Galactic jump? Fix and a couple tweaks in the works.Cody wrote:Code: Select all
15:55:32.031 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (navi_mfd 1.5): TypeError: this.$hyperTimer is undefined 15:55:32.031 [script.javaScript.exception.unexpectedType]: E:\Oolite-Trunk/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.navigation_mfd.oxz/Config/script.js, line 74.
[Release] Navigation MFD
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Re: [Release] Navigation MFD
- Cody
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Re: [Release] Navigation MFD
Nope... still in the Fifth Octant.spara wrote:Galactic jump?
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Release] Navigation MFD
New version 1.5.1.
* bugfixes hopefully fixing current and possible timer issues.
As a side note, I took another take on calculating Sun Lane length from planetinfo and managed to get it correct when sun position is not modified. However, when the sun is moved with sun_distance_modifier, I just can't get it right. The documentation states that the default distance between planet and sun is roughly 20 times planetary radii. And sun_distance_modifier changes that. The actual distance modifier seems be an integer from range 16-23 or something. I can calculate the actual default modifier from system to system, but if it's changed to lets say 40, I've no idea what's the real new modifier.
* bugfixes hopefully fixing current and possible timer issues.
As a side note, I took another take on calculating Sun Lane length from planetinfo and managed to get it correct when sun position is not modified. However, when the sun is moved with sun_distance_modifier, I just can't get it right. The documentation states that the default distance between planet and sun is roughly 20 times planetary radii. And sun_distance_modifier changes that. The actual distance modifier seems be an integer from range 16-23 or something. I can calculate the actual default modifier from system to system, but if it's changed to lets say 40, I've no idea what's the real new modifier.
Re: [Release] Navigation MFD
Aaaargh. Still something wrong. Hang on.
Re: [Release] Navigation MFD
Re-upped 1.5.1. It "should" work now. Hopefully. Fingers crossed etc.
Re: [Release] Navigation MFD
And now it calculates the sun distance correctly . My mind is now at peace and I can sleep again . Hopefully this is the final version for a long time.
Version 1.6
* As I originally planned, target system info now includes the length of two important lanes: WP to planet and WP to sun. Tested with unmodified game, with sun_distance_multiplier and with sun_distance_modifier. Should work.
Thanks Cody a million for vigorous testing. Keep on reporting and I'll keep fixing .
Version 1.6
* As I originally planned, target system info now includes the length of two important lanes: WP to planet and WP to sun. Tested with unmodified game, with sun_distance_multiplier and with sun_distance_modifier. Should work.
Thanks Cody a million for vigorous testing. Keep on reporting and I'll keep fixing .
- Cody
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Re: [Release] Navigation MFD
Cool, I'll give it a good bashing tonight (I use
sun_distance_multiplier = 5;
).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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: [Release] Navigation MFD
<grins mischievously> A zero-distance double requires 0.1ly of fuel, but takes no time!
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Release] Navigation MFD
I would never have spotted that. I guess that the minimum amount of fuel consumption is 0.1. Fixed now.Cody wrote:<grins mischievously> A zero-distance double requires 0.1ly of fuel, but takes no time!
* Zero distance jump now correctly reports fuel consumption of 0.1.
* A new feature. Dockables now show the state of their docking clearance practice/status. Possible values are: "Request", "Hold", "Granted", "Expiring" and "Free". Hopefully these are clear enough, there's not much space to be used.
- Cody
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Re: [Release] Navigation MFD
It used to take zero fuel for the jump between a pair, but it was thought that the hyperspace drive should require at least a drop of fuel to do its thing.spara wrote:I guess that the minimum amount of fuel consumption is 0.1.
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: [Release] Navigation MFD
Suppose I wanted this MFD to display when docked (even on all in-flight screens)... would that be an easy tweak?
I seem to recall you (or someone) fixed it at some point so that it didn't display when docked.
Another question: is the MFD background adjustable? I'd rather like to disappear it, andbuild bodge the MFD permanently into my instrument panel.
I seem to recall you (or someone) fixed it at some point so that it didn't display when docked.
Another question: is the MFD background adjustable? I'd rather like to disappear it, and
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Norby
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Re: [Release] Navigation MFD
I think all MFDs are disabled in the dock. An alternative if you add 10 lines using drawCustomText into your HUD and ask spara to fill the data sources of these via setCustomHUDDial equally than the similar lines in the MFD.Cody wrote:Suppose I wanted this MFD to display when docked
An example from my Large HUD which is filled by CombatMFD:
Code: Select all
{ data_source = "combatLegal"; selector = "drawCustomText:";
alpha = 0.6; height = 10; width = 6; x = -135; y = 31; y_origin = -1; }
You can change the color and alpha together with the border and text only. Try this:Cody wrote:is the MFD background adjustable?
Code: Select all
color="1 1 1 0.5";
- Cody
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Re: [Release] Navigation MFD
That looks rather cool... thanks again! A thoroughly decent bodge job I've made of that dashboard, even if I do say so myself! <sniggers>Norby wrote:Try this:Code: Select all
color="1 1 1 0.5";
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: [Release] Navigation MFD
Probably not worth the trouble (if it's even possible), but you might want to add a check for the player's nova system.
Oh yeah... a suggestion: in the planet/sun distance line, perhaps put the OU in brackets?
Oh yeah... a suggestion: in the planet/sun distance line, perhaps put the OU in brackets?
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Release] Navigation MFD
Sure it's possible. I'll check it.Cody wrote:Probably not worth the trouble (if it's even possible), but you might want to add a check for the player's nova system.
Good point. I'll add 'em.Cody wrote:Oh yeah... a suggestion: in the planet/sun distance line, perhaps put the OU in brackets?