[UPDATED 12/8/12]-Deep Horizon Industries - Navigation Buoy

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Cody
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Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cody »

Cheyd - the nav buoys rotate/tumble nicely - how do I make the hermit buoys rotate too?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cmd. Cheyd »

Wait for me to publish 1.1 in the next few days when I get over my busy schedule and take the time to zip and upload. :P You'll also get a nice AI for it that will have it pilot itself back to it's proper position if it gets bumped too far out of place.
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Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cody »

Cool!
Cmd. Cheyd wrote:
... pilot itself back to it's proper position if it gets bumped too far out of place.
I've had some fun nudging them around with my ship, I must admit!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cmd. Cheyd »

Okay, I uploaded the updated version. Enjoy!
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara »

The buoy is as beautiful as before, but the new version seems to be spinning quite fast and changing spin directions quite randomly. Makes me feel a bit dizzy. Is it just me?
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cody »

I changed the tumble speed from 2 to 1 thus:

Code: Select all

max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara »

El Viejo wrote:
I changed the tumble speed from 2 to 1 thus:

Code: Select all

max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.
That helped a lot. Is there an easy way to stop that random (?) direction changing? I find it a bit weird.
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cmd. Cheyd »

I couldn't get it to tumble after flying back it's origin point, so I cheated and just told the AI to re-tumble every 5 seconds when idle. It worked, but the side effect is what you see now. Personally, I kinda liked it, as it gave the impression it was actually tracking ships, doing work, etc. If someone wants to tell me how to make it resume tumbling after reaching it's origin point, I'll happily update and republish as v1.0.2.

If you want to kill the random tumbling, change line 11 of the AI from:

Code: Select all

UPDATE = ("sendScriptMessage: checkPosition",performTumble,"pauseAI: 5.0");
to:

Code: Select all

UPDATE = ("sendScriptMessage: checkPosition","pauseAI: 5.0");
Should work.
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Thargoid »

Have a second isolated state in your AI which just performTumble's on enter and then jumps back to the normal state. Then use the buoy's script to change the AI state to the second state when you reposition it back to its original one.
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara »

While poking around the game and making things around me more consistent I stumbled upon this one and wondered, why does is not change the buoys of other oxps. A quick look around the shipdata reveals that it does not actually replace (as replacement ship packs do) the buoy, but it nullifies the roles of the original buoys and adds itself through a role. The result is that oxps that like_ship buoy use the core buoy.

So... Is there some reason that the shipdata of DH Buoy is written in such a way that is does not replace the buoys the way replacement ship packs do? Would something break? If not, then I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Diziet Sma »

spara wrote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by JazHaz »

Diziet Sma wrote:
spara wrote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara »

JazHaz wrote:
Diziet Sma wrote:
spara wrote:
I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model. I'm all for including it into the core, but for it to arrive into the stable build will take quite a while. Meanwhile a true replacement version would suffice. _If_ someone wants to test, then rename shipdata-overrides.plist, backup shipdata.plist and replace shipdata.plist with this one: https://app.box.com/s/8y870smgeg9np5ax5iva. This shipdata is edited from core game's shipdata by replacing and adding parts from this oxp's shipdata. Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Diziet Sma »

spara wrote:
JazHaz wrote:
Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model.
I had a feeling that would be the case.. good to have it confirmed that it wouldn't break Buoy Repair, though.
spara wrote:
Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .
And he's also offered to relax/alter the licence for the Nav Buoy if it were to be adopted into core.. :D
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation Buoy

Post by Norby »

another_commander wrote: Fri Jun 23, 2017 10:20 pm
Image
Astrobe wrote: Sat Jun 24, 2017 6:53 am
It's strange this OXP isn't in the manager, the license could allow it.
Not exactly - see in the above posts.

Cheyd told once that he want to track the number of downloads so currently you must get it from the official and nice Nav Buoy homepage.
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