[RELEASE] Telescope OXP v1.15
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Re: [RELEASE] Telescope OXP v1.15
By chance I found out about Telescope 2.0 ... though it is still beta.
- Cholmondely
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Re: [RELEASE] Telescope OXP v1.15
Two questions.
1) I can set Telescope's options to detect up to 200 items. What on earth is the point of this? I can't seem to get the MFD to show me anything other than the 10 nearest. There seems to be no scroll function. What am I missing?
2) What difference does the small dish make? Again, it seems to need the station (or equivalent) close by to work. But the station is almost always surrounded by close ships, and the further away large items like the planets are detected anyways without Telescope extension. Again, what is the point of this?
1) I can set Telescope's options to detect up to 200 items. What on earth is the point of this? I can't seem to get the MFD to show me anything other than the 10 nearest. There seems to be no scroll function. What am I missing?
2) What difference does the small dish make? Again, it seems to need the station (or equivalent) close by to work. But the station is almost always surrounded by close ships, and the further away large items like the planets are detected anyways without Telescope extension. Again, what is the point of this?
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?
- hiran
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Re: [RELEASE] Telescope OXP v1.15
This looks like a request for documentation.Cholmondely wrote: ↑Thu May 06, 2021 9:30 amTwo questions.
1) I can set Telescope's options to detect up to 200 items. What on earth is the point of this? I can't seem to get the MFD to show me anything other than the 10 nearest. There seems to be no scroll function. What am I missing?
2) What difference does the small dish make? Again, it seems to need the station (or equivalent) close by to work. But the station is almost always surrounded by close ships, and the further away large items like the planets are detected anyways without Telescope extension. Again, what is the point of this?
I'd have exactly the same questions...
Sunshine - Moonlight - Good Times - Oolite
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Re: [RELEASE] Telescope OXP v1.15
If I can just repeat these and add a third: Can I disable Panoramic targeting? And if so, how? I think it might just be the major problem with using ILS to dock.hiran wrote: ↑Thu May 06, 2021 5:46 pmThis looks like a request for documentation.Cholmondely wrote: ↑Thu May 06, 2021 9:30 amTwo questions.
1) I can set Telescope's options to detect up to 200 items. What on earth is the point of this? I can't seem to get the MFD to show me anything other than the 10 nearest. There seems to be no scroll function. What am I missing?
2) What difference does the small dish make? Again, it seems to need the station (or equivalent) close by to work. But the station is almost always surrounded by close ships, and the further away large items like the planets are detected anyways without Telescope extension. Again, what is the point of this?
I'd have exactly the same questions...
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?
- Cholmondely
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Re: [RELEASE] Telescope OXP v1.15
Peculiar error messages in the latest.log which only come when Telescope is added.
Note that there are no other oxp's present, and when Telescope is removed, there are no error messages.
I wonder if this is necessary for some aspect of this complex oxp? Perhaps allowing one to "lock onto" objects in the far distance? Not too sure how the boa decals fit in, though!
Note that there are no other oxp's present, and when Telescope is removed, there are no error messages.
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18:06:26.613 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
18:06:26.614 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Oolite/ Oolite 1.90.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/AddOns/oolite.oxp.Norby.Telescope.oxp
18:06:26.622 [shipData.load.begin]: Loading ship data.
18:06:26.650 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
18:06:26.651 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
18:06:26.651 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
18:06:26.651 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_prototype_boa_normalmapped-player is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_green_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
18:06:26.652 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
18:06:26.653 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_blue_channel is too high, using 7200.0.
18:06:26.653 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
18:06:26.653 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
18:06:26.653 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
18:06:26.653 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_alpha_channel is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_Template is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
18:06:26.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 7500 for subentity of ship griff_NPC_prototype_boa_decals_from_red_channel is too high, using 7200.0.
18:06:27.225 [startup.complete]: ========== Loading complete in 0.87 seconds. ==========
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?
Re: [RELEASE] Telescope OXP v1.15
The 200 item limit is for the number of the color-coded lightballs (13 colors!) for ships, etc. in the scanner. With Telescope Extender, the point of this is strategic, beyond scanner range. A trader sees a swarm of ships between their position and the station; perhaps the direct route is ill-advised. A smuggler sees a GalCop patrol headed his way and scampers.Cholmondely wrote: ↑Thu May 06, 2021 9:30 am1) I can set Telescope's options to detect up to 200 items. What on earth is the point of this? I can't seem to get the MFD to show me anything other than the 10 nearest. There seems to be no scroll function. What am I missing?
The 10 line limit of an MFD limits its utility. It's handy for chasing scoopables & navigation, if your scanner is not too cluttered. It is sorted intelligently:
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55, 156
Beacons are identified in the whole system due to the transmitted radio signals.
...
The Target list contains hostiles first, if any, then all ships in normal scanner
(25.6km), followed by Cargo and Escape Pods, then ending with ships which are not
in the normal scanner.
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141-155
With the Telescope primed (Shift+N), the mode button ("b") cycles through the
functions of the activate ("n") button:
Nearest target
Rescan
Step forward in the target list
Step back in the target list
Steering: off / nearest target only / both nearest and step in the list
Lightballs: off / navigation only / ships / masslock borders / large
Sniper ring km: off / 5-25.6 / 10-25.6 / 15-25.6 / 5-30 / 10-30 / 15-30
Targets: 20 and limitation in red alert / 50 / 100 / 200
Visual target: off / weapons off / no ring / no station / no question mark / all
Visual target size: 1-8
The first 4 functions are commands which happen instantly when activated.
The "Step forward" and "Step back" will rescan if you step over the end of the
target list.
Cholmondely wrote: ↑Thu May 06, 2021 9:30 am2) What difference does the small dish make? Again, it seems to need the station (or equivalent) close by to work. But the station is almost always surrounded by close ships, and the further away large items like the planets are detected anyways without Telescope extension. Again, what is the point of this?
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251-255
Detect ships from one third farther out (for example an Asp at 120km) but can only
fit onto ships over 130t mass (from Cobra MkIII) due to the size.
Needs Gravity Scanner, it is a just piece of metal.
Fast CPUs can draw 200 targets without relevant FPS drop, slow systems draw it also
but with some drop (tested on Intel Atom netbook). In this case scan for Gravity
targets only when needed and turn it off when Telescope range is reached.
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214
The Gravity scanner works only when you turn off your weapons with underscore ("_")
button, otherwise only visible targets are displayed.
Norby wrote both Telescope and ILS, so they can work together.Cholmondely wrote: ↑Sun Jun 06, 2021 7:09 amIf I can just repeat these and add a third: Can I disable Panoramic targeting? And if so, how? I think it might just be the major problem with using ILS to dock.
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11-15
If you change or remove the target lock the ILS turn off automatically.
Another way to avoid ILS is the missile targeting mode: use the "t" key instead of
"r" to lock a station and ILS will not switch on.
No ILS in red alert except if weapons are offline.
These can be ignored. Some time in the past, the maximum weapons range for a turret was reduced from 7500 to 7200 (I think). You can expect these messages from any oxp with turrets that was not updated since this change. The reason these messages show up in Telescope is it uses ship data as effect data for its 3D model and the turret spec.s went along for the ride.Cholmondely wrote: ↑Fri Aug 20, 2021 5:10 pmPeculiar error messages in the latest.log which only come when Telescope is added.
If you want the messages turned off, you can edit
/Oolite/oolite.app/Resources/Config/logcontrol.plist
and set
shipData.load.warning.turret.badWeaponRange = no
but this will suppress these errors from ALL oxp's. This is not recommended for development installations but should be fine otherwise. I have a separate install for just playing and use this setting.
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- Cholmondely
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Re: [RELEASE] Telescope OXP v1.15
Thank you for this, cag.
Very helpful!
Very helpful!
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?