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Re: [RELEASE] New Cargoes OXP (1.0.6 released 21 April 2012)

Posted: Thu May 10, 2012 1:26 pm
by Eric Walch
Commander McLane wrote:
Hm. I don't remember that I ever got one like that. At the end of the countdown, with no large ship/station to mass-lock you, but with losing either equipment or cargo? That doesn't ring a bell. I don't think that I had that even once.
It is something that was changed in 1.75 I think. Before, you got the rare malfunction after you jumped. Somehow it felt as wrong and now you get the equipment malfunction before the jump and the jump aborts because of this. Fuel leaks still happen after the jump. The chances for both are not raised, but after a jump you just missed the malfunctions in the old situation :)

Re: [RELEASE] New Cargoes OXP (1.0.6 released 21 April 2012)

Posted: Thu May 10, 2012 1:29 pm
by Cody
[immersion mode]Phew, that might have been a nasty misjump, instead of losing a bit of kit/cargo.[/immersion mode]

Re: [RELEASE] New Cargoes OXP (1.0.6 released 21 April 2012)

Posted: Thu May 10, 2012 1:40 pm
by Smivs
cim wrote:
It's core behaviour, yes. Only 1 in 4 witchdrive malfunctions actually causes a misjump.
Ah, right. My poor Commander Jack recently spent nearly all his spare cash on a wormhole scanner, and it got damaged pre-jump before he'd even had a chance to use it. Now he can't even afford to get it repaired :cry:

Re: [RELEASE] New Cargoes OXP (1.0.6 released 21 April 2012)

Posted: Thu May 10, 2012 1:46 pm
by Cody
Smivs wrote:
cim wrote:
It's core behaviour, yes. Only 1 in 4 witchdrive malfunctions actually causes a misjump.
Ah, right. My poor Commander Jack recently spent nearly all his spare cash on a wormhole scanner, and it got damaged pre-jump before he'd even had a chance to use it. Now he can't even afford to get it repaired
<smirks>

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Thu May 17, 2012 9:17 pm
by cim
1.1.0 is now out - download link in the first post has been updated.
What's new:
  • You can now get a list of the major imports and exports of a system while docked at one of its stations.
  • TraderNet runs "Know Your Good" articles giving a bit of information on trade goods, where to trade them, and "typical" prices.
  • A few tweaks to option order on the buy/sell screens
  • Import prices are now slightly more generous, to make Food, Textiles and Minerals easier to sell at a profit
  • Snoopers is no longer required. TraderNet is now accessed from the main New Cargoes menu if you have a subscription.
Two reasons for the Snoopers change - firstly New Cargoes was pushing huge numbers of requests to Snoopers, which meant that it could overwhelm any other OXP that wanted to use Snoopers, and secondly the TraderNet information is something you might want to read more than once. You can now read the last 20 bulletins.

Hopefully all of this should make it a little easier to get started on making a small profit without giving away all the secrets.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Fri May 18, 2012 9:09 am
by BuggyBY
The new version is a beauty. I'm especially grateful for the "Know Your Goods" articles on TraderNet, and hope they may finally help me find out how to make a profit on hideously expensive stuff like Antique AIs. The only time I've made a profit on those was after scooping some from the wreckage of a pirate.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Wed May 23, 2012 12:25 am
by pagroove
I want to download 1.10 but can't access the download link.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Wed May 23, 2012 7:10 am
by cim
pagroove wrote:
I want to download 1.10 but can't access the download link.
Ah. They were moving the server yesterday, and when they plugged it back in the RAID array failed. Everything was backed up, of course, but it was still a bit of a mess. Recovering the data from the damaged array so that they could reconfigure it and replace some of the disks then took longer than expected, so it'll probably be this evening or tomorrow morning before everything is back to normal.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Wed May 23, 2012 8:48 am
by pagroove
Ok. :). I'il try it later today.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Thu May 24, 2012 11:23 am
by BuggyBY
One obvious typo that has been bugging me for a while is the "Scupltures" cargo, apparently sold in Atage among other places. Could you fix that in the next version?

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Thu May 24, 2012 4:41 pm
by SandJ
BuggyBY wrote:
One obvious typo that has been bugging me for a while is the "Scupltures" cargo, apparently sold in Atage among other places. Could you fix that in the next version?
And while you're at it, in [size=120]cargotypescavenger.js[/size]:

facsimilies --> facsimiles (looks wrong, doesn't it? "faxi-miles")
artform --> art form

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Thu May 24, 2012 4:45 pm
by cim
Download of 1.1.0 should be working again now.

Thanks for the spelling reports - they'll be fixed in the next version.

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Mon May 28, 2012 9:11 am
by BuggyBY
From [wiki]New Cargoes Trading Advice[/wiki]:
If you want to get paid, you have to take the quickest possible route, which is going to mean lots of short jumps through systems you might rather avoid. Any serious damage to your ship you probably won't have time to repair, either.
So does that mean that a lot of 2-4LY jumps can cover the same distance faster than a few ~6.5LY jumps? I never noticed that before. Is that why other traders keep beating me to my destination whenever I take an open contract?

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Mon May 28, 2012 9:16 am
by JazHaz
BuggyBY wrote:
From [wiki]New Cargoes Trading Advice[/wiki]:
If you want to get paid, you have to take the quickest possible route, which is going to mean lots of short jumps through systems you might rather avoid. Any serious damage to your ship you probably won't have time to repair, either.
So does that mean that a lot of 2-4LY jumps can cover the same distance faster than a few ~6.5LY jumps? I never noticed that before. Is that why other traders keep beating me to my destination whenever I take an open contract?
Yes. :roll:

Re: [RELEASE] New Cargoes OXP (1.1.0 released 17 May 2012)

Posted: Mon May 28, 2012 9:17 am
by Cody
BuggyBY wrote:
So does that mean that a lot of 2-4LY jumps can cover the same distance faster than a few ~6.5LY jumps?
Yep... check it out on the long-range chart. The [EliteWiki] Advanced Navigational Array is very useful.