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Posted: Sun Nov 23, 2008 11:25 pm
by pagroove
Svengali wrote:
pagroove wrote:
Excellent work
Thanks pagroove :-) Do you mean the pic or the new version?


Till now the picture. A.t.m. I'm not crossed a system with a GRS. But I'm heading for one just to see the activity. Wow there are now new OXP's almost on a daily bases. Oolite beats every other space game IMO.

Posted: Sun Nov 30, 2008 11:52 pm
by pagroove
The zip file doesn't unzip correctly on my machine. (using Winzip) :(

Posted: Mon Dec 01, 2008 11:06 am
by Eric Walch
pagroove wrote:
The zip file doesn't unzip correctly on my machine. (using Winzip) :(
Svengali reported to me it contains a 0 byte long icon. His un-zipper gave a warning about that. I don't know were the icon came from. Probably moving files between mac and windows.
An more all-round un-zipper will do the work though.

Posted: Mon Dec 01, 2008 12:36 pm
by Ark
Eric Walch wrote:
pagroove wrote:
The zip file doesn't unzip correctly on my machine. (using Winzip) :(
Svengali reported to me it contains a 0 byte long icon. His un-zipper gave a warning about that. I don't know were the icon came from. Probably moving files between mac and windows.
An more all-round un-zipper will do the work though.
I had no problem with winrar (but i am using a pc not a mac)

Posted: Tue Dec 02, 2008 2:45 pm
by Svengali
Ark wrote:
Eric Walch wrote:
pagroove wrote:
The zip file doesn't unzip correctly on my machine. (using Winzip) :(
Svengali reported to me it contains a 0 byte long icon. His un-zipper gave a warning about that. I don't know were the icon came from. Probably moving files between mac and windows.An more all-round un-zipper will do the work though.
I had no problem with winrar (but i am using a pc not a mac)
I think Eric is right. Probably it happened in one of our internal versions. Windows can't handle the MAC specific part very well (killing a icon is that category) and after that point we never sent us full versions.

Anyway a new version (v1.02.1) is online.

Posted: Tue Dec 02, 2008 6:10 pm
by pagroove
Well I actually managed to unzip the oxp in my ad don but I don't see the GRS. I did several SHIFT start ups. There is a GRS around Lerelace isn't?
Can you check?

Posted: Tue Dec 02, 2008 7:44 pm
by Svengali
pagroove wrote:
Well I actually managed to unzip the oxp in my ad don but I don't see the GRS. I did several SHIFT start ups. There is a GRS around Lerelace isn't?
Can you check?
No, Lerelace has no GRS station simple because the governmental taxes are too high. You could try Riinus (not far away) and there you should find what you are looking for. So this could be the end of your odyssee... Hope you'll enjoy the new features :-)

Posted: Tue Dec 02, 2008 7:51 pm
by pagroove
I will check thnx 8)

EDIT:

As we speak I'm monitoring traffic around your great GRS station.
Great! Must be the shaders that make the stations harder to find (on sight)

Posted: Tue Dec 02, 2008 10:57 pm
by Svengali
pagroove wrote:
As we speak I'm monitoring traffic around your great GRS station.
Great! Must be the shaders that make the stations harder to find (on sight)
Yes, it is a little bit changed. It depends now on the angle, but for sure when you come closer you'll see 'some' more changes.

Posted: Wed Dec 03, 2008 1:29 pm
by Eric Walch
Svengali wrote:
pagroove wrote:
As we speak I'm monitoring traffic around your great GRS station.
Great! Must be the shaders that make the stations harder to find (on sight)
Yes, it is a little bit changed. It depends now on the angle, but for sure when you come closer you'll see 'some' more changes.
Any changes other that to the station or its surroundings are not visible to the player. But the changes to the station itself and its surrounding are substantial. (Although I have to rely on Svengali's screen-shots as I don't have shaders. )

When you want the station in more systems, you can install Svengali's "OXPConfig1.02.oxp" or newer. Find the preferences for the buoyRepair.oxp and set the "extra-A" feature to yes. If set, it adds the station in every average and rich economy. And it adds a few more ships around the station. It is mainly mend as a testing feature but normal users can use it also to increase the number of stations without changing the oxp itself.

And watch the incoming ships with escorts. The ask for docking permission. When no port is free they are put on hold. If a port is free, they park their escorts and go to the free port assigned to them. When ready loading/unloading, they call their escorts and leave with escorts.

One general problem with escorted ships near stations is that the mother does avoid the station, but the escorts take a very high priority in flying formation. They rather keep the formation than avoiding a collision with the station. But that is general behaviour of escorts and is not only limited to this oxp.

Posted: Wed Dec 03, 2008 5:16 pm
by pagroove
Eric Walch wrote:
Svengali wrote:
pagroove wrote:
As we speak I'm monitoring traffic around your great GRS station.
Great! Must be the shaders that make the stations harder to find (on sight)
Yes, it is a little bit changed. It depends now on the angle, but for sure when you come closer you'll see 'some' more changes.
Any changes other that to the station or its surroundings are not visible to the player. But the changes to the station itself and its surrounding are substantial. (Although I have to rely on Svengali's screen-shots as I don't have shaders. )

When you want the station in more systems, you can install Svengali's "OXPConfig1.02.oxp" or newer. Find the preferences for the buoyRepair.oxp and set the "extra-A" feature to yes. If set, it adds the station in every average and rich economy. And it adds a few more ships around the station. It is mainly mend as a testing feature but normal users can use it also to increase the number of stations without changing the oxp itself.

And watch the incoming ships with escorts. The ask for docking permission. When no port is free they are put on hold. If a port is free, they park their escorts and go to the free port assigned to them. When ready loading/unloading, they call their escorts and leave with escorts.

One general problem with escorted ships near stations is that the mother does avoid the station, but the escorts take a very high priority in flying formation. They rather keep the formation than avoiding a collision with the station. But that is general behaviour of escorts and is not only limited to this oxp.
Yes I noticed the escorts. But also noticed large ships that tried docking outside but crashed. I thought that that was a problem but was solved some time ago? It was an Anaconda that crashed but also some other ships. Any ideas?

But it's beautiful. I also like the rotating billboard.

Posted: Wed Dec 03, 2008 5:55 pm
by Eric Walch
pagroove wrote:
But also noticed large ships that tried docking outside but crashed. I thought that that was a problem but was solved some time ago? It was an Anaconda that crashed but also some other ships. Any ideas?
I think about 1 out of 10 big ships crash while docking. From the much smaller cobras I never noticed a crash related to this docking. This crashes gave me much headache. They constantly postponed the release. But now I settled with it. The whole collision detection can't really cope with such a complex station. But seeing ships doing always the same, but sometimes crashes gives me the feeling that the collision detection somehow contains a random element. We already lowered the size of the ships but didn't want to make hem as small as the cobra. The whole purpose of the ports was to harbour big ships.

Posted: Wed Dec 03, 2008 7:45 pm
by pagroove
Eric Walch wrote:
pagroove wrote:
But also noticed large ships that tried docking outside but crashed. I thought that that was a problem but was solved some time ago? It was an Anaconda that crashed but also some other ships. Any ideas?
I think about 1 out of 10 big ships crash while docking. From the much smaller cobras I never noticed a crash related to this docking. This crashes gave me much headache. They constantly postponed the release. But now I settled with it. The whole collision detection can't really cope with such a complex station. But seeing ships doing always the same, but sometimes crashes gives me the feeling that the collision detection somehow contains a random element. We already lowered the size of the ships but didn't want to make hem as small as the cobra. The whole purpose of the ports was to harbour big ships.
Its Excellent!
Just an observation. I can imagine that bug hunting is very frustrating. Had some weird things in my oxp too but the problem hunting is minor compared to such a complex thing as collision detection

Posted: Fri Dec 05, 2008 12:48 pm
by Svengali
Image
The GRS Company has reached a new level. We are proud to show you some of our new features. This video demonstation is available for a short period of time as a present to our customers and shareholders.

Download the package (5.9MB), decompress it and start buoyRepair.html Demo Video
You will need a flash player installed (later version than 6.0) to display it properly.

...

Posted: Fri Dec 05, 2008 12:59 pm
by Lestradae
A demo video! This gets ever better :D