cag wrote: ↑Mon Dec 13, 2021 2:09 am
Cholmondely wrote: ↑Mon Dec 13, 2021 12:10 am
Wondering: I never understood GravLock to mean anything in particular, and certainly not the way you defined it. I still don't really understand what the gravity scanner is supposed to do - or how it makes any difference to my game, other than funny sounds when I'm close to a Large Body...
Might it be better to call AutoLock "Weapons-on Locking" and GravLock "Weapons-off Locking", or some such?
Both GravLock and AutoLock specify the size of the detection cone, and default to 20 and 1 degrees respectively. 20 degrees relative to you heading is about the average player's screen (excepting really wide screens and fov settings) and the 1 degree for Autolock is about the same as the vanilla game. Players using a keyboard vs a stick/gamepad will have different needs and this lets them fine tune.
The names stem from the script variables and are less than clear; I'll be tweaking the descriptions:
Code: Select all
AutoLock 1 Size of targeting detection cone
GravLock 20 Size of navigation detection cone
Better? Suggestions?
That looks much better to me. But GravLock still sounds confusing (mixing things up with the gravity scanner, which I defer anybody but you and Norby to understand!)
Cholmondely wrote: ↑Mon Dec 13, 2021 12:10 am
And what is the current status of Station Options vis-a-vis Telescope Options?
I do feel that Telescope is really the only .oxp that needs this. And the only .oxp for which it can be done in an immersive manner, as you demonstrated. The other oxp options handled by Telescope are really not the sort of thing which a pilot would expect to control in-game (how many Academies there are, or how many asteroids there are, or how the customs find contraband... I think that Phkb's option for an amber GUI for his XenonUI is probably the only real pilot-controlled choice I would expect to find in-game.
At some stage, heavens willing, we will have some other complex oxp's which will deserve your tender treatment...
As it stands, Station Options does all I need for Telescope and then some. I threw in the licence agreement page to test dynamic page loading (yah, I know, you didn't notice; few would. But the 'experimental' options page does not load until you accept and later, the licence page gets removed.)
Oh, I jolly well
did notice it.
And I liked it. Since I only adjusted the options one or two times, I promptly forgot about it, but I thought that it nicely amplifies the immersive element
Any oxp with a handful of options could use it, esp. those with expansive readme files which require the player to read the wiki or crack open the oxz. Having the info available at the station is more immersive. Station Options is driven entirely from the missiontext.plist file, so there's minimal coding involved.
I always had in mind that it could also function as a mission builder. Especially useful is the 'choice' option type, where in a given situation, the player could be presented with options/questions and the mission would proceed base on his input. If missions were structured like a tree (not linear), then they could be replayed yielding different results.
This sounds very interesting. I've been snooping around our chums over at
Pioneer, and found some links to a new game called
Sunless Skies. I like the way that this works - and was hoping to adapt BeeTLe BeTHLeHeM's Life in the Frontier to create something special for Digebiti. I was thinking of 4 different threads to start with - one where you meet an engineer who asks you to invest in his fledgling repair shop (and where you can then get discounts), one where you get to go down the gravity well, play extreme dominoes & dance the gavotte, one where you get to foil bolshevist irredentists from Vetitice & Inonri who are sponsoring local piracy, and a last where you meet a fair damsel whom you wish to impress, and her family start giving you missions (we need mercury for silk top hats, go and get some from Qutiri...). But from what you say, your .oxp might be better than BeeTLe's. I'd also like to do something with my fantasies for the
Feudal Lodge interiors...
Milo had an idea for an oxp to help with the primeable equipment issue and I've implemented some 'advanced' keys in addition to the dynamic options he wanted.
(see
Adopting Station Options)
Milo wrote: ↑Sun Jun 21, 2020 11:46 pm
I read recently about Hermitage's market woes.
phkb wrote: ↑Fri Dec 10, 2021 12:29 am
...
Ideally, I would like to rewrite the entire F8 Market screen to allow the combination of a number of functions. At the present time, though, with the limitations mission screens have with keyboard input, I wouldn't be able to achieve a one-screen version of all that would need to be done. At best, it would be a multi-page screen, where all the commodities are listed (but without the ability to use the page up/down keys, because mission screens can't use those) and you would then have to select the commodity you want to work with, which would bring up another screen with all the sub-commands you might like to run (transfer to cargo/storage/market, change price) and each of these would need another screen where you enter the amounts.
I mean, if that sounds better than the current implementation, I could put it together, but my feeling is that it would be kind of jarring to have such a different F8 page in play. What do you think?
This could be a candidate, with pages for transfers, price fixing, etc, with the 'options' being the market items, each with its own page for operations. Assigning it a category other than "Ship Systems" would make it easier to find on the F4 screen.
I finally bought a Smugglers.oxp smuggling compartment, and this seemed to me to explain where the clunky structure came from, I presume that Phkb naturally adapted what he already had in Smugglers - and tweaked it to do what he wanted.
It sounds more and more that the limitations on the mission screens are an issue. Has anybody thought about how they could be improved? Do we know which limitations are the most irksome and need to be dealt with?
The other thing that seems to be an issue, to my ignorant eyes, is the way in which markets are handled. I know that Switeck has found it impossible to update his .oxp's to the new system. I can also see how SWEconomics is hampered by an inability to mark Poor Agricultural Economies as different from Mining Economies, and how the pricing seems identical in both, the difference seems to be purely in quantities. While I take on board Redspear's comments on the advantages of simplicity regarding the number of commodities, I fail to see why there has to be a rigid template of a mere 8 economies which are marked as such on the Short Range chart. And why they need this bipolar approach. Or is it possible to create additional "template economies" which could then be marked with their own icons?
It is so frustrating knowing the little things which I would really like to change (Spara's Asteroid Tweaks, for example: I hate the way the configuration interface works, it is just
so immersion-breaking. I feel that I should be able to solve it, but know that I'll just make a bodge job of it if I do...).