As Cholly observed elsewhere, I've had an unpublished MFD lurking in my AddOns. It's a fairly simple one: It lists all navigation beacons you can see with your Space Compass, in order of closest to you. It looks like this:
In this example, my space compass is currently targeting the Nuit Station.
The idea for this was to just list the beacons - that's it. Nothing fancy. There are a couple of options in Library Config: you can change the display units, and choose whether you just see ships/stations.
Edit to add: Cost is 50cr, and the ASC is a requirement. Purchase in any TL8+ system.
You can download this from here for now: NavigationBeaconsMFD.oxz
Let me know of any issues. Comments and feedback welcome! If there are no burning issues discovered, I'll put it in the DM in a few days.
Navigation Beacons MFD
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- phkb
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Navigation Beacons MFD
Last edited by phkb on Sat Apr 20, 2024 12:51 am, edited 1 time in total.
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Re: Navigation Beacons MFD
Thanks for this!phkb wrote: ↑Fri Apr 19, 2024 3:31 amAs Cholly observed elsewhere, I've had an unpublished MFD lurking in my AddOns. It's a fairly simple one: It lists all navigation beacons you can see with your Space Compass, in order of closest to you. It looks like this:
In this example, my space compass is currently targeting the Nuit Station.
The idea for this was to just list the beacons - that's it. Nothing fancy. There are a couple of options in Library Config: you can change the display units, and choose whether you just see ships/stations.
You can download this from here for now: NavigationBeaconsMFD.oxz
Let me know of any issues. Comments and feedback welcome! If there are no burning issues discovered, I'll put it in the DM in a few days.
Is it designed for players - or more for developers/playtesters and thus a bit of a cheat for players?
And, I wonder, Vanilla Oolite presumably just has 3 beacons: Station, Witchpoint & possibly the Rock Hermit (does it actually have a beacon in Vanilla?).
But with OXPs, what is the greatest possible number of beacons?
Maybe 15 or so for stations (for a wealthy Corporate with a naval base: Main Orbital, Superhub, Nuit, Nephthys, SothisTC, RSS, Constore, Taxi Galactica, GN SecCom, SIRF, + 5 other planets), + 3 RHs + RingRacer + Leviathan Platform = 20!
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?
- phkb
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Re: Navigation Beacons MFD
It’s designed for players. It’s not a cheat, because the information is available by cycling targets on your space compass.
In a base game, yes, not many beacons in play, so the list won’t be a long one in that mode.
Maximum number of beacons? Not sure actually. Probably not a number you’d want to explore really - when there are that many beacons, space starts to feel very busy and full.
In a base game, yes, not many beacons in play, so the list won’t be a long one in that mode.
Maximum number of beacons? Not sure actually. Probably not a number you’d want to explore really - when there are that many beacons, space starts to feel very busy and full.
Re: Navigation Beacons MFD
On loading..
Needs a semicolon at end of information_url line. Inserted. Works.
From the log."NavigationBeaconsMFD.oxz" does not have a valid manifest.plist and could not be loaded
Code: Select all
[plist.parse.failed]: Failed to parse AddOns/NavigationBeaconsMFD.oxz/manifest.plist as a property list.
Parse failed at line 8 (char 319) - unexpected character (wanted ';' or '}')
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Re: Navigation Beacons MFD
Aw, dang it!
But that’s why we test, people!
Note to self: Don’t add code just before uploading, without testing it.
But that’s why we test, people!
Note to self: Don’t add code just before uploading, without testing it.
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Re: Navigation Beacons MFD
cim created some scripts that could be run for basic tests and zipping: https://github.com/cim--/oxp-build-scripts
I intended to work further on them but did not get very far: https://github.com/HiranChaudhuri/Jellyfish
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Re: Navigation Beacons MFD
I'm seeing some entities listed on this MFD at zero distance soon after jumping into a system. For example, a few systems ago there was an RSS satellite which was listed at zero and c.250k, in another system I've a fuelStation satellite listed at zero and 259.5km.
The 'extra' listing is not on the scanner (edit:sometimes it is briefly) or telescope. It stays at zero when I've moved away from the witchpoint. I believe the phantom is exorcised by toggling the ASC, though I've not played much this last week, so haven't seen it often enough to be sure.
Screenshot oolite-042.png
This doesn't survive a save in flight. I see nothing obvious in the log.
(edit: I have a save in flight where this manifests, but oddly, not on every load.)
(edit:update)
This is tied in with telescope's "visual target" and may be a telescope/ASC clash. I have that set to "weapons off". The phantom vanishes with weapons on if I change target and/or move. It returns with weapons off when I target anything that can appear on ASC and move a bit. It re-occurs with different targets. FWIW the phantom appears also on the ASC at a few metres away tied to PS position/orientation.
The 'extra' listing is not on the scanner (edit:sometimes it is briefly) or telescope. It stays at zero when I've moved away from the witchpoint. I believe the phantom is exorcised by toggling the ASC, though I've not played much this last week, so haven't seen it often enough to be sure.
Screenshot oolite-042.png
This does
(edit: I have a save in flight where this manifests, but oddly, not on every load.)
(edit:update)
This is tied in with telescope's "visual target" and may be a telescope/ASC clash. I have that set to "weapons off". The phantom vanishes with weapons on if I change target and/or move. It returns with weapons off when I target anything that can appear on ASC and move a bit. It re-occurs with different targets. FWIW the phantom appears also on the ASC at a few metres away tied to PS position/orientation.
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Re: Navigation Beacons MFD
This definitely seems to be related to Telescope - I certainly can't reproduce the effect on my setup, but I don't normally use Telescope. If I get some time I'll dig into what Telescope might be doing in this instance. Thanks for the expanded report, though - will definitely help me isolate the problematic code faster!MrFlibble wrote: ↑Tue May 07, 2024 6:14 pmThis is tied in with telescope's "visual target" and may be a telescope/ASC clash. I have that set to "weapons off". The phantom vanishes with weapons on if I change target and/or move. It returns with weapons off when I target anything that can appear on ASC and move a bit. It re-occurs with different targets. FWIW the phantom appears also on the ASC at a few metres away tied to PS position/orientation.