Thank you for Galactic Almanac info! Seems very interesting, I'll try it. Since beginning of 2021 I has only occasional visits to Ooniverse. Lack of time was not the only reason. Hope now I'll return.
About Useful MFDs - I need time to look it, OK?
Here be Dragons
Moderators: winston, another_commander
- Cholmondely
- Archivist
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- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
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Re: Here be Dragons
Thanks! I had a look and compared it with your MFD, but it was too different from it for me to work out what the issue was.
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?
•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?
- stranger
- ---- E L I T E ----
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- Location: Vladivostok, Russia
Re: Here be Dragons
Well. Regarding Useful MFDs. Seems solar wind flux is calculated and indicated correctly if your ship remains in the same system after launch from main station. But after hyperjump to another system Useful MFDs gives wrong readings. It is pretty obvious comparing readings from Advanced System Data MFD in Sun Gear and General Info MFD in Useful MFDs. In my two test flights I has unreally high values for solar wind flux like hundreds LY/min, having distance to sun 20 sun radii or so.
I still have no understanding of this value behaviour. It tends to gradually drop from such unrealistically high value, but it remains wrong and useless value.
I don't see evident errors in Useful MFDs script. It updates sun system data after arrival to new system. But it gives wrong value.
I still have no idea how to localize error and fix it without breaking structure of original code. So the temporal solution will be to just block display of wrong value commenting Line 93 of original code:
line 93 with added comment
Formula of calculation solar flux value is simple:
Solar flux, LY/min = (Sun Radius / Sun Distance)^2 * Sun corona flare * Ship speed
So if you have distance to sun equal 20 sun radii and sun corona flare 0.2, for Cobra Mk III on full speed you'll have (1/20)^2 * 0.2 * 350 = 0.175 LY/min.
I still have no understanding of this value behaviour. It tends to gradually drop from such unrealistically high value, but it remains wrong and useless value.
I don't see evident errors in Useful MFDs script. It updates sun system data after arrival to new system. But it gives wrong value.
I still have no idea how to localize error and fix it without breaking structure of original code. So the temporal solution will be to just block display of wrong value commenting Line 93 of original code:
Code: Select all
if (solarwind != null) txt += ", Solar Wind: "+solarwind.toFixed(3)+" LY/min";
Code: Select all
// if (solarwind != null) txt += ", Solar Wind: "+solarwind.toFixed(3)+" LY/min";
Solar flux, LY/min = (Sun Radius / Sun Distance)^2 * Sun corona flare * Ship speed
So if you have distance to sun equal 20 sun radii and sun corona flare 0.2, for Cobra Mk III on full speed you'll have (1/20)^2 * 0.2 * 350 = 0.175 LY/min.
- Wildeblood
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Re: Here be Dragons
I was intrigued by this AddOn, so this afternoon I did something I had sworn I would never do - started up Oolite for the first time in nine years. And, Here be Dragons didn't work. I could see the data screen just as normal. So, I checked the log, found this:-
* Yes, yes, I know.
- opened the script, and never got to line 51, because right at the top I found this:-18:44:49.234 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Here be Dragons 1.0): TypeError: this.$explorerClub_data is null
18:44:49.234 [script.javaScript.exception.unexpectedType]: D:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.stranger.HereBeDragons.oxz/Scripts/here_be_dragons.js,
line 63.
19:07:48.469 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Here be Dragons 1.0): TypeError: this.$explorerClub_data is null
19:07:48.469 [script.javaScript.exception.unexpectedType]: D:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.stranger.HereBeDragons.oxz/Scripts/here_be_dragons.js,
line 51.
19:08:43.538 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Here be Dragons 1.0): TypeError: this.$explorerClub_data is null
19
You're trying to copy a mission variable before it exists. MVs are created* when the player saves the game for the first time. So, I came to tell you about it, and discovered you already knew...this.startUpComplete = function() // set map after System Makeup processed planet textures!
{
this.$explorerClub_data = JSON.parse(missionVariables.explorerClub_record);
this.$setupSystemDisplay();
this.$setupLocalDisplay();
}
Now, I think the thing to do is, from within your startUpComplete function, reach into the Explorers' Club script and tickle its playerWillSaveGame so it creates the mission variables when you need them. Thus:stranger wrote: ↑Wed Apr 18, 2018 4:25 amHere be Dragons has some oddities.
If you already have oolite-save with Explorer’s Club written data, Here be Dragons will import it and show map as intended. But if you create new pilot there are no any Explorer’s Club data in memory and Here be Dragons will display all systems with full info. Just save and load to fix it.
Another minor issue – Here be Dragons synchronizes with Explorer’s Club data only after restarting from oolite-save. You may visit several systems en route and Explorer’s Club will mark these systems as visited, but Here be Dragons will treat these systems as unvisited yet and hide such systems beyond 7 LY horizon. The same solution: save and load. Or take it easy. It is not bug, it is feature. Synchronization of your private navigation database with Galcop database possibly requires restart of your ship software.
But, don't trust anything I write - I haven't looked at this stuff in 9 years.worldScripts["Explorers Club"].playerWillSaveGame();
* Yes, yes, I know.
In your heart, you know it's flat.
- stranger
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Re: Here be Dragons
@Wildeblood
Thank you!
Just tested it locally. It works!
***
but I have issue with OXZ uploading. I can't see log in prompt on new oolite.space site
so this is direct link to updated HereBeDragons OXZ:
https://wiki.alioth.net/img_auth.php/a/ ... ragons.oxz
Thank you!
Just tested it locally. It works!
***
but I have issue with OXZ uploading. I can't see log in prompt on new oolite.space site
so this is direct link to updated HereBeDragons OXZ:
https://wiki.alioth.net/img_auth.php/a/ ... ragons.oxz
- hiran
- Theorethicist
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- Location: a parallel world I created for myself. Some call it a singularity...
Re: Here be Dragons
If you want your OXP to go to the Expansion manager that procedure has changed when we lost the domain oolite.org.stranger wrote: ↑Sun Jan 21, 2024 4:22 am@Wildeblood
Thank you!
Just tested it locally. It works!
***
but I have issue with OXZ uploading. I can't see log in prompt on new oolite.space site
so this is direct link to updated HereBeDragons OXZ:
https://wiki.alioth.net/img_auth.php/a/ ... ragons.oxz
Now please create an issue in https://github.com/OoliteProject/oolite ... log/issues
But I can see the url
https://wiki.alioth.net/img_auth.php/a/ ... ragons.oxz
is already published. If you updated the content, either wait as it will be rescanned once a month or still create an issue.
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