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Re: [RELEASE] Towbar OXP v0.98
Posted: Tue Dec 31, 2019 11:30 pm
by Cmd Northgate
Thanks Norby - Much appreciated - Shall start testing - Happy New Year.
Re: [RELEASE] Towbar OXP v0.98
Posted: Fri Jan 10, 2020 5:34 pm
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).
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
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
Re: [RELEASE] Towbar OXP v0.98
Posted: Sat Feb 08, 2020 6:18 pm
by Cmd Northgate
The issue with items being duplicated when the game is saved seems to have been resolved.
Enjoying mining again.
Re: [RELEASE] Towbar OXP v0.99
Posted: Sun Feb 09, 2020 2:29 pm
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!
Re: [RELEASE] Towbar OXP v0.99
Posted: Mon Feb 17, 2020 6:14 am
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?
Re: [RELEASE] Towbar OXP v0.99
Posted: Tue Feb 18, 2020 11:02 am
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
Re: [RELEASE] Towbar OXP v0.101
Posted: Sun Feb 23, 2020 8:56 am
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.
Re: [RELEASE] Towbar OXP v0.99
Posted: Mon Feb 24, 2020 7:04 pm
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
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
Re: [RELEASE] Towbar OXP v0.101
Posted: Fri Feb 28, 2020 4:10 pm
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.
Re: [RELEASE] Towbar OXP v0.101
Posted: Sun Mar 01, 2020 11:23 pm
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
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!
)
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?
Re: [RELEASE] Towbar OXP v0.101
Posted: Mon Mar 02, 2020 1:49 am
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.
Re: [RELEASE] Towbar OXP v0.101
Posted: Mon Mar 02, 2020 2:56 am
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.
Re: [RELEASE] Towbar OXP v0.101
Posted: Mon Mar 02, 2020 7:49 pm
by Norby
Cmd Northgate wrote: ↑Fri Feb 28, 2020 4:10 pmshould this be version 1.01?
No, it's intentional.
Re: [RELEASE] Towbar OXP v0.101
Posted: Wed Mar 11, 2020 2:05 pm
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
Re: [RELEASE] Towbar OXP v0.101
Posted: Sat Apr 04, 2020 4:30 pm
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...