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Wormhole scanner?

General discussion for players of Oolite.

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Wiggy
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Wormhole scanner?

Post by Wiggy »

I seem to have acquired a wormhole scanner, but have no idea how it works or what to do with it.
There's nothing on the Wiki.

Anyone?
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Cmdr James
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Post by Cmdr James »

It is much the same as the wormhole scanner from Frontier (or the other one).

You target a wormhole, and it tells you where it leads.
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Post by Wiggy »

Cmdr James wrote:
You target a wormhole, and it tells you where it leads.
Target? I've tried pressing both T and R. Wormhole dead ahead in my sights.
Still no joy.
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Kaks
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Post by Kaks »

Strange! If it says 'Ident system active' on screen, it shouldn't have any problems locking onto wormholes...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Cmdr James »

what version of oolite are you using? I think you need 1.73 or higher.

i think r or t should work
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Post by another_commander »

The wormhole is not meant to be targeted by missiles, but the ID computer (R) does target it. Wiggy, what version of Oolite are you running? Can you please post Latest.log?
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Post by Wiggy »

I'm using 1.73.2.

Here's the log.

Code: Select all

[log.header]: Opening log for Oolite version 1.73.2 (x86-32 test release) under Mac OS X Version 10.6.2 (Build 10C540) at 2009-11-17 17:55:40 +0000.
Machine type: iMac5,1, 3072 MiB memory, 2 x x86 (Core 2/Merom) @ 2000 MHz.
Oolite Options:

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0 ATI-1.6.6")
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon X1600 OpenGL Engine
[rendering.opengl.extensions]: OpenGL extensions (105):
GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_ARB_half_float_vertex GL_ARB_texture_rg GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_rgb_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix 
[searchPaths.dumpAll]: ---> OXP search paths:
(
    "/Applications/Oolite/Oolite.app/Contents/Resources",
    "/Applications/Oolite/AddOns",
    "/Users/Ben/.Oolite/AddOns",
    "/Users/Ben/Library/Application Support/Oolite/AddOns",
    "/Applications/Oolite/AddOns/AAACrooks.oxp",
    "/Applications/Oolite/AddOns/aphidv2.oxp",
    "/Applications/Oolite/AddOns/asps.oxp",
    "/Applications/Oolite/AddOns/asps.oxp/asps.oxp",
    "/Applications/Oolite/AddOns/AsteroidStorm.oxp",
    "/Applications/Oolite/AddOns/behemoth 2.5.1.oxp",
    "/Applications/Oolite/AddOns/black_baron.oxp",
    "/Applications/Oolite/AddOns/Cargo_wrecks_teaser.oxp",
    "/Applications/Oolite/AddOns/Commies.oxp",
    "/Applications/Oolite/AddOns/deposed.oxp",
    "/Applications/Oolite/AddOns/Dredger.oxp",
    "/Applications/Oolite/AddOns/dwcobra3.oxp",
    "/Applications/Oolite/AddOns/Executive Spaceways v2.2.oxp",
    "/Applications/Oolite/AddOns/globestations.oxp",
    "/Applications/Oolite/AddOns/Hotrods.oxp",
    "/Applications/Oolite/AddOns/illicit_unlock_FIX1.56.oxp",
    "/Applications/Oolite/AddOns/impcourier2.oxp",
    "/Applications/Oolite/AddOns/ionics-1.2.1.oxp",
    "/Applications/Oolite/AddOns/ixianships.oxp",
    "/Applications/Oolite/AddOns/longway.oxp",
    "/Applications/Oolite/AddOns/marett_vol1.oxp",
    "/Applications/Oolite/AddOns/neocaduceus.oxp",
    "/Applications/Oolite/AddOns/newships.oxp",
    "/Applications/Oolite/AddOns/nuke.oxp",
    "/Applications/Oolite/AddOns/pccv25.oxp",
    "/Applications/Oolite/AddOns/Pirate_coves.oxp",
    "/Applications/Oolite/AddOns/RandomHits261.oxp",
    "/Applications/Oolite/AddOns/RoC.oxp",
    "/Applications/Oolite/AddOns/Saleza v2.oxp",
    "/Applications/Oolite/AddOns/tori.oxp",
    "/Applications/Oolite/AddOns/wolfMkII.oxp",
    "/Applications/Oolite/AddOns/x-ships.oxp",
    "/Applications/Oolite/AddOns/Zzzz_Realistic_Shipyards_V3.02b.oxp"
)
[dataCache.upToDate]: Data cache is up to date.
[plist.parse.foundation.failed]: Failed to parse /Applications/Oolite/AddOns/Cargo_wrecks_teaser.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Encountered unexpected character > on line 12
  [plist.homebrew.success]: Successfully interpreted property list... for now.
[script.unpermittedMethod]: ***** SCRIPT ERROR: in Cargo_test, method 'AddShips:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected].
[script.javaScript.exception.unterminatedString]: ***** JavaScript exception (<unidentified script>): SyntaxError: unterminated string literal
[script.javaScript.exception.unterminatedString]:       /Applications/Oolite/AddOns/neocaduceus.oxp/Config/script.js, line 5: this.version = "0.3;
[script.javaScript.load.failed]: ***** Error loading JavaScript script /Applications/Oolite/AddOns/neocaduceus.oxp/Config/script.js -- compilation failed
[script.load.world.listAll]: Loaded 47 world scripts: "asteroids_add_the_rocks", "asteroids_brief", "asteroids_check_if_player_runs_away", "asteroids_give_coward_brief", "asteroids_give_tried_and_succeeded_brief", "asteroids_give_tried_but_failed_brief", "asteroids_player_docked_in_storm", "asteroids_remove_station_if_destroyed", "asteroids_reset_toldoff", "behemoth" 2.5.1, "blackbaron", "Cargo_test", "clipperschedule", "communist_population", "deposed", "dredger_appearance", "ExecutiveFlightSchedule", "frog_show", "hatchling_show", "ionics_v_rlf", "long_way_round", "missionaries", "oolite-cloaking-device" 1.73.2, "oolite-constrictor-hunt" 1.73.2, "oolite-nova" 1.73.2, "oolite-thargoid-plans" 1.73.2, "oolite-trumbles" 1.73.2, "Put_Pirate_Coves_where_the_pirates_are", "Random_Hits", "SalezaPatrol", "SIRFYardStation0", "SIRFYardStation1", "SIRFYardStation10", "SIRFYardStation11", "SIRFYardStation12", "SIRFYardStation13", "SIRFYardStation14", "SIRFYardStation2", "SIRFYardStation3", "SIRFYardStation4", "SIRFYardStation5", "SIRFYardStation6", "SIRFYardStation7", "SIRFYardStation8", "SIRFYardStation9", "supercobra_placement", "TigersTurf" 0.52c
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x11c3ea00>{"Falcon-E" ID: 136 position: (-355744, -162378, 573630) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x1326800>{"NavyCondor" "NavyCondor" ID: 163 position: (3718.89, 837.881, 106924) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 6, expected 0. This is an internal error, please report it.
[ship.subentity.sanityCheck.failed.details]: Attempt to set subentity taking damage of <StationEntity 0x1065800>{"Coriolis Station"} to <ShipEntity 0x1d096c00>{"Wolf Laser Mount" ID: 0 position: (-17.25, 0, 53.73) scanClass: CLASS_NOT_SET status: STATUS_INACTIVE}, which is not a subentity.

Closing log at 2009-11-17 18:01:02 +0000.
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Post by another_commander »

Wiggy: Update to 1.73.4. One of the problems with 1.73.2 was that the Mac version shipped without any of the new features. Check the line in the log where it says "Oolite Options:": It is completely blank. At this moment, you are running Oolite without Wormhole Scanner, Docking Clearance and Target Incoming Missile capabilities.
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Eric Walch
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Post by Eric Walch »

Wiggy,

This is unrelated to the wormhole scanner but I noticed in your log:

Code: Select all

[plist.parse.foundation.failed]: Failed to parse /Applications/Oolite/AddOns/Cargo_wrecks_teaser.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite. 
Encountered unexpected character > on line 12 
  [plist.homebrew.success]: Successfully interpreted property list... for now. 
[script.unpermittedMethod]: ***** SCRIPT ERROR: in Cargo_test, method 'AddShips:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected]. 
I don't know which version of the Cargo_wrecks_teaser.oxp you are using but it must be a very old one. I can't remember any version witch such an error, or one that uses the addShips command. Both errors are from Cargo_wrecks_teaser.oxp. The first saying it is not a correct plist, and the second encountering a wrong command. (Must be: 'addShips:'. Personally I don't like there being a script at all. It places a special asteroid in some systems. But in all those years I have used that oxp, I never knowingly encountered that asteroid.
The main part of that oxp does work without that script, so you don't notice it not working.
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Post by lfnfan »

another_commander wrote:
...at this moment, you are running Oolite without Wormhole Scanner, Docking Clearance and Target Incoming Missile capabilities.
I just upgraded to 1.73.4 a week ago - excellent, excellent.

But what are 'docking clearance' and 'Target Incoming Missile' capabilities that a_c refers to? I searched the wiki and the forum for clues, but came up with nowt.

many thanks
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Post by Wiggy »

Yes, I noticed the oxp errors in the log, so will have good muck-out of my stables.

I'll upgrade to .4 and let you know how I get on. Seems funny that the equipment should be available, but not the mechanism behind it, though!
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Post by another_commander »

lfnfan wrote:
I just upgraded to 1.73.4 a week ago - excellent, excellent.

But what are 'docking clearance' and 'Target Incoming Missile' capabilities that a_c refers to? I searched the wiki and the forum for clues, but came up with nowt.
For Docking Clearance, you can find information on the wiki. Link is here: http://wiki.alioth.net/index.php/Oolite ... ion_Manual
Look under Docking Clearance Protocol. It's all explained there.

Target Incoming Missile is a feature that enables instant targeting of the nearest incoming missile. This was implemented as an assist for turrets. When you fire a missile at an NPC ship with turrets, you will see that turrets switch target and start firing at the incoming missile. This is a way of achieving the same behaviour for the player ship. When a missile is fired at you, you can press Shift+T (the key is configurable) and instruct the targeting computer to switch the active target to the incoming missile, without you having to line up with the crosshairs. This allows turrets to acquire a firing solution on the incoming threat and is useful for things like ECM Hardened missiles. It works also on ships without turrets, but there is not much you can do with it, other than pinpoint the exact location of the missile heading towards you.
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Post by Wiggy »

another_commander wrote:
For Docking Clearance, you can find information on the wiki. Link is here: http://wiki.alioth.net/index.php/Oolite ... ion_Manual
Look under Docking Clearance Protocol. It's all explained there.
Up to 5000 Creds seems a bit steep, particularly if you are a Fugitive.
I rather like swooping in and cutting up other ships that are trying to dock.

But a nice feature.
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Post by lfnfan »

thanks a_c

docking clearance protocol unchanged from 1.72, then.

Target Incoming Missile sounds neat - now just have to figure out how to get a turret on to my Cobbie :?
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Post by Eric Walch »

another_commander wrote:
For Docking Clearance, you can find information on the wiki. Link is here: http://wiki.alioth.net/index.php/Oolite ... ion_Manual
Look under Docking Clearance Protocol. It's all explained there.
Another Commander, for your information:
Last weak I added a link from the oxp index page on the wiki to this page. Your info page already contained a small oxp that activates this clearance without the need to alter scripts yourselves.

So in future more people could start using it. And yes, 5000 credits is expensive when being a fugitive and you have to dock to save the game, specially when also anarchie.oxp installed. It took me a lot of jumps to get rid of that fugitive status and buying a new ID at a salvage station had the opposite effect on my legal status :evil:
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