Another idea: use the ncb Cxxx to change the ship and keep all the outfits. You can use the two-missions idea to use this ncb OnAbort.
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Originally posted by slouch:
**I was playing around with the same basic set up as Kame described above, but I found that simply hitting the 'P' (Player Info/Dialogue) made the game recognize the outfit change. The ship went immediately from non-inertial to inertial on exiting the player info. Would this be considered a viable workaround? Any chance that players would tolerate an outfit that required hitting the 'P' to work properly? Of course, it would have to be explained that they need to do so. I suppose you could always activate/deactivate a rank which describes the change so they have something new to look at. If it's tolerable, there's tons of possibilities for using it.Just some thoughts, sorry for the gravedigging.
**
Woa! This is definitely worth a grave-dig.
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Indeed. I certainly don't have a problem with gravedigging if you have information as useful as that.
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After reading through this, I feel your best option is switching arounds the outfit with missions and onAborts. It would work well. The having to bring up the player info dialog is just another step to have the player perform whereas the aborting missions idea only involves one step. You could have a mission named "Inertialess ship" and onAbort it removes the outfit and starts a new mission named "Inertia ship" and onAbort it gives you the outfit and starts the inertialess mission.
EDIT: This actually could be used to solve my Tri-sectioned ship problem...hmmm.
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