderline between large moon and small planet is raised from 1000 to 2500 km (from 10,000 to 25,000 m in game units). So you can simulate large moons such as Titan or Ganymede.&lt;br /&gt;
&lt;br /&gt;
Original '''Orbits''' has fixed orbital period of main planet 300 days (standard year of canonic Lave). Modified script uses orbital period of main planet calculated on base of sun mass and distance (this part of work is provided by AstroLibrary external function in [[Sun Gear]]). So you’ll have not only unique planet layout for every system, you’ll have unique value of local year.&lt;br /&gt;
&lt;br /&gt;
Like the original '''Orbits''', '''Planetary Systems''' generates more compact systems than our real Solar system. [[Tionisla]] for example has almost all our planets except the Neptune analog, but with the following arrangement:&lt;br /&gt;
*0.63 OU – Miniterra&lt;br /&gt;
*1.00 OU – Main planet&lt;br /&gt;
*2.20 OU – Terra&lt;br /&gt;
*3.04 OU – Subterra&lt;br /&gt;
*3.79 OU – Superterra&lt;br /&gt;
*4.77 OU – Gas Giant&lt;br /&gt;
*5.94 OU – Gas Giant&lt;br /&gt;
*6.67 OU – Dwarf Terra&lt;br /&gt;
&lt;br /&gt;
The '''Planetary Systems''' script, inherited from '''Orbits''', limits possible layouts. You’ll never have two planets between sun and main planet as in our Solar system, only one is possible. You’ll never have second planet close enough to the habitable zone so you’ll never generate a lovely sci-fi setting with two or more habitable planets in the system. And you’ll never generate systems expanding beyond 9 OU or so.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Planetary Systems''' like the original '''Orbits''' is not intended for simulation of elongated elliptical orbits, high inclination orbits, orbital resonances ''etc''. All planets orbit in the same plane without any dynamic interaction. An extremely simplified model like that of a school astronomy handbook, of course.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible to realize a technically more complex model by upgrading the code, but some crucial parts of the original code are too hard for me to clearly understand and to modify without risk of breaking it. So I focused on more obvious tasks.&lt;br /&gt;
&lt;br /&gt;
== PlanetEngine ==&lt;br /&gt;
&lt;br /&gt;
Planet mass and chemical composition are two initial parameters, determining planet appearance. For moons and terrestrial planets you have such building materials as water ice (density 0.9), rock (density approx 2.5) and iron-nickel alloy (density approx 8.0). So for planets and moons composed mainly from these materials you’ll have mean density between these extreme values. In inner region of Solar system where solar irradiation is enough to sublimate volatiles you have mostly mix of rock and metal with only few volatiles and mean density of terrestrial planets are between 3.940 for Mars and 5.515 for Earth. In outer region of Solar system beyond frost line all three building materials are present so moons of gas and ice giants composed mainly from mix of water ice, rock and metal and mean density is from 0.98 (Tethys, composed mainly from water ice) to 3.53 (extremely dehydrated due to volcanic activity Io).&lt;br /&gt;
There are also more exotic materials such as dry ice (solid carbon dioxide), nitrogen ice, water-ammonia brine, high pressure water ice modifications etc. But as rule of thumb: more distance from sun – less insolation – lower equilibrium temperature – less sublimation effects – more volatiles – lower mean density.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Situation with planet mass is more complex. Mean density of terrestrial planet depends not only from its bulk composition. More massive planet with same composition will be more dense due to gravitational compression. From a different standpoint, more massive planet in the same region of space can capture more volatiles, thus reducing mean density.&lt;br /&gt;
&lt;br /&gt;
Having sufficient mass, planets can effectively capture hydrogen and helium from primordial nebula, so super-earth with critical mass above 10 Earth mass will develop extremely massive atmosphere and will transform onto ice giant or gas giant. Difference between ice giants like Uranus and Neptune and gas giants as Jupiter and Saturn lies mainly in their inner composition, not in their visual appearance. Uranus for example consists mainly from water, ammonia and methane ices (approx 9.3...13.5 Earth masses) and rocky core (0.5...3.7 Earth masses). Hydrogen and helium in Uranus atmosphere are only 0.5...1.5 Earth mass. Jupiter, for contrast, contains relatively small core – 12...45 Earth mass. Most of Jupiter’s 318 Earth mass consists from metallic, liquid and gaseous forms of hydrogen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is real astronomy. In Oolite we have no planet masses nor planet density simulated, so PlanetEngine deals with some retro-engineering: taking planet radius and planet density (calculated as function of insolation and radius) it calculates planet mass. There are really three functions for planet density in PlanetEngine: for terrestrial planet, for ice giants and for gas giants (in case of ice and gas planets located deeply outside frost line insolation is not taken into account, just planet radius). Having planet mass and radius, calculations of surface gravity and escape velocity are trivial tasks.&lt;br /&gt;
Just one note. PlanetEngine uses planet with 6400 km radius as Earth analog for simplicity, not 6371 km real Earth mean radius (6378 km, mentioned in '''Sun Gear''' topic, is Earth equatorial radius), so calculated surface gravity and escape velocity will be slightly different from real values based on precise calculations using gravitational constant G.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Atmosphere parameters are less formalized data on project. Look on our Solar system. Extremely thin and cold Mars atmosphere (6 mbar pressure on “sea level”) is a present result of dissipation of more dense initial atmosphere. Extremely dense and hot Venus atmosphere (93 bar and 735 K on surface level) is a result of limestone degassing caused by runaway greenhouse effect. Extremely oxygen enriched Earth atmosphere (21% oxygen) is result of activity of life on planet. We have no (yet!) exact knowledge of initial atmosphere parameters for these planets nor accurate general model of atmosphere evolution during 4.6 billions years from formation of Solar System. So this part of PlanetEngine is a bit wild and, honestly, oversimplified speculation based on some assumptions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PlanetEngine calculates atmosphere mass per unit of surface square based on initial atmosphere pool (more planet mass and less insolation – more fraction of volatiles) and rate of dissipation (again more planet mass and less insolation – more atmosphere remains). Atmosphere pressure is calculated as weight of atmosphere mass per surface unit (you can calculate it having only atmosphere mass per surface unit and surface gravity).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Atmosphere temperature calculation is not so simple. Greenhouse effect is roughly calculated based on atmosphere mass per surface unit. Final temperature on surface level is a sum of equilibrium temperature of planet surface without atmosphere and greenhouse offset. This is oversimplified model, not taking into account planet albedo nor atmosphere composition. But it simulates diversity of conditions, generating planets with extremely rarefied cold atmosphere like Mars, dense cold atmospheres like Titan or superdense extremely hot atmosphere like Venus.&lt;br /&gt;
&lt;br /&gt;
=== Planet Data Interface ===&lt;br /&gt;
That’s enough about the details of PlanetEngine's internal functions. How it will it be manifested in game?&amp;lt;br&amp;gt;&lt;br /&gt;
If you have [[PlanetFall]] OXP (author [[User:Thargoid|Thargoid]]) or my '''PlanetLand''' (OXP with similar functionality, based on PlanetFall) installed, after docking with planet/moon surface port you’ll have access to new F4 screen Planet Data interface. It generates pages with slightly different output for planets and moons.&lt;br /&gt;
[[File:SW Planet Data Sheet.png|thumb|right|Accessed through the F4 page on landing]]&lt;br /&gt;
==== Planet Data Sheet for planet ports ====&lt;br /&gt;
*ORBITAL DATA&lt;br /&gt;
*Orbit radius in OU&lt;br /&gt;
*Orbit period in days&lt;br /&gt;
*PHYSICAL DATA&lt;br /&gt;
*Radius, km&lt;br /&gt;
*Mean density, g/cm^3&lt;br /&gt;
*Mass, TU – Terran Units&lt;br /&gt;
*Escape velocity, km/s&lt;br /&gt;
*Surface gravity, g&lt;br /&gt;
*Atmosphere pressure, bar&lt;br /&gt;
*Surface temperature, K&lt;br /&gt;
&lt;br /&gt;
Output for the '''Moon Data Sheet''' is almost the same, but orbit radius is displayed in host planet radius units, not in OU.&lt;br /&gt;
&lt;br /&gt;
There are two tricks in the case of super-earths, ice giants and gas giants.&lt;br /&gt;
&lt;br /&gt;
Gas giants have no surface in common sense. Gas deeply below cloud layers smoothly reaches state of supercritical fluid. So Planet Data Sheet page takes 1 bar atmosphere pressure level as reference point in case of gas and ice giants.&lt;br /&gt;
&lt;br /&gt;
Non-linear scale is implemented to large planets (super-earths, ice and gas giants). Being only 172,500 m radius in game really, largest gas giant is displayed in Planet Data Sheet page as gas giant of 72,500 km radius instead 17,250 km of default planet scale. Planet mass, escape velocity and surface gravity is displayed scaled too. This non-linear scale is used for display purposes only. Any calculation are based on internal scale. This is forced decision. Honest simulation of planet with 72,500 km radius (slightly more than Jupiter’s 71,500 km equatorial radius) will create too wide zone of mass-lock. Starting from surface port on Cobra Mk III, you’ll need 34.5 min on full throttle to leave mass-lock zone. Honest displaying of real 17,250 km radius of Jupiter analog will lead to too low mass of planet: having density 1.325 like real Jupiter its analog will have only 4.7 mass in Earth units, not real 318!&lt;br /&gt;
&lt;br /&gt;
There is also bias in small planet parameters. Mercury and Pluto analogs in Planetary Systems are larger than prototypes. Initially it was implemented as simple way to avoid confusion between small planets and large moons.&lt;br /&gt;
&lt;br /&gt;
There are two parameters, extremely important for a good sci-fi setting and completely missing in the PlanetEngine so far.&lt;br /&gt;
&lt;br /&gt;
=== Planet axial rotation period (local day) ===&lt;br /&gt;
Typical value of rotation_speed parameter in planetinfo.plist included in game is between 0 and 0.005 radians/s. Having a rotation_speed of 0.0045 and a radius of 4116 km (the case of the vanilla Lave), you’ll have a rotation period only 23 min 16 s and linear rotation velocity on an equator of 18.5 km/s! Such a planet in reality will be ripped asunder by the centrifugal forces. Of course, this is a setting just for visual appearance. It seems a nice idea to give player opportunity to observe almost all the planet during the short trip from the witchpoint to the main station. But if you have '''PlanetFall''' and descend to low altitude, things seem to be wrong – the planet rotation looks too fast comparing with ship speed.&lt;br /&gt;
&lt;br /&gt;
Setting rotation_speed to honest value 0.0001 or so (rotation period 17 hours 45 mins) will solve this problem, but at the cost of visual appearances – it is problematic to note subtle changes in planet details visibility during few minutes of flight. I have no idea how best to solve this conflict.&lt;br /&gt;
&lt;br /&gt;
=== Planet axis tilt ===&lt;br /&gt;
This parameter is crucial for climate modeling. But in Oolite planet orientation seems to work unpredictably – despite the same orientation declared for all additional planets in planetinfo.plist some of them are almost upright, some are lying on their sides. I have no idea how to fix it. Honestly.&lt;br /&gt;
&lt;br /&gt;
== Smart selection of planet texture ==&lt;br /&gt;
&lt;br /&gt;
Initially '''Planetary Systems''' has a predetermined set of textures for every planet class such as a Martian texture set for analogs of Mars, Venusian for analogs of Venus and so on. A Mercury analog orbit is always created between the sun and the orbit of the main planet, so it is safe to give Mercury analog texture of heavy cratered dry world such real Mercury or Moon. Terra-like planet in absence of Mercury analog will be be inside main planet orbit and looks like Venus, but if Mercury analog is present, Terra-like planet will be placed outside main planet orbit and looks like snowball Earth. Pluto analog is extreme case: in rare events of absence of other additional planets it occupies place of Mercury and looks like dry hot airless world, not icy cold airless one. These variations were implemented in next iteration of [b]Planetary Systems[/b].&lt;br /&gt;
&lt;br /&gt;
Now textures for terrestrial planets selected using not planet positions per se but surface temperature and atmosphere pressure, calculated by PlanetEngine. So we have more possible variants in planet appearance: it may looks like Mars with polar ice caps or without ones, like cold windy rocky desert or hot sandy desert, like snowball Earth or volcanic world. I hope it will be fun to explore these variations.&lt;br /&gt;
&lt;br /&gt;
There are five variants of every type of texture (60 in sum), selected for every system pseudo-randomly.&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
This OXP uses AstroLibrary functions in '''Sun Gear''' OXP to calculate properties of system planets and moons. So [[Sun Gear]] OXP is obligatory.&lt;br /&gt;
[[Habitable Main Planets]] OXP is highly recommended to provide more reliable data for main planet. This is no way to match calculated atmosphere density and surface temperature for planet of 3000 km radius, for example, with vanilla game classification of such world as agricultural/tropical paradise. :-)&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
&lt;br /&gt;
*Interaction of '''Planetary Systems''' with planets added by other OXPs can cause inflation of system far beyond planned size. '''Diso.oxp''' with 4 additional planets is a good example of such a system.&lt;br /&gt;
*'''Planetary Systems''' is incompatible with '''Additional Planets SR''' due to the same reason.&lt;br /&gt;
*Like the original '''Orbits''', '''Planetary Systems''' needs some time to generate a solar system, so problems with the positioning of moons, stations and ships added by third party OXPs or system populators can appear. See more details discussed in my [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=8216 post] from Dec 23, 2018 &lt;br /&gt;
&lt;br /&gt;
* A specific case of incompatibility is the '''Market Cooldown''' OXZ (author [[User:Spara|Spara]]). It uses the sum of station distances to the witchpoint and the sun as a unique key for port identification. This method works in static deterministic system, but fails in dynamic systems with a changing psw triangle.&lt;br /&gt;
*'''Planetary Systems''' in combination with [[Sun Gear]] generates really vast solar systems. Having a planet with radius 6400 km and the sun at a  distance of 695 planet radii, planets on the outer 7.5 OU edge of the system will be at a distance of 333,600,000 m in game units – slightly less than distance between Earth and Moon in reality. This takes 8 hours 16 minutes for a Cobra Mk III to fly on a Torus drive, so you need special instruments for the exploration of such distant planets such as Norby’s [[Torus To Sun]] or my own ''warp drive,'' implemented in [[Hard Way]]. Navigation in such vast systems is almost impossible without the ASC ([[Advanced Space Compass]]) upgrade. These considerations, however, are implemented only for intra-system navigation: the distance between the main planet and the witchpoint remains unaffected, and so therefore so does inter-system navigation.&lt;br /&gt;
&lt;br /&gt;
== OXP structure ==&lt;br /&gt;
&lt;br /&gt;
To provide easy updating all planet textures have been repacked as separate texture packs.&amp;lt;br&amp;gt;&lt;br /&gt;
*Planetary Systems.oxp - core package.&lt;br /&gt;
*Planetary Systems Texture Pack A.oxp - Ice Deserts	&lt;br /&gt;
*Planetary Systems Texture Pack B.oxp - Cold Deserts&lt;br /&gt;
*Planetary Systems Texture Pack C.oxp - Sand Deserts&lt;br /&gt;
*Planetary Systems Texture Pack D.oxp - Volcanic Deserts&lt;br /&gt;
*Planetary Systems Texture Pack E.oxp - Cold Mars Analogs&lt;br /&gt;
*Planetary Systems Texture Pack F.oxp - Hot Mars Analogs&lt;br /&gt;
*Planetary Systems Texture Pack G.oxp - Gas and Ice Giants&lt;br /&gt;
*Planetary Systems Texture Pack H.oxp - Miscellaneous (Mercury, Pluto, Venus analogs and super-earths).&lt;br /&gt;
&lt;br /&gt;
The original planet textures were reprocessed. Reprocessing included converting the JPG file format into PNG, rescaling the image size to standard aspect for lat-long maps 2:1 with size 2 * 2^n width and 2^n height, using color saturation and lights/shadows level correction filters.&amp;lt;br&amp;gt;&lt;br /&gt;
Texture size 4096x2048 was used as a compromise between file size and visual quality, but due to the shortage of high-res texture files, medium-res 2048x1024 textures were also used to complete the texture sets.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*Orbits main script - Ebi, Kaks.&lt;br /&gt;
*Textures - Celestia Motherlode and freebitmaps.blogspot.com.&lt;br /&gt;
*See more detailed texture credits in Texture Pack Readme documents.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20016 BB Discussion Thread]&lt;br /&gt;
*[[Strangers World]]&lt;br /&gt;
&lt;br /&gt;
[[Image:tag-colour-green.png]]&lt;br /&gt;
&lt;br /&gt;
{{Ambience-OXP}}&lt;br /&gt;
[[Category:Stranger's World]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75365</id>
		<title>Repair Bots OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75365"/>
		<updated>2022-08-17T23:27:59Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Srs.png|thumb|right|250px|[[Vimana HUD]] icon for SRS Repair NanoBots]]&lt;br /&gt;
[[File:Missile, ECM hardened missile, Quirium Cascade Mine, Repair Bots, Salvage Missile.png|thumb|right|250px|missile bay icons: Missile, ECM-hardened missile, Quirium cascade bomb, '''Repair nanobots''', Salvage missile]]&lt;br /&gt;
==Overview==&lt;br /&gt;
As any commander on the go knows, there is nothing more frustrating than having valuable and necessary equipment getting broken in-flight, usually just before you really need it. So the researchers at the [[Aquarian Shipbuilding Corp. HQ|Aquarian Shipbuilding Corporation]]'s ships equipment division have taken the repair nanobots used on a large scale for station repairs, and adapted them for standard ship usage.&lt;br /&gt;
&lt;br /&gt;
It also now provides a second piece of equipment - the fully mountable repair system. This is true ship's damage control, available to any ship that doesn't already have it built-in. It uses advanced repair bots to control and repair any broken equipment that happens on the ship in-flight.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
As standard, the repair 'bots are packaged in a small container which is specially designed to keep them dormant until their services are required. Due to Galcop rules this container is not allowed to be stored within the vessel itself, so the standard solution is to mount it on an empty missile pylon, with the added bonus that the standard missile arming and launching sequence can be used to activate and release the 'bots.&lt;br /&gt;
&lt;br /&gt;
When activated the 'bots perform a scan of the vessels systems, and by comparing what they find with their in-build blueprints they can identify which (if any) system or systems are damaged. From this they will select which item they want to repair (this is limited to a single item as a further Galcop mandated safety measure to prevent runaway replication) and proceed to attempt work on it.&lt;br /&gt;
&lt;br /&gt;
Please note that whilst these useful little creatures won't stop to take coffee breaks or chat-up the pilot's girlfriend, they are only as reliable as their in-built blueprints. So for more complicated systems and for some variant items sold by various companies, there is a chance that they will not be able to fully repair all items before their mandatory limited lifespan expires. In this case the usage of an additional cannister or two of 'bots may assist with the problem.&lt;br /&gt;
&lt;br /&gt;
Now featuring a lovely new pylon icon for the bots, courtesy of Eldon.&lt;br /&gt;
&lt;br /&gt;
STOP-PRESS! - following some heavy lobbying by the transport haulers oonion, Galcop have relaxed their rules about storage of the nanobots. So the ASC are now very proud to announce the introduction of their patent Repair System. Built into the workings and systems of the customer ship, it automatically attempts to repair any broken equipment using its own supply of bots. No missile pylons have to be sacrificed to the gods of fixing stuff, but consumes one energy unit per second while effecting repairs, going dormant if there is only one energy bank available and re-starting when the ship has to two full energy banks again.&lt;br /&gt;
&lt;br /&gt;
There are two versions available: the standard one occupies 2t of cargo space and holds nanobots to effect up to ten repairs, and a light version that occupies 1t of cargo sapce and holds nanobots for 5 repairs. The recharge packs of nanobots come in two sizes, a 10-pack for up to ten repairs and a 5-pack for up to 5 repairs.&lt;br /&gt;
&lt;br /&gt;
 Repair System Standard:&lt;br /&gt;
   Cost: 12000 Cr.&lt;br /&gt;
   Techlevel: 11&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Light:&lt;br /&gt;
   Cost: 10000 Cr.&lt;br /&gt;
   Techlevel: 12&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 10-Pack:&lt;br /&gt;
   Cost: 1000 Cr.&lt;br /&gt;
   TechLevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 5-Pack:&lt;br /&gt;
   Cost: 600 Cr.&lt;br /&gt;
   Techlevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair Nanobots (pylon mounted):&lt;br /&gt;
   Cost: 3000 Cr.&lt;br /&gt;
   Techlevel: 9&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.74 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.14.oxz|RepairBots_2.14.oxz]] (downloaded {{#downloads:RepairBots-2.14.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.13.oxz|RepairBots_2.13.oxz]] (downloaded {{#downloads:RepairBots-2.13.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.12.oxz|RepairBots_2.12.oxz]] (downloaded {{#downloads:RepairBots-2.12.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.11.oxz|RepairBots_2.11.oxz]] (downloaded {{#downloads:RepairBots-2.11.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots_2.10.oxz|RepairBots_2.10.oxz]] (downloaded {{#downloads:RepairBots_2.10.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==Tweaks==&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=253573#p253573 Souping-up the Repair-bots] (2017)&lt;br /&gt;
*You might find [[How to tweak OXZ's]] helpful!&lt;br /&gt;
&lt;br /&gt;
==Notes for OXP developers==&lt;br /&gt;
The new and improved repair bots have a chance to repair anything installed on the ship. Any OXP writer who wishes to alter this for their own OXP simply needs to add the line:&lt;br /&gt;
&lt;br /&gt;
script_info = { thargoidRepairBotChance = X; };&lt;br /&gt;
&lt;br /&gt;
into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.&lt;br /&gt;
&lt;br /&gt;
Other OXPs can also temporarily inhibit Repair Bots from repairing an equipment through the use of the disabling/enabling equipment functions described bellow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$disableEquipment(eqKey, who, why)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
:&amp;lt;code&amp;gt;why&amp;lt;/code&amp;gt;: string, describes the reason why the equipment is disabled&lt;br /&gt;
&lt;br /&gt;
:Sets the equipment as DAMAGED and inserts it in the disabled equipment list (equipment in th disabled list is not repaired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$enableEquipment(eqKey, who)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
    &lt;br /&gt;
:Removes the caller from the disablers of the equipment and if there is no disabler left, sets the equipmenty status to OK &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
17/08/2022 - Version 2.14&lt;br /&gt;
*Changes the to remove the &amp;quot;Thargoid clauses&amp;quot; after Thargoid allowed modification when retired from maintaining his OXPs (http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17085).&lt;br /&gt;
*Fixes typo that prevented resuming operation after a low energy period (thanks to cag and UK_Eliter!).&lt;br /&gt;
&lt;br /&gt;
04/10/2020 - Version 2.13&lt;br /&gt;
*Energy thresholds are now proportional to the ship's maxEnergy and not absolute: repair stops when energry drops to 20% and resumes when it reaches 40%.&lt;br /&gt;
*Self-repair, i.e., repairing the Repair System Controller, consumes 2 charges.&lt;br /&gt;
*ew functions for other OXPs tell Repair Systems that an equipment is disabled, i.e., it's damaged but should not be repaired. This allows OXPs to inhibit Repair Systems actions on a given equipment during a period of time, while the probabilities in the scriptInfo are &amp;quot;hard-coded&amp;quot;, i.e., can't be changed by scripts.&lt;br /&gt;
&lt;br /&gt;
14/09/2020 - Version 2.12&lt;br /&gt;
*checks for repair controller existence before starting the repair system.&lt;br /&gt;
&lt;br /&gt;
24/08/2020 - Version 2.11&lt;br /&gt;
*introduced '''Repair System Light''', with 5 charges taking 1 TC of cargo space, and Recharge 5-Pack.&lt;br /&gt;
*introduced energy cost while repairing, with minimum of one energy bank to work. (Dybal)&lt;br /&gt;
&lt;br /&gt;
xx/xx/2012 - Version 2.10&lt;br /&gt;
*requirement now for 1.77. Restored the 2t space requirement.&lt;br /&gt;
*also added an 0.5s delay to activation on damage, to allow other scripts to run first (OXP equipment self-repair and also realistic damage OXP).&lt;br /&gt;
&lt;br /&gt;
07/08/2012 - Version 2.09&lt;br /&gt;
*temporary removal of requirement for 2t cargo due to bug in 1.76.1 (rollback of v2.06 in part).&lt;br /&gt;
&lt;br /&gt;
23/07/2012 - Version 2.08&lt;br /&gt;
*small bugfix to cope better with selling of ships and persistence of mission variables.&lt;br /&gt;
&lt;br /&gt;
03/06/2012 - Version 2.07&lt;br /&gt;
*removing minor glitch so remaining charges only show on F5 manifest screen when the Repair System is actually installed - thanks to JazHaz for the heads-up.&lt;br /&gt;
&lt;br /&gt;
09/05/2012 - Version 2.06&lt;br /&gt;
*made repair system require 2t of cargo space ready for v1.77 implementation.&lt;br /&gt;
*also will only work for 10 repairs before needing a recharge.&lt;br /&gt;
&lt;br /&gt;
19/03/2012 - Version 2.05&lt;br /&gt;
*corrected error in script - thanks to Cmdr Cheyd.&lt;br /&gt;
&lt;br /&gt;
03/11/2011 - Version 2.04&lt;br /&gt;
*further optimisation by Eric Walch.&lt;br /&gt;
&lt;br /&gt;
02/11/2011 - Version 2.03&lt;br /&gt;
*script speed hack courtesy of Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
02/04/2011 - Version 2.02&lt;br /&gt;
*superb new pylon icon for the repair bot cannister, by Eldon.&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 2.01&lt;br /&gt;
*removal of upper limit, to allow running with 1.75.&lt;br /&gt;
&lt;br /&gt;
17/05/2010 - Version 2.00&lt;br /&gt;
*update for v1.74 (only) - now uses script to scan players equipment, so can fix anything not explicitly in the exclusion list.&lt;br /&gt;
*also new addition of the repair system.&lt;br /&gt;
&lt;br /&gt;
02/09/2009 - Version 1.10&lt;br /&gt;
*ditto for v1.73.&lt;br /&gt;
&lt;br /&gt;
10/11/2008 - Version 1.00&lt;br /&gt;
*script update for v1.72 compatability.&lt;br /&gt;
&lt;br /&gt;
25/09/2008 - Version 0.99 &lt;br /&gt;
*pre-release version with some OXP equipment support (more to follow).  Inclusion of chance of failure for more complex equipment (above equipment tech level 8) and lowering of price to 3000 credits.&lt;br /&gt;
&lt;br /&gt;
05/09/2008 - Version 0.10&lt;br /&gt;
*beta test release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = Repair Bots&lt;br /&gt;
|version = 2.14&lt;br /&gt;
|release = 2022-08-17&lt;br /&gt;
|features = self-repair&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[Media:RepairBots-2.11.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722&amp;amp; BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722 BB Thread] (2020)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18033 BB Thread] (2016)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=5034 BB Thread] (2008)&lt;br /&gt;
&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for [[Imperial Courier (Oolite)|rotating nacelles]], [[Z GrOovy HPC pack|landing gear]], ''etc''!)&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite_expansion_packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75364</id>
		<title>Repair Bots OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75364"/>
		<updated>2022-08-17T23:27:31Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Srs.png|thumb|right|250px|[[Vimana HUD]] icon for SRS Repair NanoBots]]&lt;br /&gt;
[[File:Missile, ECM hardened missile, Quirium Cascade Mine, Repair Bots, Salvage Missile.png|thumb|right|250px|missile bay icons: Missile, ECM-hardened missile, Quirium cascade bomb, '''Repair nanobots''', Salvage missile]]&lt;br /&gt;
==Overview==&lt;br /&gt;
As any commander on the go knows, there is nothing more frustrating than having valuable and necessary equipment getting broken in-flight, usually just before you really need it. So the researchers at the [[Aquarian Shipbuilding Corp. HQ|Aquarian Shipbuilding Corporation]]'s ships equipment division have taken the repair nanobots used on a large scale for station repairs, and adapted them for standard ship usage.&lt;br /&gt;
&lt;br /&gt;
It also now provides a second piece of equipment - the fully mountable repair system. This is true ship's damage control, available to any ship that doesn't already have it built-in. It uses advanced repair bots to control and repair any broken equipment that happens on the ship in-flight.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
As standard, the repair 'bots are packaged in a small container which is specially designed to keep them dormant until their services are required. Due to Galcop rules this container is not allowed to be stored within the vessel itself, so the standard solution is to mount it on an empty missile pylon, with the added bonus that the standard missile arming and launching sequence can be used to activate and release the 'bots.&lt;br /&gt;
&lt;br /&gt;
When activated the 'bots perform a scan of the vessels systems, and by comparing what they find with their in-build blueprints they can identify which (if any) system or systems are damaged. From this they will select which item they want to repair (this is limited to a single item as a further Galcop mandated safety measure to prevent runaway replication) and proceed to attempt work on it.&lt;br /&gt;
&lt;br /&gt;
Please note that whilst these useful little creatures won't stop to take coffee breaks or chat-up the pilot's girlfriend, they are only as reliable as their in-built blueprints. So for more complicated systems and for some variant items sold by various companies, there is a chance that they will not be able to fully repair all items before their mandatory limited lifespan expires. In this case the usage of an additional cannister or two of 'bots may assist with the problem.&lt;br /&gt;
&lt;br /&gt;
Now featuring a lovely new pylon icon for the bots, courtesy of Eldon.&lt;br /&gt;
&lt;br /&gt;
STOP-PRESS! - following some heavy lobbying by the transport haulers oonion, Galcop have relaxed their rules about storage of the nanobots. So the ASC are now very proud to announce the introduction of their patent Repair System. Built into the workings and systems of the customer ship, it automatically attempts to repair any broken equipment using its own supply of bots. No missile pylons have to be sacrificed to the gods of fixing stuff, but consumes one energy unit per second while effecting repairs, going dormant if there is only one energy bank available and re-starting when the ship has to two full energy banks again.&lt;br /&gt;
&lt;br /&gt;
There are two versions available: the standard one occupies 2t of cargo space and holds nanobots to effect up to ten repairs, and a light version that occupies 1t of cargo sapce and holds nanobots for 5 repairs. The recharge packs of nanobots come in two sizes, a 10-pack for up to ten repairs and a 5-pack for up to 5 repairs.&lt;br /&gt;
&lt;br /&gt;
 Repair System Standard:&lt;br /&gt;
   Cost: 12000 Cr.&lt;br /&gt;
   Techlevel: 11&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Light:&lt;br /&gt;
   Cost: 10000 Cr.&lt;br /&gt;
   Techlevel: 12&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 10-Pack:&lt;br /&gt;
   Cost: 1000 Cr.&lt;br /&gt;
   TechLevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 5-Pack:&lt;br /&gt;
   Cost: 600 Cr.&lt;br /&gt;
   Techlevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair Nanobots (pylon mounted):&lt;br /&gt;
   Cost: 3000 Cr.&lt;br /&gt;
   Techlevel: 9&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.74 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.14.oxz|RepairBots_2.14.oxz]] (downloaded {{#downloads:RepairBots-2.14.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.13.oxz|RepairBots_2.13.oxz]] (downloaded {{#downloads:RepairBots-2.13.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.12.oxz|RepairBots_2.12.oxz]] (downloaded {{#downloads:RepairBots-2.12.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.11.oxz|RepairBots_2.11.oxz]] (downloaded {{#downloads:RepairBots-2.11.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots_2.10.oxz|RepairBots_2.10.oxz]] (downloaded {{#downloads:RepairBots_2.10.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==Tweaks==&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=253573#p253573 Souping-up the Repair-bots] (2017)&lt;br /&gt;
*You might find [[How to tweak OXZ's]] helpful!&lt;br /&gt;
&lt;br /&gt;
==Notes for OXP developers==&lt;br /&gt;
The new and improved repair bots have a chance to repair anything installed on the ship. Any OXP writer who wishes to alter this for their own OXP simply needs to add the line:&lt;br /&gt;
&lt;br /&gt;
script_info = { thargoidRepairBotChance = X; };&lt;br /&gt;
&lt;br /&gt;
into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.&lt;br /&gt;
&lt;br /&gt;
Other OXPs can also temporarily inhibit Repair Bots from repairing an equipment through the use of the disabling/enabling equipment functions described bellow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$disableEquipment(eqKey, who, why)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
:&amp;lt;code&amp;gt;why&amp;lt;/code&amp;gt;: string, describes the reason why the equipment is disabled&lt;br /&gt;
&lt;br /&gt;
:Sets the equipment as DAMAGED and inserts it in the disabled equipment list (equipment in th disabled list is not repaired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$enableEquipment(eqKey, who)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
    &lt;br /&gt;
:Removes the caller from the disablers of the equipment and if there is no disabler left, sets the equipmenty status to OK &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
17/08/2022 - Version 2.14&lt;br /&gt;
*Changes the to remove the &amp;quot;Thargoid clauses&amp;quot; after Thargoid allowed modification when retired from maintaining his OXPs (http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17085).&lt;br /&gt;
*Fixes typo that prevented resuming operation after a low energy period (thanks to cag and UK_Eliter!).&lt;br /&gt;
&lt;br /&gt;
04/10/2020 - Version 2.13&lt;br /&gt;
*Energy thresholds are now proportional to the ship's maxEnergy and not absolute: repair stops when energry drops to 20% and resumes when it reaches 40%.&lt;br /&gt;
*Self-repair, i.e., repairing the Repair System Controller, consumes 2 charges.&lt;br /&gt;
*ew functions for other OXPs tell Repair Systems that an equipment is disabled, i.e., it's damaged but should not be repaired. This allows OXPs to inhibit Repair Systems actions on a given equipment during a period of time, while the probabilities in the scriptInfo are &amp;quot;hard-coded&amp;quot;, i.e., can't be changed by scripts.&lt;br /&gt;
&lt;br /&gt;
14/09/2020 - Version 2.12&lt;br /&gt;
*checks for repair controller existence before starting the repair system.&lt;br /&gt;
&lt;br /&gt;
24/08/2020 - Version 2.11&lt;br /&gt;
*introduced '''Repair System Light''', with 5 charges taking 1 TC of cargo space, and Recharge 5-Pack.&lt;br /&gt;
*introduced energy cost while repairing, with minimum of one energy bank to work. (Dybal)&lt;br /&gt;
&lt;br /&gt;
xx/xx/2012 - Version 2.10&lt;br /&gt;
*requirement now for 1.77. Restored the 2t space requirement.&lt;br /&gt;
*also added an 0.5s delay to activation on damage, to allow other scripts to run first (OXP equipment self-repair and also realistic damage OXP).&lt;br /&gt;
&lt;br /&gt;
07/08/2012 - Version 2.09&lt;br /&gt;
*temporary removal of requirement for 2t cargo due to bug in 1.76.1 (rollback of v2.06 in part).&lt;br /&gt;
&lt;br /&gt;
23/07/2012 - Version 2.08&lt;br /&gt;
*small bugfix to cope better with selling of ships and persistence of mission variables.&lt;br /&gt;
&lt;br /&gt;
03/06/2012 - Version 2.07&lt;br /&gt;
*removing minor glitch so remaining charges only show on F5 manifest screen when the Repair System is actually installed - thanks to JazHaz for the heads-up.&lt;br /&gt;
&lt;br /&gt;
09/05/2012 - Version 2.06&lt;br /&gt;
*made repair system require 2t of cargo space ready for v1.77 implementation.&lt;br /&gt;
*also will only work for 10 repairs before needing a recharge.&lt;br /&gt;
&lt;br /&gt;
19/03/2012 - Version 2.05&lt;br /&gt;
*corrected error in script - thanks to Cmdr Cheyd.&lt;br /&gt;
&lt;br /&gt;
03/11/2011 - Version 2.04&lt;br /&gt;
*further optimisation by Eric Walch.&lt;br /&gt;
&lt;br /&gt;
02/11/2011 - Version 2.03&lt;br /&gt;
*script speed hack courtesy of Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
02/04/2011 - Version 2.02&lt;br /&gt;
*superb new pylon icon for the repair bot cannister, by Eldon.&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 2.01&lt;br /&gt;
*removal of upper limit, to allow running with 1.75.&lt;br /&gt;
&lt;br /&gt;
17/05/2010 - Version 2.00&lt;br /&gt;
*update for v1.74 (only) - now uses script to scan players equipment, so can fix anything not explicitly in the exclusion list.&lt;br /&gt;
*also new addition of the repair system.&lt;br /&gt;
&lt;br /&gt;
02/09/2009 - Version 1.10&lt;br /&gt;
*ditto for v1.73.&lt;br /&gt;
&lt;br /&gt;
10/11/2008 - Version 1.00&lt;br /&gt;
*script update for v1.72 compatability.&lt;br /&gt;
&lt;br /&gt;
25/09/2008 - Version 0.99 &lt;br /&gt;
*pre-release version with some OXP equipment support (more to follow).  Inclusion of chance of failure for more complex equipment (above equipment tech level 8) and lowering of price to 3000 credits.&lt;br /&gt;
&lt;br /&gt;
05/09/2008 - Version 0.10&lt;br /&gt;
*beta test release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = Repair Bots&lt;br /&gt;
|version = 2.13&lt;br /&gt;
|release = 2020-08-24&lt;br /&gt;
|features = self-repair&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[Media:RepairBots-2.11.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722&amp;amp; BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722 BB Thread] (2020)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18033 BB Thread] (2016)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=5034 BB Thread] (2008)&lt;br /&gt;
&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for [[Imperial Courier (Oolite)|rotating nacelles]], [[Z GrOovy HPC pack|landing gear]], ''etc''!)&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite_expansion_packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75363</id>
		<title>Repair Bots OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Repair_Bots_OXP&amp;diff=75363"/>
		<updated>2022-08-17T23:26:02Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Srs.png|thumb|right|250px|[[Vimana HUD]] icon for SRS Repair NanoBots]]&lt;br /&gt;
[[File:Missile, ECM hardened missile, Quirium Cascade Mine, Repair Bots, Salvage Missile.png|thumb|right|250px|missile bay icons: Missile, ECM-hardened missile, Quirium cascade bomb, '''Repair nanobots''', Salvage missile]]&lt;br /&gt;
==Overview==&lt;br /&gt;
As any commander on the go knows, there is nothing more frustrating than having valuable and necessary equipment getting broken in-flight, usually just before you really need it. So the researchers at the [[Aquarian Shipbuilding Corp. HQ|Aquarian Shipbuilding Corporation]]'s ships equipment division have taken the repair nanobots used on a large scale for station repairs, and adapted them for standard ship usage.&lt;br /&gt;
&lt;br /&gt;
It also now provides a second piece of equipment - the fully mountable repair system. This is true ship's damage control, available to any ship that doesn't already have it built-in. It uses advanced repair bots to control and repair any broken equipment that happens on the ship in-flight.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
As standard, the repair 'bots are packaged in a small container which is specially designed to keep them dormant until their services are required. Due to Galcop rules this container is not allowed to be stored within the vessel itself, so the standard solution is to mount it on an empty missile pylon, with the added bonus that the standard missile arming and launching sequence can be used to activate and release the 'bots.&lt;br /&gt;
&lt;br /&gt;
When activated the 'bots perform a scan of the vessels systems, and by comparing what they find with their in-build blueprints they can identify which (if any) system or systems are damaged. From this they will select which item they want to repair (this is limited to a single item as a further Galcop mandated safety measure to prevent runaway replication) and proceed to attempt work on it.&lt;br /&gt;
&lt;br /&gt;
Please note that whilst these useful little creatures won't stop to take coffee breaks or chat-up the pilot's girlfriend, they are only as reliable as their in-built blueprints. So for more complicated systems and for some variant items sold by various companies, there is a chance that they will not be able to fully repair all items before their mandatory limited lifespan expires. In this case the usage of an additional cannister or two of 'bots may assist with the problem.&lt;br /&gt;
&lt;br /&gt;
Now featuring a lovely new pylon icon for the bots, courtesy of Eldon.&lt;br /&gt;
&lt;br /&gt;
STOP-PRESS! - following some heavy lobbying by the transport haulers oonion, Galcop have relaxed their rules about storage of the nanobots. So the ASC are now very proud to announce the introduction of their patent Repair System. Built into the workings and systems of the customer ship, it automatically attempts to repair any broken equipment using its own supply of bots. No missile pylons have to be sacrificed to the gods of fixing stuff, but consumes one energy unit per second while effecting repairs, going dormant if there is only one energy bank available and re-starting when the ship has to two full energy banks again.&lt;br /&gt;
&lt;br /&gt;
There are two versions available: the standard one occupies 2t of cargo space and holds nanobots to effect up to ten repairs, and a light version that occupies 1t of cargo sapce and holds nanobots for 5 repairs. The recharge packs of nanobots come in two sizes, a 10-pack for up to ten repairs and a 5-pack for up to 5 repairs.&lt;br /&gt;
&lt;br /&gt;
 Repair System Standard:&lt;br /&gt;
   Cost: 12000 Cr.&lt;br /&gt;
   Techlevel: 11&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Light:&lt;br /&gt;
   Cost: 10000 Cr.&lt;br /&gt;
   Techlevel: 12&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 10-Pack:&lt;br /&gt;
   Cost: 1000 Cr.&lt;br /&gt;
   TechLevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair System Recharge, 5-Pack:&lt;br /&gt;
   Cost: 600 Cr.&lt;br /&gt;
   Techlevel: 9&amp;lt;br&amp;gt;&lt;br /&gt;
 Repair Nanobots (pylon mounted):&lt;br /&gt;
   Cost: 3000 Cr.&lt;br /&gt;
   Techlevel: 9&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.74 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.14.oxz|RepairBots_2.14.oxz]] (downloaded {{#downloads:RepairBots-2.14.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.13.oxz|RepairBots_2.13.oxz]] (downloaded {{#downloads:RepairBots-2.13.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.12.oxz|RepairBots_2.12.oxz]] (downloaded {{#downloads:RepairBots-2.12.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots-2.11.oxz|RepairBots_2.11.oxz]] (downloaded {{#downloads:RepairBots-2.11.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:RepairBots_2.10.oxz|RepairBots_2.10.oxz]] (downloaded {{#downloads:RepairBots_2.10.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==Tweaks==&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=253573#p253573 Souping-up the Repair-bots] (2017)&lt;br /&gt;
*You might find [[How to tweak OXZ's]] helpful!&lt;br /&gt;
&lt;br /&gt;
==Notes for OXP developers==&lt;br /&gt;
The new and improved repair bots have a chance to repair anything installed on the ship. Any OXP writer who wishes to alter this for their own OXP simply needs to add the line:&lt;br /&gt;
&lt;br /&gt;
script_info = { thargoidRepairBotChance = X; };&lt;br /&gt;
&lt;br /&gt;
into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.&lt;br /&gt;
&lt;br /&gt;
Other OXPs can also temporarily inhibit Repair Bots from repairing an equipment through the use of the disabling/enabling equipment functions described bellow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$disableEquipment(eqKey, who, why)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
:&amp;lt;code&amp;gt;why&amp;lt;/code&amp;gt;: string, describes the reason why the equipment is disabled&lt;br /&gt;
&lt;br /&gt;
:Sets the equipment as DAMAGED and inserts it in the disabled equipment list (equipment in th disabled list is not repaired)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;code&amp;gt;worldScripts[&amp;quot;Repair System&amp;quot;].$enableEquipment(eqKey, who)&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;eqkey&amp;lt;/code&amp;gt;: string, equipment key&lt;br /&gt;
:&amp;lt;code&amp;gt;who&amp;lt;/code&amp;gt;: string, identifies the caller&lt;br /&gt;
    &lt;br /&gt;
:Removes the caller from the disablers of the equipment and if there is no disabler left, sets the equipmenty status to OK &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
04/10/2020 - Version 2.13&lt;br /&gt;
*Energy thresholds are now proportional to the ship's maxEnergy and not absolute: repair stops when energry drops to 20% and resumes when it reaches 40%.&lt;br /&gt;
*Self-repair, i.e., repairing the Repair System Controller, consumes 2 charges.&lt;br /&gt;
*ew functions for other OXPs tell Repair Systems that an equipment is disabled, i.e., it's damaged but should not be repaired. This allows OXPs to inhibit Repair Systems actions on a given equipment during a period of time, while the probabilities in the scriptInfo are &amp;quot;hard-coded&amp;quot;, i.e., can't be changed by scripts.&lt;br /&gt;
&lt;br /&gt;
14/09/2020 - Version 2.12&lt;br /&gt;
*checks for repair controller existence before starting the repair system.&lt;br /&gt;
&lt;br /&gt;
24/08/2020 - Version 2.11&lt;br /&gt;
*introduced '''Repair System Light''', with 5 charges taking 1 TC of cargo space, and Recharge 5-Pack.&lt;br /&gt;
*introduced energy cost while repairing, with minimum of one energy bank to work. (Dybal)&lt;br /&gt;
&lt;br /&gt;
xx/xx/2012 - Version 2.10&lt;br /&gt;
*requirement now for 1.77. Restored the 2t space requirement.&lt;br /&gt;
*also added an 0.5s delay to activation on damage, to allow other scripts to run first (OXP equipment self-repair and also realistic damage OXP).&lt;br /&gt;
&lt;br /&gt;
07/08/2012 - Version 2.09&lt;br /&gt;
*temporary removal of requirement for 2t cargo due to bug in 1.76.1 (rollback of v2.06 in part).&lt;br /&gt;
&lt;br /&gt;
23/07/2012 - Version 2.08&lt;br /&gt;
*small bugfix to cope better with selling of ships and persistence of mission variables.&lt;br /&gt;
&lt;br /&gt;
03/06/2012 - Version 2.07&lt;br /&gt;
*removing minor glitch so remaining charges only show on F5 manifest screen when the Repair System is actually installed - thanks to JazHaz for the heads-up.&lt;br /&gt;
&lt;br /&gt;
09/05/2012 - Version 2.06&lt;br /&gt;
*made repair system require 2t of cargo space ready for v1.77 implementation.&lt;br /&gt;
*also will only work for 10 repairs before needing a recharge.&lt;br /&gt;
&lt;br /&gt;
19/03/2012 - Version 2.05&lt;br /&gt;
*corrected error in script - thanks to Cmdr Cheyd.&lt;br /&gt;
&lt;br /&gt;
03/11/2011 - Version 2.04&lt;br /&gt;
*further optimisation by Eric Walch.&lt;br /&gt;
&lt;br /&gt;
02/11/2011 - Version 2.03&lt;br /&gt;
*script speed hack courtesy of Capt. Murphy.&lt;br /&gt;
&lt;br /&gt;
02/04/2011 - Version 2.02&lt;br /&gt;
*superb new pylon icon for the repair bot cannister, by Eldon.&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 2.01&lt;br /&gt;
*removal of upper limit, to allow running with 1.75.&lt;br /&gt;
&lt;br /&gt;
17/05/2010 - Version 2.00&lt;br /&gt;
*update for v1.74 (only) - now uses script to scan players equipment, so can fix anything not explicitly in the exclusion list.&lt;br /&gt;
*also new addition of the repair system.&lt;br /&gt;
&lt;br /&gt;
02/09/2009 - Version 1.10&lt;br /&gt;
*ditto for v1.73.&lt;br /&gt;
&lt;br /&gt;
10/11/2008 - Version 1.00&lt;br /&gt;
*script update for v1.72 compatability.&lt;br /&gt;
&lt;br /&gt;
25/09/2008 - Version 0.99 &lt;br /&gt;
*pre-release version with some OXP equipment support (more to follow).  Inclusion of chance of failure for more complex equipment (above equipment tech level 8) and lowering of price to 3000 credits.&lt;br /&gt;
&lt;br /&gt;
05/09/2008 - Version 0.10&lt;br /&gt;
*beta test release.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = Repair Bots&lt;br /&gt;
|version = 2.13&lt;br /&gt;
|release = 2020-08-24&lt;br /&gt;
|features = self-repair&lt;br /&gt;
|license = CC BY-NC-SA 3&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[Media:RepairBots-2.11.oxz|Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722&amp;amp; BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20722 BB Thread] (2020)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18033 BB Thread] (2016)&lt;br /&gt;
* [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=5034 BB Thread] (2008)&lt;br /&gt;
&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for [[Imperial Courier (Oolite)|rotating nacelles]], [[Z GrOovy HPC pack|landing gear]], ''etc''!)&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite_expansion_packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:RepairBots-2.14.oxz&amp;diff=75362</id>
		<title>File:RepairBots-2.14.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:RepairBots-2.14.oxz&amp;diff=75362"/>
		<updated>2022-08-17T23:25:14Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Version 2.14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Version 2.14&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=75329</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=75329"/>
		<updated>2022-08-11T19:41:24Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is in the &amp;quot;outside&amp;quot; side of the dock entrance's plane &lt;br /&gt;
                   (avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dredgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] (Slartifbartfast, 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2022-08-08&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=75328</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=75328"/>
		<updated>2022-08-11T19:37:38Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
* if in red alert, the weapons are offline&lt;br /&gt;
&lt;br /&gt;
Note that engaging automatically means there is NO on/off switch for ILS. The commander can stop the ship by reducing thrust to zero though (to avoid a collision, for example).&lt;br /&gt;
&lt;br /&gt;
If the target lock is changed or removed, ILS disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
The commander can avoid engaging ILS by using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, ILS will disengage and the Dredger will be free to start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is &amp;quot;outside&amp;quot; the dock entrance's plane &lt;br /&gt;
                   (avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dedgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] (Slartifbartfast, 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2022-08-08&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=ILS&amp;diff=75327</id>
		<title>ILS</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=ILS&amp;diff=75327"/>
		<updated>2022-08-11T19:27:46Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Instrument Landing System'''&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Once installed and engaged, ILS will steer the ship through docking, synchronizing its rotation the the station's if necessary. The commander should control the ship's speed and pay attention in case some other ship launches from the station &lt;br /&gt;
as his/her ship approaches. The commander can even use Injectors at the early approach to dock faster, though it's prudent to reduce speed closer to the dock.&lt;br /&gt;
&lt;br /&gt;
The ILS mark the current waypoint with a white flashing lightball which will approach the dock as the commander gets nearer to the station. The commander can temporary override the ILS steering (to avoid a collision with a launching ship, for example) but when the controls are released ILS will resume steering the ship to the waypoint again.&lt;br /&gt;
&lt;br /&gt;
[[Image:ils.jpg]]&lt;br /&gt;
&lt;br /&gt;
ILS engages automatically if all the following conditions apply:&lt;br /&gt;
* the station is locked with an indent lock (the &amp;quot;r&amp;quot; key - NOT the missile lock &amp;quot;t&amp;quot; key!)&lt;br /&gt;
* the commander has asked for docking clearance&lt;br /&gt;
* the commander received docking clearance, or it's not necessary&lt;br /&gt;
* the commander ship is &amp;quot;beyond&amp;quot; the plane that would close the dock's entrance (&amp;quot;beyond&amp;quot; meaning the side of the plane that faces the outside, not the side that faces the dock's inside and the station)&lt;br /&gt;
&lt;br /&gt;
Note that there is '''no''' on/off switch for ILS. You can stop if needed by reducing your thrust to zero, to avoid a collision for example.&lt;br /&gt;
&lt;br /&gt;
If you change or remove the target lock the ILS turn disengages automatically... beware Telescope auto-locking!&lt;br /&gt;
&lt;br /&gt;
Another way to avoid engaging ILS is using the missile targeting mode: use the &amp;quot;t&amp;quot; key instead of &amp;quot;r&amp;quot; to lock a station and ILS will not switch on.&lt;br /&gt;
&lt;br /&gt;
No ILS in red alert except if weapons are offline.&lt;br /&gt;
&lt;br /&gt;
ILS will rotate your ship in the last 2km if your ship is wider than the height of the dock.&lt;br /&gt;
&lt;br /&gt;
ILS will even convince those stubborn Liners to stop while you are docking. Dredgers will stop as you ask for docking clearance...&lt;br /&gt;
&lt;br /&gt;
ILS will disengage automatically when the docking clearance expires, so beware when docking to stations that do not require docking clearance... Dredgers included: once the clearance expires, it will start moving in &amp;quot;collision avoidance&amp;quot; mode. To avoid that, keep asking for docking clearance as you approach the dock (once each 30s should do it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Cost: 50.0₢&lt;br /&gt;
 Techlevel: 5&lt;br /&gt;
&lt;br /&gt;
=== No more traffic jams! ===&lt;br /&gt;
&lt;br /&gt;
NPC ships can dock much faster with ILS, using a shorter path and injectors, narrow ones without roll. This helps cure traffic jams near stations when you are waiting for landing clearance. You don't need to buy the ILS equipment yourself, just keep the .oxp installed and all the NPCs will use it! Injector-equipped ships will arrive in seconds, slowing down in the last 2km only.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ils_npc.png]]&lt;br /&gt;
&lt;br /&gt;
You must wait until the current ILS-user ship is docked before you can use ILS. &lt;br /&gt;
&lt;br /&gt;
If you target the station while another ship is using ILS then you lock on the landing ship - a help to find where it is. If you keep the station in your crosshairs when the current ship arrives into the dock then you get the right to use ILS regardless of whether there are others in the queue. &lt;br /&gt;
&lt;br /&gt;
Alternatively you can wait until all ships arrive into the dock - you cannot break off an already started ILS approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warning ===&lt;br /&gt;
If you do not know what you are doing, this can be a very effective way of visiting [[Church of Giles the Creator#Eschatology|St Giles in The Pool of Pellucid Placidity]]! Or losing cargo or damaging your craft! Note that as your shields improve ([[Shield Boosters]] &amp;amp; [[Military Shield Enhancement]]), the speed at which you can survive increases too! The most common issues are:&lt;br /&gt;
* the ILS targeting something else which comes into its sight during the docking procedure - and either ILS looses its lock on the dock, or it fixates on another dockable and goes after that - in either case the change of direction can incur fatal consequences (this can actually happen ''inside'' the docking tunnel of hermits, for example);&lt;br /&gt;
&lt;br /&gt;
*''Combining ILS with Telescope increases the opportunities for the loss of one's third dimension.''&lt;br /&gt;
&lt;br /&gt;
Advice: In such cases (and ''especially'' when approaching large moving objects such as Behemoths/Liners/Deep Space Dredgers) it is usually safest to detour around the object so that you can approach it from the side of the docking bay, thus limiting the gyrations required for the operation. If docking clearance protocols are not enabled (one of the F2 game options), then you can repeatedly press &amp;quot;L&amp;quot; which inhibits the objects own gyrations.&lt;br /&gt;
&lt;br /&gt;
=== Dependencies ===&lt;br /&gt;
Oolite v1.79 or later.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&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;
=== Changelog ===&lt;br /&gt;
 2022.08.08. v1.14 Makes asking for docking clearance necessary for the player to engage ILS.&lt;br /&gt;
                   Player gets ILS use when docking clearance is granted.&lt;br /&gt;
                   Restored making the current ILS user the player's target while the player waits for&lt;br /&gt;
                   docking clearance.&lt;br /&gt;
                   ILS is enabled for NPCs in the last station the player docked until the player moves&lt;br /&gt;
                   100km away from it, when ILS will be enabled at the main station to reduce the &lt;br /&gt;
                   probability of a traffic jam.&lt;br /&gt;
                   Frees ILS for NPC use once the player has docked.&lt;br /&gt;
                   ILS does not engage until the player's ship is &amp;quot;outside&amp;quot; the dock entrance's plane &lt;br /&gt;
                   (avoids trying to dock through the dock's walls...).&lt;br /&gt;
                   Stops Liners and Dedgers while player uses ILS to dock with them.&lt;br /&gt;
 2020.08.12. v1.13 Calculate Dock world-coordinates orientation by concatenating its orientation in &lt;br /&gt;
                   station model-coordinates with the Station orientation in world-coordinates.&lt;br /&gt;
                   Get direction of Dock widest dimension (depth excluded)  based on Docks dimensions&lt;br /&gt;
                   and world-coordinates orientation (general case, should work for all kinds of&lt;br /&gt;
                   dock's placement on station models).&lt;br /&gt;
                   Use Dock's heading instead of Station's heading to get the position to aim on&lt;br /&gt;
                   approach.&lt;br /&gt;
                   Change rotation sync logic: if the ship's rotation is lagging, rotates in the same&lt;br /&gt;
                   direction as the station; if it's advanced, rotate against the station; this avoids&lt;br /&gt;
                   rotating too much inside the dock if a longer interval between FCB calls gets the&lt;br /&gt;
                   ship sufficiently out-of-sync to start correcting again (the &amp;quot;let's rotate once&lt;br /&gt;
                   more now we are inside the dock&amp;quot; bug...).&lt;br /&gt;
                   Limit ship's rotation in rotation sync to the max roll that ship can do in the FCB&lt;br /&gt;
                   time interval.&lt;br /&gt;
                   If the ship is approaching fast, start rotation sync farther away and rotate as&lt;br /&gt;
                   much as possible in each FCB call, otherwise do it more leisurely (for the visual&lt;br /&gt;
                   beauty... might be still too fast for that and need some tuning).&lt;br /&gt;
 2020.07.16. v1.12 Off-centre dock alignment fix for player and NPC's, performance enhancements, &lt;br /&gt;
                   improvements to auto-docking movements. Thanks to dybal.&lt;br /&gt;
 2016.05.20. v1.11 Rotation fix at Torus stations, thanks to pkhb.&lt;br /&gt;
                   Smoother start of ILS steering as the ship has inertia.&lt;br /&gt;
 2016.03.27. v1.9  ILS will rotate your ship in the last 2km if wider than the height of the dock.&lt;br /&gt;
                   Wide NPCs can rotate before dock to prevent lockdown at non-rolling stations.&lt;br /&gt;
                   NPC will slow during ILS approach when a ship is near to prevent collision.&lt;br /&gt;
                   Use less CPU by searching new ships in timer instead of FCB.&lt;br /&gt;
                   Fixed a minor bug in NPC logic when player launch.&lt;br /&gt;
 2016.01.11. v1.8  Display a warning message if you must roll to fit into the dock.&lt;br /&gt;
                   No ILS in red alert except if weapons are offline.&lt;br /&gt;
                   NPCs will not dock until player has docking clearance.&lt;br /&gt;
                   NPCs will not use ILS at moving docks like Behemoth.&lt;br /&gt;
                   Landing NPC will stop when player launch from a station.&lt;br /&gt;
                   No more auto target lock on new ILS user NPCs.&lt;br /&gt;
 2015.11.29. v1.7  Wide NPCs can use ILS, these will wait for the right position.&lt;br /&gt;
                   Lonq queues finish faster due to the speed based selection of next NPC.&lt;br /&gt;
                   Auto switch to the next ship when the current ILS user suffer attack.&lt;br /&gt;
                   No more &amp;quot;ILS set to&amp;quot; message when player is docked.&lt;br /&gt;
 2015.11.28. v1.6  NPC ILS improved: earn higher speed and up to 95m width for Krait.&lt;br /&gt;
                   Must wait NPC to dock before ILS can be used by the player.&lt;br /&gt;
                   Targeted NPC will not get priority over others.&lt;br /&gt;
 2015.11.27. v1.5  Most NPC ships can dock faster without roll, up to 80m width.&lt;br /&gt;
 2015.03.21. v1.4  Fixed landing in Rock Hermits.&lt;br /&gt;
                   Fixed a bug with Towbar.&lt;br /&gt;
 2014.10.01. v1.3  No ILS in missile targeting mode.&lt;br /&gt;
                   ILS steering suspended until player ship is stopped.&lt;br /&gt;
                   Fixed Telescope visual target shaking during ILS steering.&lt;br /&gt;
                   Using reduced turn rates when there is a ship on Towbar.&lt;br /&gt;
 2014.09.30. v1.2  Refined approaching curve with less sharp turn at the end.&lt;br /&gt;
                   Fixed the white marker.&lt;br /&gt;
 2014.09.29. v1.1  Small fixes, for example Carriers will not turn on ILS.&lt;br /&gt;
 2014.09.29. v1.0  First release.&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.14.oxz‎|ILS-1.14.oxz‎]] (downloaded {{#downloads:ils-1.14.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
Old versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:ils-1.13.oxz‎|ILS-1.13.oxz‎]] (downloaded {{#downloads:ils-1.13.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.12.oxz‎|ILS.1.12.oxz‎]] (downloaded {{#downloads:ILS.1.12.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.11.oxz‎|ILS.1.11.oxz‎]] (downloaded {{#downloads:ILS.1.11.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.9.oxz‎|ILS.1.9.oxz‎]] (downloaded {{#downloads:ILS.1.9.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.8.oxz‎|ILS.1.8.oxz‎]] (downloaded {{#downloads:ILS.1.8.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.7.oxz‎|ILS.1.7.oxz‎]] (downloaded {{#downloads:ILS.1.7.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:ILS.1.4.oxz‎|ILS.1.4.oxz‎]] (downloaded {{#downloads:ILS.1.4.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
*[http://www.aegidian.org/bb/viewtopic.php?p=285078#p285078 To make ILS removable (costs 25₢)] (Slartifbartfast, 2022)&lt;br /&gt;
:You might wish to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
===Quick Facts===&lt;br /&gt;
{{OXPLevel|2}}{{Infobox OXPb| title = ILS&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2022-08-08&lt;br /&gt;
|features = Landing System&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Norby|Norby]]&lt;br /&gt;
|feedback = [http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[http://bb.aegidian.org/viewtopic.php?f=4&amp;amp;t=16916 BB-Link] (2014 - date)&lt;br /&gt;
*[http://aegidian.org/bb/viewtopic.php?p=41519#p41519 Is it possible to &amp;quot;steer&amp;quot; the player ship?] (2015)&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=NPC_Energy_Units_OXP&amp;diff=75325</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=NPC_Energy_Units_OXP&amp;diff=75325"/>
		<updated>2022-08-10T23:17:31Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:npcEnergyUnits-1.0.2.oxz|NPC Energy Units v1.0.2]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 (july/2022):&lt;br /&gt;
* Fixes damage handler exported to NPC Equipment Damage OXP (it's called for any equipment damaged ina NPC, not only energy units, as it formerly expected).&lt;br /&gt;
* Removes some redundant logging messages.&lt;br /&gt;
* Don not award energy units to NPX of low accuracy (less than 0), since they are too green/incompetent to afford them.&lt;br /&gt;
* Reduces the probablities for awarding Naval Energy Units (they should be rare), making sure high recharging rate ships (7 or greater) do not get them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1 (december/2020):&lt;br /&gt;
&lt;br /&gt;
* Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP).&lt;br /&gt;
* Changes parameters for granting NEU and EEU to reduce probability of granting to ships with recharge rate above 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0.2&lt;br /&gt;
|release = 2022-07-03&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=NPC_Energy_Units_OXP&amp;diff=75324</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=NPC_Energy_Units_OXP&amp;diff=75324"/>
		<updated>2022-08-10T23:16:13Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:npcEnergyUnits-1.0.2.oxz|NPC Energy Units v1.0.2]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1 (december/2020):&lt;br /&gt;
&lt;br /&gt;
* Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP).&lt;br /&gt;
* Changes parameters for granting NEU and EEU to reduce probability of granting to ships with recharge rate above 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0.2&lt;br /&gt;
|release = 2022-07-03&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
</feed>