Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Navigation Beacons MFD

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4702
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Navigation Beacons MFD

Post by phkb »

As Cholly observed elsewhere, I've had an unpublished MFD lurking in my AddOns.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:

Image
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.
Last edited by phkb on Sat Apr 20, 2024 12:51 am, edited 1 time in total.
User avatar
Cholmondely
Archivist
Archivist
Posts: 5066
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Navigation Beacons MFD

Post by Cholmondely »

phkb wrote: Fri Apr 19, 2024 3:31 am
As Cholly observed elsewhere, I've had an unpublished MFD lurking in my AddOns.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:

Image
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.
Thanks for this!

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?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4702
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Navigation Beacons MFD

Post by phkb »

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.
User avatar
MrFlibble
Deadly
Deadly
Posts: 183
Joined: Sun Feb 18, 2024 12:13 pm

Re: Navigation Beacons MFD

Post by MrFlibble »

On loading..
"NavigationBeaconsMFD.oxz" does not have a valid manifest.plist and could not be loaded
From the log.

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 '}')
Needs a semicolon at end of information_url line. Inserted. Works.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4702
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Navigation Beacons MFD

Post by phkb »

Aw, dang it!

But that’s why we test, people!

Note to self: Don’t add code just before uploading, without testing it.
User avatar
hiran
Theorethicist
Posts: 2121
Joined: Fri Mar 26, 2021 1:39 pm
Location: a parallel world I created for myself. Some call it a singularity...

Re: Navigation Beacons MFD

Post by hiran »

phkb wrote: Fri Apr 19, 2024 10:58 pm
Aw, dang it!

But that’s why we test, people!

Note to self: Don’t add code just before uploading, without testing it.
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
Sunshine - Moonlight - Good Times - Oolite
User avatar
MrFlibble
Deadly
Deadly
Posts: 183
Joined: Sun Feb 18, 2024 12:13 pm

Re: Navigation Beacons MFD

Post by MrFlibble »

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.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4702
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Navigation Beacons MFD

Post by phkb »

MrFlibble wrote: Tue May 07, 2024 6:14 pm
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.
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!
User avatar
MrFlibble
Deadly
Deadly
Posts: 183
Joined: Sun Feb 18, 2024 12:13 pm

Re: Navigation Beacons MFD

Post by MrFlibble »

I've posted further observations re: phantoms in the Telescope thread here.
User avatar
Cholmondely
Archivist
Archivist
Posts: 5066
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Navigation Beacons MFD

Post by Cholmondely »

Wiki page now up

The icons/quick facts section is included and seems correct to me, but is currently "blanked out".
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?
cag
Deadly
Deadly
Posts: 199
Joined: Fri Mar 17, 2017 1:49 am

Re: Navigation Beacons MFD

Post by cag »

phkb wrote: Thu May 09, 2024 10:31 am
This definitely seems to be related to Telescope ...
Relax, you don't need to dive into Telescope. The problem arises from $findShipsWithBeacons() including the player's ship's visual target in the list it returns. It's created w/ system.addVisualEffect (which copies beaconCode), not system.addShips but gets included in your system.filteredEntities call because _beacons() lets it through.

Adding the test !entity.isVisualEffect should stop it. If you want to include planets & moons, you can test entity.radius , as the orbs have that property but ships do not, or .scanClass === "CLASS_NO_DRAW".

There is another problem though, EscortDeck. All these ships have beacons and are close to player & thus flood the MFD's output. Some escort properties:

Code: Select all

AI: "EscortDeck_AI.plist"
beaconCode: "E0 Adder Escort"
beaconLabel: "E"
escortGroup: [OOShipGroup "escort group", 1 ships, leader: <ShipEntity 0x5bd7de10>{"Adder Escort"}]
There's also towbar:

Code: Select all

  ws.$TowbarShip.beaconCode = "D"; //Derelict
  ws.$TowbarShip.beaconLabel = "Derelict "+ws.$TowbarShip.displayName.replace("Derelict ",""); //Derelict
Plus anarchies, curse_of_the_black_sunspot, farplanets, galcopmissions, in-system_taxi, galacticalmanac (many ships), planetary_compass (planets & moons), rockhermitbeacons, satellites, ship_storage_helper, smugglers, sotl_exploration, starsystemlaneindicator, thecollector, tracker & yah, which all assign beaconCode and/or beaconLabel. This is not an exhaustive list, as I've yet to update my local copy of all the oxz files from the new site - my internet is that bad! (had to show off my oxz friendly search in a debug console coming soon :D )

Perhaps using system.entitiesWithScanClass instead of system.filteredEntities would be simpler. If you only want buoys, system.entitiesWithScanClass('CLASS_BUOY', player.ship) gives you a distance sorted list. Same w/ CLASS_STATION; you'd just have to merge the 2 lists. You'd have time as entitiesWithScanClass is much faster than filteredEntities . If, however, you'd like to include any ships with beacons, well, nevermind.

P.S. I would have chimed in earlier but I'm not receiving any email notification except for private messages.
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.
User avatar
Cholmondely
Archivist
Archivist
Posts: 5066
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Navigation Beacons MFD

Post by Cholmondely »

cag wrote: Sun May 26, 2024 7:16 am
Relax....

P.S. I would have chimed in earlier but I'm not receiving any email notification except for private messages.
Good to see you back!

1) should this OXP be classified as a "cheat" for the moment?
2) your email notifications should be "settable" on this new Bulletin Board via the User Control Panel or some such
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?
User avatar
MrFlibble
Deadly
Deadly
Posts: 183
Joined: Sun Feb 18, 2024 12:13 pm

Re: Navigation Beacons MFD

Post by MrFlibble »

Cholmondely wrote: Sun May 26, 2024 7:37 am
2) your email notifications should be "settable" on this new Bulletin Board via the User Control Panel or some such
For those who searched about email notifications:
User Control Panel -> Board Preferences -> Edit Notification Options
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4702
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Navigation Beacons MFD

Post by phkb »

OK, thanks to MrFlibble and cag, I've got a fix in place that should eliminate the Telescope visual targets from showing up in the list of beacons. I'm planning on a big update day tomorrow, so I'll get it in the DM then.
cag
Deadly
Deadly
Posts: 199
Joined: Fri Mar 17, 2017 1:49 am

Re: Navigation Beacons MFD

Post by cag »

Cholmondely wrote: Sun May 26, 2024 7:37 am
1) should this OXP be classified as a "cheat" for the moment?
Good question. Vanila Oolite has the ASC; this just makes it more legible. I don't think providing the distances is a cheat by itself; more info but not really actionable.

However, if you opt for the extended option, which gives you more entities than the compass, that's different. If a ship is just outside scannerRange, you won't know it's there in the vanila game but it'll be top of the MFD. You can figure out direction using the compass (right?), and gain better tactical intelligence (situational awareness?whatever).

So, ... it depends. A purist may insist it is 'cheating' but really, if it's an enemy hunting you, you'll probably be dead before you figure out the direction anyway. Me, I'd flee in a random direction and if the distance decreases, run the other way! I can live with cheating.
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.
Post Reply