[Release] Rescue Stations

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Potential Debris
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Re: [Release] Rescue Stations 1.3.1

Post by Potential Debris »

I abandoned the game with the missing RRS station when I moved to 1.80.

Started again, (steering well clear of Leesti) and worked my way up to a tier 3 contractor. I took out one of the "vaccine" jobs, picked up the payload and delivered it in time... only to be fined 200+ credits for docking without authorisation!!! I bring them life-saving medical supplies that they've been crying out for for weeks, and then they take more than 10% of my pay for delivering it a week early? Ingrates! I was sorely tempted to blast the stupid mine to dust, but in the end I settled for pulverising all their asteroids and depriving them of their livelihood.

Also, the RRS ships around the mine don't seem to invoke mass lock! I was able to torus drive straight through the mine's doughnut-hole and out the other side despite 4 orange lollipops buzzing around it, then torus away immediately after launching.
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Re: [Release] Rescue Stations 1.3.1

Post by mossfoot »

Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
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Potential Debris
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Re: [Release] Rescue Stations 1.3.1

Post by Potential Debris »

mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)
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Re: [Release] Rescue Stations 1.3.1

Post by mossfoot »

Potential Debris wrote:
mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)
You think I started out with a Cobra... that's cute ;)
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Diziet Sma
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Re: [Release] Rescue Stations 1.3.1

Post by Diziet Sma »

mossfoot wrote:
Potential Debris wrote:
mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)
You think I started out with a Cobra... that's cute ;)
:lol:
@ Potential Debris:

Start here:
https://bb.oolite.space/viewtopic.php?p=219767#p219767

And when that trail runs dry, go here to stay up to date:
https://bb.oolite.space/viewtopic.php?f=11&t=16586
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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Holmes177
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Re: [Release] Rescue Stations 1.3.1

Post by Holmes177 »

Still enjoying the Rescue Stations OXP, but ran into something that may be a glitch. Twice I have accepted a mission to escort a group to rescue a derelict vessel. During combat, the derelict was destroyed. The group leader & escorts then proceeded off at normal thrust with no attempt to jump back through a wormhole. Any attempt to activate the Flight Formation Autopilot met with error, "mother ship is not broadcasting information". I let this go on for sometime, then finally just aborted. Thanks in advance.

Just to add, I have successfully completed the rescue of a derelict vessel several times.
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Re: [Release] Rescue Stations 1.3.1

Post by spara »

Holmes177 wrote:
Still enjoying the Rescue Stations OXP, but ran into something that may be a glitch. Twice I have accepted a mission to escort a group to rescue a derelict vessel. During combat, the derelict was destroyed. The group leader & escorts then proceeded off at normal thrust with no attempt to jump back through a wormhole. Any attempt to activate the Flight Formation Autopilot met with error, "mother ship is not broadcasting information". I let this go on for sometime, then finally just aborted. Thanks in advance.

Just to add, I have successfully completed the rescue of a derelict vessel several times.
Had a quick look at this and it looks like that it's a mission failure when the derelict dies (you should be noted of that with a message) and the Arafura Leader switches to a generic AI. It isn't going home apparently, it probably has some patrolling to do :) .
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Re: [Release] Rescue Stations 1.3.1

Post by Holmes177 »

OK, thanks spara. Kind of what I figured. Hope that doesn't count against my "rescue" reputation!
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Re: [Release] Rescue Stations 1.3.1

Post by phkb »

Spara, had this error turn up in my log once, just after loading a saved game.

Code: Select all

19:38:21.717 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Rescue Stations 1.4): Error: System.addShips: Invalid arguments (66) -- expected number (positive count no greater than 64).
19:38:21.717 [script.javaScript.exception.ooliteDefined]:       C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.rescue_stations.oxz/Scripts/rescue_missions.js, line 720.
No idea why. While I have the OXP installed, I haven't actually done any rescue missions yet.
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Re: [Release] Rescue Stations 1.3.1

Post by Wildeblood »

phkb wrote:
Spara, had this error turn up in my log once, just after loading a saved game.

Code: Select all

19:38:21.717 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Rescue Stations 1.4): Error: System.addShips: Invalid arguments (66) -- expected number (positive count no greater than 64)...
No idea why...
Shame on you, it clearly says why. Some random function has selected 66 as the number of ships to spawn, but System.addShips allows a maximum of 64 at once. Given the high number I assume this is an asteroid field, 66 actual shooty ships would be a bit harsh.
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Re: [Release] Rescue Stations 1.3.1

Post by spara »

:shock: . I'll do something about it, when I got some spare time.
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Re: [Release] Rescue Stations

Post by spara »

Thanks for reporting, phkb. New version (1.4.1) fixes the bug.
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Re: [Release] Rescue Stations

Post by spara »

With ludicrous amounts of tedious work, this oxp has been upgraded to 1.5. Many, many fixes and tweaks have been done to make it work better with Oolite 1.80/1.81.

* Added long range map to suitable mission offer screens.
* Markets work with Oolite 1.81.
* Fixed (hopefully all) deprecation warnings in Oolite 1.81.
* Fixed escorts that were overridden by escort_roles when like_shipping.
* Reviewed grouping and AIs of added pirates to make them better work the way they were meant to work. In other words pirates added by the oxp now more often attack than fly by.
* Scripted cargo now takes cargo space
* Various fixes and bugfixes.

I flew all the missions through multiple times, but it being quite tedious and boring, I might have missed something. If anything strange happens, please report and I'll fix it.

Happy rescuing :D .
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Re: [Release] Rescue Stations

Post by Fatleaf »

spara wrote:
With ludicrous amounts of tedious work,
I know what that's like and it is appreciated.
Find out about the early influences of Fatleaf here. Also his OXP's!
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Re: [Release] Rescue Stations

Post by Cmmdr Eclipse »

Hi there! I'm new here so first of all thanks for making this great game!! Great work to all the guy's also for the additional content. A big thank you! I came across Elite in 1995, playing on a 1981 Acorn Electron ( I was a poor kid) Due to a faulty cassette player I couldn't save progress, so I've loved Oolite instantly (with ya fancy save function :P) Anyhow, sorry to chew ear.

I'm having trouble with the RSS Way Station .ozp
I down loaded some new .ozp since then I can't find the RSS stations (I was sure there's one at G1 Xexedi) and was wondering if I just forgot where to look or I corrupted it? On the expansion pack menu it says installed and upto date, maybe I'm a space ball and just forgot where to look. If it was conflicting the menu would have told me right? Is there a conflict list for the addon so I can check?

I'm using oolite 1.80 on the PC
and today I updated the ozp on the install list

Sorry for any bother and thanks good people!
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