[RELEASE] Towbar OXP v1.0

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Cmd Northgate
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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate »

Thanks Norby - Much appreciated - Shall start testing - Happy New Year.
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Damocles Edge
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Re: [RELEASE] Towbar OXP v0.98

Post by Damocles Edge »

Just thought I'd post my findings after using towbar 0.99

Firstly I am really pleased with the increased salvage values, it feels like you are now getting more of a realistic remuneration for derelicts (considering the efforts needed to recover). :D
I have also found that there seems to be an increase in the size of ship that I can carry on my escort deck. I am presuming that it must come from towbar 0.99 as prior to this incarnation my Python ETS could not carry a Krait on my escort deck, now it can 8)
I am still finding that if I use the towbar to mine a derelict using ship miner and assistant that my injectors instantly break - I suspect that there may be a conflict with ship configuration oxp, I am thinking this because I have previously used ship miner with no problems and as far as I am aware the only change in my setup is that I am now using ship configuration oxp.
I shall report this in ship config thread.

Other than the possible conflict mentioned above - all seems good to me.

My thanks to you again sir :D
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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate »

The issue with items being duplicated when the game is saved seems to have been resolved.
Enjoying mining again.
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Re: [RELEASE] Towbar OXP v0.99

Post by Norby »

Thank you for the feedbacks! Now I assume there is no serious problem with the new version so I uploaded it into the OXP manager. Enjoy! :)
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Re: [RELEASE] Towbar OXP v0.99

Post by phkb »

Damocles Edge wrote: Fri Jan 10, 2020 5:34 pm
I am still finding that if I use the towbar to mine a derelict using ship miner and assistant that my injectors instantly break - I suspect that there may be a conflict with ship configuration oxp
OK, I did some testing (apologies for how long it's taken!), and it appears that standard fuel injectors, including all the ones available in ShipConfig, will break by default when towing. This is because you need to purchase the "Towbar Compatible Injectors" for 20K from a TL11 system. Do you still find they break with that piece of kit installed?
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Re: [RELEASE] Towbar OXP v0.99

Post by Norby »

Thanks phkb, I simply didn't remebered to this feature, even I made it 6.5 years before. :)

The wiki description: Towbar Compatible Injectors
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Re: [RELEASE] Towbar OXP v0.101

Post by Norby »

Towbar v0.101 is online, thanks to phkb for these:

-Fixed two invalid reference errors in the towbar mission script.
-Some minor spelling/grammar corrections.
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Re: [RELEASE] Towbar OXP v0.99

Post by Damocles Edge »

phkb wrote: Mon Feb 17, 2020 6:14 am
This is because you need to purchase the "Towbar Compatible Injectors" for 20K from a TL11 system. Do you still find they break with that piece of kit installed?
Eh?
What...

https://www.youtube.com/watch?v=OCmuATH2yzo

Dammit - why do I always make me look stoopid :lol:

Thanks for that, I was aware that there were towbar compatible injectors but never joined the dots that they would have an effect have this outcome when mining - I just thought that they would enable injectors to be used whilst towing a ship.

Case closed - user error :?
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Re: [RELEASE] Towbar OXP v0.101

Post by Cmd Northgate »

Hi, just a trivial point...sorry for mentioning it...should this be version 1.01?

Thank you for all the work involved in developing it.
It’s my favourite oxp.
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Re: [RELEASE] Towbar OXP v0.101

Post by dybal »

Great OXP, has added another dimension to the game!

I recently started using a Ship Miner to mine the cargo, and now I now and then get a parcel delivery contract with the cargo :lol:

The problem is, for each parcel delivery contract I get through SHip Miner I get something like 15 copies of an e-mail form GalCop Parcel Services informing me I accepted a contract... (as if I was offered a choice! :twisted: )

I used the Ship Miner in full mode once, until I thought: once in a while I get 20k+ Cr from a derelict, and in the salvage bill at the main station there is something like "nn.nnn Cr for other equipment" (which I take as the salvaging prices are kept low, but there is a dice rolling to award a big bonus to the player)... if I let Ship Miner mine the derelict away, those valuable "other equipment" will be turned into TCs of machinery, computers and alloy, paid by weight (so those 10k+ Cr, could turn into hundreds at most), right?
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Re: [RELEASE] Towbar OXP v0.101

Post by phkb »

dybal wrote: Sun Mar 01, 2020 11:23 pm
The problem is, for each parcel delivery contract I get through SHip Miner I get something like 15 copies of an e-mail form GalCop Parcel Services informing me I accepted a contract.
That seems...excessive!

I've have a quick browse of the code and see why this might be happening.
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Re: [RELEASE] Towbar OXP v0.101

Post by phkb »

Okay, I think I'm seeing the problem. It appears that the towbar parcel contracts are getting add to the player when the manifest screen is shown, and then removed again when the manifest screen is closed, to prevent damaging reputation. The Email system doesn't understand that, though.

I'll have a think about what the best solution for this might be.
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Re: [RELEASE] Towbar OXP v0.101

Post by Norby »

Cmd Northgate wrote: Fri Feb 28, 2020 4:10 pm
should this be version 1.01?
No, it's intentional. 8)
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Re: [RELEASE] Towbar OXP v0.101

Post by dybal »

Right now LASER REDUCTOR doesn't work very well with other high powered laser besides Lance & Ferman LF90 Military Laser (a problem if you have NewLasers OXP installed).

Since Beam Laser is the only low-powered laser, I would like to suggest changing towbar.js, around line 265:

Code: Select all

         if( player.ship.currentWeapon.equipmentKey == "EQ_WEAPON_MILITARY_LASER" )
            other.energy += 22 - h; //help avoid destroying the valuable ship when just derelicted
         else other.energy += 14 - h;//beam laser
to

Code: Select all

          if( player.ship.currentWeapon.equipmentKey == "EQ_WEAPON_BEAM_LASER" || player.ship.currentWeapon.equipmentKey == "EQ_WEAPON_EBEAM_LASER" )
             other.energy += 14 - h;//beam laser
          else other.energy += 22 - h; //help avoid destroying the valuable ship when just derelicted
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Re: [RELEASE] Towbar OXP v0.101

Post by dybal »

I really like this OXP, use it a lot, and have run into a few small problems:

- I just used a tug drone on a Cobra Mark I Carrier derelict with 3 Cobra Mark I piggyback. The Payout screen did not show the 3 Cobra Mark I, just the carrier.

- I once towed a derelict into a DSD... no salvage pay e no derelict being towed when I launched...
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