auto_eject OXP v1.1 now available

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Re: auto_eject OXP v1.1 now available

Post by JazHaz »

vsfc wrote:
• Keep jumping from system to system using fuel stations, solar scooping, or any bar or rock hermit locations, basically avoid docking main stations.
Yes to most of this, except do not go near a space bar if you have a record!
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Re: auto_eject OXP v1.1 now available

Post by Norby »

This equipment is available in OXZ form in the expansion manager from now.
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Re: auto_eject OXP v1.1 now available

Post by Norby »

ralph_hh wrote:
In Diablo II (My apologies for freuquently mentioning my former favorite game) there was a so called "hardcore" mode. Once you die, it's over, you have to start a new character. Soon there was a hack called chicken, which aborted the game and disconnected you from the online server, as soon as your life was too low. It was considered cheating. That auto escape OXP sounds very similar..
Not exactly: there are more possibilities to die regardless of this help, missiles and collisions comes into my mind first. Moreover the usage need caution when your energy is low, due to the trigger will be fired below a level regardless of the reason which drain energy, so you will be ejected if you use ECM or even shot with your laser. So there are enough hazard to be interesting and I think a player who decided to start again the whole game when die especially can consider the usage, and old-style captains can choose to live without this and risk to sink with the ship.
From the view of reality I think a similar function is normal in escape pods in the space era.
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Re: auto_eject OXP v1.1 now available

Post by Anonymissimus »

This OXP assumes that if the ship's energy is critically low the ship is actually taking damage. But I frequently am extremely low there (auto ECM cuts out) but shields are still in relatively green condition so no need to eject. The shipTakingDamage function should check for amount > 0 as a fix. Note that the function is also called if the damage is fully absorbed by the shields according to the wiki.
I noticed this by code inspection only, no tests.

Also, this OXP doesn't need to be primable me thinks, just have it always on.

EDIT
from a previous post
Commander McLane wrote:
Bottom line: if you ever run low on energy (last energy bank down to a fraction), you are in serious danger, because whatever uses the next bit of energy will kill you, even if you still have full shields. Thus, the Auto Eject Module doesn't monitor your shield status, but only your remaining energy.
Wrong approach me thinks. ECM, lasers and auto ECM always cutted out for me. There may be other OXP energy users that don't check ? If something is using energy at that point it's a bug that should be fixed.

from https://bb.oolite.space/viewtopic.php?f=2&t=17669:
cim wrote:
Without installing OXPs I'm not sure there's any effect which would reduce energy to zero while both shields were healthy, though. Lasers, ECM, and other ship equipment which uses energy will automatically cut out if using it would reduce your energy to zero or below. Impact, energy and (perhaps oddly) heat damage has to go through the shields first - even a Q-mine has to get through your shields
warning sound if a missile is inbound: Missile warning
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Re: auto_eject OXP v1.2

Post by Norby »

Now I uploaded v1.2 with the shield check what I suggested here.
Although I like the short primable list I decided to left in this configuration tool. You can remove if you delete the followings from the Config/equipment.plist:

Code: Select all

<key>script</key>
<string>auto-eject-toggle.js</string>
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Re: auto_eject OXP v1.1 now available

Post by UK_Eliter »

Thanks for converting this to OXZ, Norby.
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Re: auto_eject OXP v1.1 now available

Post by Josef »

Does anybody know how much that equipment costs?
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Re: auto_eject OXP v1.1 now available

Post by Cholmondely »

Josef wrote: Sun Jun 13, 2021 5:10 pm
Does anybody know how much that equipment costs?
The earlier versions were 500₢ and available at TL8+. I have a feeling that the newer versions of the OXP make it free, if I correctly understand Hiran's Great and Glorious Guide to the Ooniverse and (almost) all that it contains.

... Try it out and let us know!
Last edited by Cholmondely on Mon Jun 14, 2021 6:33 am, edited 1 time in total.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: auto_eject OXP v1.1 now available

Post by Josef »

Cholmondely wrote: Sun Jun 13, 2021 5:25 pm


... Try it out and let us know!
The problem is, I already bought it and can't remember. But I need that information for a database.
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Re: auto_eject OXP v1.1 now available

Post by Cholmondely »

Josef wrote: Mon Jun 14, 2021 5:50 am
Cholmondely wrote: Sun Jun 13, 2021 5:25 pm


... Try it out and let us know!
The problem is, I already bought it and can't remember. But I need that information for a database.
If you bought it, I presume you must have paid the 500 rather than another amount. Interesting that Hiran's database does not flag it up.

By the way, thank you again. I have no desire to scour every single equipment entry in the wiki - your questions allow me to update it in a much easier (for me) fashion.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: auto_eject OXP v1.1 now available

Post by hiran »

Josef wrote: Mon Jun 14, 2021 5:50 am
Cholmondely wrote: Sun Jun 13, 2021 5:25 pm


... Try it out and let us know!
The problem is, I already bought it and can't remember. But I need that information for a database.
<getting interested> Database? What kind of database? What is the purpose, and how are you filling it?
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Re: auto_eject OXP v1.1 now available

Post by hiran »

Cholmondely wrote: Mon Jun 14, 2021 6:36 am
Interesting that Hiran's database does not flag it up.
What version (timestamp) are you referring to? Recent versions do contain the Auto Eject expansion and equipment.
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Re: auto_eject OXP v1.1 now available

Post by Cholmondely »

hiran wrote: Mon Jun 14, 2021 9:21 pm
Cholmondely wrote: Mon Jun 14, 2021 6:36 am
Interesting that Hiran's database does not flag it up.
What version (timestamp) are you referring to? Recent versions do contain the Auto Eject expansion and equipment.
Ahah! I"m using the 25th May/3rd Edition (which I still understood). After that one, you lost me!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: auto_eject OXP v1.1 now available

Post by Josef »

Cholmondely wrote: Sun Jun 13, 2021 5:25 pm


<getting interested> Database? What kind of database? What is the purpose, and how are you filling it?
That are many questions.
  • The database shall include every Information about Oolite that I can get.
    The records are in in German.
    As base I use Microsoft Access.
That's why an information like "it is included in the newer version" is not very helpful.
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Re: auto_eject OXP v1.1 now available

Post by hiran »

Cholmondely wrote: Mon Jun 14, 2021 9:41 pm
hiran wrote: Mon Jun 14, 2021 9:21 pm
Cholmondely wrote: Mon Jun 14, 2021 6:36 am
Interesting that Hiran's database does not flag it up.
What version (timestamp) are you referring to? Recent versions do contain the Auto Eject expansion and equipment.
Ahah! I"m using the 25th May/3rd Edition (which I still understood). After that one, you lost me!
Where did I loose you? Did you not grab an update again? Don't know where to get it?
On top of the Index of Artefacts page you find the location for updated files.

Or do you not understand the structure/data of the pages? Maybe we should have a dedicated thread for that.
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