Probe 1.10 OXP
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- Quite Grand Sub-Admiral
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- Eric Walch
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You are right. The prise itself is a real problem. I on the other hand found it to low. When your military shields gets destroyed it is often a problem to find a system to repair it. A system with a repair-bot is easier to find. And the cost is lower than a official repair.Thargoid wrote:As to the 'Bots, they're designed to be expensive for two reasons. Firstly you get the convenience of repairs away from dock, and secondly they can fix (almost) anything. Yes if they fix fuel scoops you're spending 5000cr on a 300cr fix, but if they fix a broken cloaking device or bit of Military kit...
Maybe a low fixed price and added costs on repair. I just cant find a reasonable explanation for additional costs.
I suggested Thargoid a fix for orientation as player orientation is always stored inverted for player as compared with all other ships in versions untill 1.71.2. In my believe this inversion for player is corrected with 1.72. The probe does a check for oolite version but maybe was I wrong and it is still not fixed in the released trunck version? in that case the missile launches in a somewhat random direction under 1.72 (inverted w-orientation)In that case you may be hitting the player vs player.ship separation "due" in 1.72? It may be that the new code to move the missile isn't working correctly under the new set-up,
UPS-Courier & DeepSpacePirates & others at the box and some older versions
If I may re-awaken the repair bot thread, and transfer the discussion about that OXP to there? A suggestion as to how to proceed is at the bottom...Eric Walch wrote:You are right. The prise itself is a real problem. I on the other hand found it to low. When your military shields gets destroyed it is often a problem to find a system to repair it. A system with a repair-bot is easier to find. And the cost is lower than a official repair.Thargoid wrote:As to the 'Bots, they're designed to be expensive for two reasons. Firstly you get the convenience of repairs away from dock, and secondly they can fix (almost) anything. Yes if they fix fuel scoops you're spending 5000cr on a 300cr fix, but if they fix a broken cloaking device or bit of Military kit...
Maybe a low fixed price and added costs on repair. I just cant find a reasonable explanation for additional costs.
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*yawn* Well, I had a quick poke around the code and I've implemented a way to change missile pylons with and without the multi-target expansion. Still a minor bug in that it also targets mines for some reason (unsure why, unless mines are classed as both mines and missiles..? I'l look into it further tomorrow, err, later today... lots of weird signals occuring when debugging with gdb are _not_ helping!)Micha wrote:Probably not much - unfortunately RL is preventing me from putting as much time as I'd like into Oolite. I'll have a quick poke around the multi-target code tomorrow night and see if I can adjust it. I've already looked at it briefly and it's just a case of always allowing the missile-change but only keeping a history of and adjusting the target-lock if you have the multi-target expansion.Thargoid wrote:Last point first, personally I would agree with that sentiment. At the moment the multi-target does allow different targets per missile (and you can cycle through a history of the last few ships you've targetted iirc, although I don't often use it), but your solution about selectable missile but single target would work. How much extra coding it would be is another question though...
The glass is twice as big as it needs to be.
Thanks. At least we have a good idea of the cause now, and people still on 1.71.2 can enjoy it. And I guess you'll just have to use the special launch procedure (as I said above, maybe add a "pauseAI: 2.0" or similar to the launcher's AI (which destroys it and calls the script that spawns the missile) to give you a little more time to get out of the way.
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Indeed
In the meantime I'm wrestling with my missile-change code. The basic modification was fairly trivial but I'm not very happy with how it handles targetting when switching between missiles and mines.
Then again, I trialled the multi-target expansion and played around with that to see how it worked and I don't like that very much either. Probably the best thing is to open a new thread and ask peoples' opinion - I'm guessing there's a reason for the way it works currently.
In the meantime I'm wrestling with my missile-change code. The basic modification was fairly trivial but I'm not very happy with how it handles targetting when switching between missiles and mines.
Then again, I trialled the multi-target expansion and played around with that to see how it worked and I don't like that very much either. Probably the best thing is to open a new thread and ask peoples' opinion - I'm guessing there's a reason for the way it works currently.
The glass is twice as big as it needs to be.
OK, a v1.72 compatible version is now available.
==Probe v1.02 available here==
==Probe v1.02 available here==
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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And now a further update for 1.73. URL as above, or from the links below.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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It comes back to your proximity, you do have to do the last little bit and go pick it up yourself.
I mean would you really want me to script a missile to come back to your exact location?
I mean would you really want me to script a missile to come back to your exact location?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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Thargoid TV
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