Notes on Tanimal's OP exe Offsets.

Some things are handled differently in OP than they are in CE. For example, I couldn't find plasma-degradation values; you can assign ranges based on type however. Special shuttles (WW, scatterpacks, suicide, Assault) all use the same speed controller, unlike separately as in CE. I only have used HxD Hexeditor to find these offsets, since IDA Pro is hard for me to undertand. Hopefully what I have found can lead to more discovery by others more skiled. Special thanks to Captain Adam (who started me off with a lot of these offsets) and to TarMinyatur & d4v1ks & JanB for all their hardwork furthering this cause. 


Here are CE elements I couldn't find in OP:
Capture enabling (might not exist in OP?)
Mines detonation, activation ranges (I haven't tested all of the possibilities yet)
Max Range limiters on Phasers 1/2/3/4 (might not exist in OP?)
Point Defense controls - beyond my limited abilities, might be handled differently in OP
Photon holding as multiple of charge rate (I haven't tested all of the possibilities yet)


Here are CE elements I didn't look for yet in OP
Fusion (std, OL,SOL) charge rate, total charge
Hellbore charge rates
Missile endurances
PPD hold costs, OL max range limiter
Tractor engagement range

In the Hidden OP weapons, I found that:
TR beams use different range bracket values than they do in SFB.

Notes on the "Broken" weapons in the Hidden OP weapons
Once, in a thread years ago, I read something that simply said "DroD and DroE are broken, don't bother." For years i had written them off but more recently I stumbled across this thread:

http://www.dynaverse.net/forum/index.php/topic,163360816.msg1122633433.html#msg1122633433

I have used these weapons, they're just  alittle quirky. There are a few things to note and a correction to state but rather than necro an old thread:

-One correction to a comment in that thread: DroF is not missing or broken and does not have a normal rate of fire or "20 reloads," it actually takes twice as long to reload as a DroA/B/G does and holds 4. It was informally called a "jump rack" in SFB, installed in a ship's shuttle bay for units not usually drone-armed.

-DroE racks, in SFB, can only load "dogfight" drones, smaller drones meant for fighter dogfighting (obviously). These do only 2 damage against ships (but 8 against fighters), so somwhat similar in damage to the fighter missiles found in OP, without the alternative damage. In OP, on a ship, the DroE will use the same missile loads as all the other racks, although maybe somewhere in the exe there's a way to alter that. It does hold 8, and does reload twice as fast, like a DroC rack. In SFB DroE racks are usually only found on PFs, so if there is a way to make "DroE racks use DroI" then theu could be installed on missile-using PFs.

-DroD racks are a completely different rack in SFB, used on bases. In OP, they are plasam-Ds that can be used offensively against ships. In SFB, plasma-D racks can be used defensively OR offensively, just like the Plasma-Is found on ISC ships. (In SFB these ISC plasmas are just called "rear-firing plasma Fs," with the same limitations). It seems to me that the Makers of OP may have had hopes to give offensive PlasmaDs but never finished. When fired, a "missile" from a DroD looks just like a Plasma-D, uses the defensive Pl-D speed but the warhead strength of missiles the ship is using, Type-I or -IV. As Dizzy points out in the old thread, it's after it's launched that it breaks. To repeat:
	In the Early era, it damages one shield facing, just like a missile.
	In the Mid era it goes straight thru shields and hits with full damage.
	In the Late/Advanced era it damages all shields like an enveloping plasma. Against a down shield, the warhead does 3/4 strength damage (but only 1/2 on the first strike for some reason). It does NOT degrade with distance and has a range of 15.
Maybe there's a way to fix this in the exe, but it will take someone more adept than me.



