Her Imperial Majesty's Space Navy

An area for discussing new ideas and additions to Oolite.

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Re: Her Imperial Majesty's Space Navy

Post by Cody »

Cholmondely wrote: Tue Nov 16, 2021 1:09 pm
... are you suggesting that the IS bases should be in the livery of the top ship, while the sunwards bases should be in the livery of the bottom ship?
If the bases are going to be "liveried", then they should all be like the bottom ship - the darker, the better!
As for the logo: as Big D has linked, the flaring sun within the eightfold path on a blue background.

Personally, I prefer a space-black background (as in my avatar). But Gimi liked the Norwegian Blue!


Perhap he was pining for the fjords!
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: Her Imperial Majesty's Space Navy

Post by Cholmondely »

Cody wrote: Tue Nov 16, 2021 3:46 pm
Personally, I prefer a space-black background (as in my avatar). But Gimi liked the Norwegian Blue!
Perhap he was pining for the fjords!
Just had a stab with the newly rejigged HIMSN (Markets & your plist) and your Xeer save. No luck so far - mooching around about c.2,000 cavezzi from the sun and both compass & Telescope show nothing yet. No fjords, no nothing...

Latest log showed this (searched for HIMSN quotes):

~/Library/Application Support/Oolite/AddOns/Himsn_alpha_test.oxp
himsn_main 0.701

17:48:58.558 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (himsn_main 0.701): TypeError: system.addShips("himsn_system_base", 1, pos, 0) is null

"himsn-system-base":{"groupCount":1,"deterministic":1,"priority":200,"location":"STAR_ORBIT","locationSeed":67812},

So I'll mooch about a while longer but am not expecting to find anything.
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: Her Imperial Majesty's Space Navy

Post by Cody »

You get a JavaScript exception and no navy base? I get a functioning navy base and this:

Code: Select all

23:37:33.081 [WARNING]: Warning! Global namespace polluted by:
23:37:33.088 [WARNING]: ["navyStation"]
<scratches head> Something wrong in the HIMSN script? And unforgiving Jobsian kit up to its usual tricks, perhaps?

You've done something to the market, yes?
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: Her Imperial Majesty's Space Navy

Post by Cholmondely »

Cody wrote: Tue Nov 16, 2021 11:49 pm
You get a JavaScript exception and no navy base? I get a functioning navy base and this:

Code: Select all

23:37:33.081 [WARNING]: Warning! Global namespace polluted by:
23:37:33.088 [WARNING]: ["navyStation"]
<scratches head> Something wrong in the HIMSN script? And unforgiving Jobsian kit up to its usual tricks, perhaps?

You've done something to the market, yes?
Yup!

But I think that my Joyous Jobsian contraption devours oxp's and then transmogrifies them into something else. Voodoo! I'll download a fresh unJobbed HIMSN again and have another stab!
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: Her Imperial Majesty's Space Navy

Post by Cholmondely »

Hope to have second stab this coming week. I get rather bamboozled and discouraged when these things fail to work. It really seems more like black magic than logic. I tweak, things work for a short time and then go all pear-shaped. Rather disconcerting!
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: Her Imperial Majesty's Space Navy

Post by Cholmondely »

Thinking about the docking experience - and what would happen at a real naval base.


Background: Unlike the chummy Galactic Navy, one cannot be a reservist in alpha version of HIMSN. The only possible relationship will be from having done the vanilla game missions (am I wrong?).


So, how about one being allowed to dock (under the current restrictions), but not leave one's ship, or interface with the station in the usual way?

Instead, an officer comes to your ship and explains that for security reasons you are not allowed access to the base, but that they will refill your ship if necessary for a fee, and that they will only buy alloys, machinery, alien items, computers, gold, platinum (+medicine, water, oxygen, quirium crystal, quirium fuel).

He then leaves and one can only access the F3 page to buy fuel and the F8 page for selling those commodities.

There would have to be some sort of tweak for return visits.


I'm trying to keep this simple - I would prefer to prevent fuel sales unless down, say, to under 1ly and not use the F3/F8 interfaces. But I'll have enough problems trying to programme what I've suggested...
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: Her Imperial Majesty's Space Navy

Post by tsoj »

The constores do something similar what you want (if I understand correctly). They block the regular F3 screen and show a message.

Code: Select all

this.guiScreenChanged = function(to, from) {
	if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
		mission.runScreen({
			title: "Staff only",
			message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
			background: "yah_no_entry.png"
		});
	}
}
To still allow for refueling, additional choices for the mission screen may be necessary.

So like:

Code: Select all

this.guiScreenChanged = function(to, from) {
	if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
		mission.runScreen({
				title: "Staff only",
				message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
				background: "yah_no_entry.png",
				choices: {"BUY_FUEL": "Give me the fuel, thanks"}
			},
			function(choice) {
				if(choice == "BUY_FUEL"){
					// TODO: refuel player's ship
				}
			}
		);
	}
}
Regarding the market: You could try to get the market object of the station (for example when we are docking) and set the capacity of each commodity that you don't want to allow to trade with to 0.

BUT that's just guessing, might not work like I would like. I haven't tested it yet.
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Re: Her Imperial Majesty's Space Navy

Post by montana05 »

tsoj wrote: Thu Dec 09, 2021 1:49 pm
The constores do something similar what you want (if I understand correctly). They block the regular F3 screen and show a message.

Code: Select all

this.guiScreenChanged = function(to, from) {
	if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
		mission.runScreen({
			title: "Staff only",
			message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
			background: "yah_no_entry.png"
		});
	}
}
To still allow for refueling, additional choices for the mission screen may be necessary.

So like:

Code: Select all

this.guiScreenChanged = function(to, from) {
	if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
		mission.runScreen({
				title: "Staff only",
				message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
				background: "yah_no_entry.png",
				choices: {"BUY_FUEL": "Give me the fuel, thanks"}
			},
			function(choice) {
				if(choice == "BUY_FUEL"){
					// TODO: refuel player's ship
				}
			}
		);
	}
}
Regarding the market: You could try to get the market object of the station (for example when we are docking) and set the capacity of each commodity that you don't want to allow to trade with to 0.

BUT that's just guessing, might not work like I would like. I haven't tested it yet.
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: Her Imperial Majesty's Space Navy

Post by Cody »

Cholmondely wrote: Thu Dec 09, 2021 12:45 pm
The only possible relationship will be from having done the vanilla game missions (am I wrong?).
You're not wrong!
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: Her Imperial Majesty's Space Navy

Post by tsoj »

montana05 wrote: Thu Dec 09, 2021 2:13 pm
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Maybe we could take the opposite approach and only not set the capacity to zero for each commodity we want to allow (I think it is possible to loop over properties of a object in javascript)?
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Re: Her Imperial Majesty's Space Navy

Post by montana05 »

tsoj wrote: Thu Dec 09, 2021 2:20 pm
montana05 wrote: Thu Dec 09, 2021 2:13 pm
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Maybe we could take the opposite approach and only not set the capacity to zero for each commodity we want to allow (I think it is possible to loop over properties of a object in javascript)?
Honestly, I need to have a look at it, it might work.
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Re: Her Imperial Majesty's Space Navy

Post by Cholmondely »

Gentlemen, thank you for the suggestions/interest/encouragement.

If we can get this one out, we will have finally (after 6/7 years?) have a navy on the Expansions Manager!

I can't even begin to tell you how superb I think that would be!
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: Her Imperial Majesty's Space Navy

Post by Cody »

Why have a commodity market? Surely the Navy would have contractors supplying them with all their needs.
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: Her Imperial Majesty's Space Navy

Post by montana05 »

Cholmondely wrote: Thu Dec 09, 2021 2:49 pm
Gentlemen, thank you for the suggestions/interest/encouragement.

If we can get this one out, we will have finally (after 6/7 years?) have a navy on the Expansions Manager!

I can't even begin to tell you how superb I think that would be!
Actually, most of it is finished already, beside any mission, so it shouldn't be too hard to (finally) publish it.
Cody wrote: Thu Dec 09, 2021 2:51 pm
Why have a commodity market? Surely the Navy would have contractors supplying them with all their needs.
Let me think, because without any missions, it would be a reason to visit the stations ?
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Re: Her Imperial Majesty's Space Navy

Post by Cody »

montana05 wrote: Thu Dec 09, 2021 3:03 pm
... because without any missions, it would be a reason to visit the stations ?
Fuel, all equipment, grade-A maintenance?
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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