Page 9 of 12

Posted: Sat Oct 24, 2009 12:46 pm
by Eric Walch
Commander McLane wrote:
I noticed that the fuel station and satellites even hail me by name if I am cloaked. I think this should be avoided.
Or buy a better cloak? :wink:

Posted: Sat Oct 24, 2009 12:58 pm
by Screet
Commander McLane wrote:
I noticed that the fuel station and satellites even hail me by name if I am cloaked. I think this should be avoided.
You can even refuel while cloaked ;)

Screet

Posted: Sat Oct 24, 2009 1:33 pm
by Thargoid
Why shouldn't they? You're in a flickering ship, not an invisible one. Plus all they need to do is hail, it's not as if they're trying to shoot you or anything. :roll:

Posted: Sun Oct 25, 2009 11:11 am
by Commander McLane
It just stroke me as odd that they would hail me as long as I am practically invisible for everybody else. And I just wanted to share it as an oddity.

Posted: Tue Nov 10, 2009 10:06 am
by Thargoid
Just updated to v1.24, as I seem to have left a couple of lines of debug code in v1.23 by accident which break the OXP (or at least stop the stations ever appearing).

With thanks to Cmdr McLane for pointing me at the error. Download from the usual places, such as the links below.

Or just remove the two lines in the middle of stationSetup.js which set the chances to zero explicitly
:oops:

Posted: Tue Nov 10, 2009 12:09 pm
by Commander McLane
Thargoid wrote:
Or just remove the two lines in the middle of stationSetup.js which set the chances to zero explicitly :oops:
Don't panic! Actually these zeroes set the chances to 100 per cent. :wink: (Read your code. For some reason you decided to choose a greaterthan instead of a lessthan-approach.)

So it is somehow code-breaking, but in the other way: The stations are currently too abundant, especially during the longway mission.

Posted: Tue Nov 10, 2009 12:23 pm
by Thargoid
I must admit pondering as I wrote it that I was sure I'd seen stations around whilst I've been testing Jump Gates, but had put it down to the error somehow diverging my own installed oxp from the box one.

Anyway same amendment applies, and obviously I'm not as recovered from my illness as I thought I was ;)

Posted: Tue May 04, 2010 6:16 pm
by Thargoid
Just uploaded a minor tweak to re-enable the fancy compass icons (_ds_'s pump ones rather than the "F").

Just cosmetic so didn't bother to change the version number (especially as it'll be superceded by v1.30 when Oolite 1.74 comes out of beta).

Posted: Sat Jun 19, 2010 5:36 pm
by Thargoid
Just updated the OXP from 1.30 to 1.31, as McLane correctly pointed out that I'd left a little bit of debug code in it (set the chances of stations appearing to 100% in appropriate systems rather than their normal ratios).

Also made NPC ships using the stations actually fill their tanks, again the good Commander's musing.

Download via the wiki, the links below or the one in the first post of this thread.

Re: Fuel Station OXP - v1.31 Update (Code fix)

Posted: Thu Jul 21, 2011 7:01 pm
by Oathbreaker
Sorry if necro'ing this thread is frowned upon, didn't spot a rule about it in a FAQ or sticky.

Great OXP with some funny issues if like me you end up in a fight around a Fuel Station when you're out of gas and the bad guys are faster/deadlier/stupider than you.

Try it, you won't be disappointed. Fun stuff happens.

Anyway, would love a version of this OXP that always had only one single fuel station (if any), located diametrically opposed to the system's planet always at extreme radar range from the jump point.

I.e.:

[BIG PLANET] - - - - - - - - - - X witchpoint buoy - - O fuel station

Why? Would cut down on 'mass lock' issues both at the jump point (since you always come into a system facing the planet) and just travelling. But to each their own, I suppose there are people who like two per system sometimes.

Cheers much, and don't forget to draw some fire around a station next time you get the chance.

EDIT: On second thought, maybe the above would be *too* convenient. I dunno, do a lot of people use the second station?

Re: Fuel Station OXP

Posted: Thu Jul 21, 2011 7:53 pm
by Thargoid
Would be a fairly simple modification to make (just a new populator script).

Give me a day or three and I'll write you an alternative version.

Re: Fuel Station OXP - v1.31 Update (Code fix)

Posted: Thu Jul 21, 2011 10:00 pm
by Makara
Oathbreaker wrote:
I.e.:

[BIG PLANET] - - - - - - - - - - X witchpoint buoy - - O fuel station

Why? Would cut down on 'mass lock' issues both at the jump point (since you always come into a system facing the planet) and just travelling. But to each their own, I suppose there are people who like two per system sometimes.
Hmmm - isn't this where constores & free Trade Zones tend to turn up (depending on distance...)? Don't know if that would lead to clashes of location though.
(Edit: Ahhhh, see what Oathbreaker was referring to now (thanks to FatLeaf's post). And yes, the second fuel station does often seem a bit superfluous)

Although one side point I noticed is that Fuel Stations doesn't seem to be playing nicely with OXPConfig any more. Running Fuel Stations 1.32, OXPConfig 2.0.3 and Windows install of Oolite 1.75.2.

Re: Fuel Station OXP

Posted: Thu Jul 21, 2011 10:10 pm
by Fatleaf
Thargoid wrote:
Would be a fairly simple modification to make (just a new populator script).

Give me a day or three and I'll write you an alternative version.
That would be great. I will actually have this oxp now. As that was the main annoyance I had with it, the second station always mass locking you.

Thanks Thargoid.

Re: Fuel Station OXP

Posted: Fri Jul 22, 2011 6:55 am
by Switeck
Mass-locking so you have to inject to get away quickly...selling you the fuel you need to do so. Or as business marketers like to call it: win-win! :twisted:

Re: Fuel Station OXP

Posted: Sat Jul 23, 2011 7:10 am
by Oathbreaker
Slightly carelessly bumped into a Fuel Station. Press Space to continue.

Got a bunch of errors popping up, too:

Code: Select all

Initialising OXP System Redux 1.2
Initialising OXP System Redux 1.2
Initialising OXP System Redux 1.2
Initialising OXP System Redux 1.2
Setting scanner colors for [Ship "Escape capsule" position: (5112.25, 8270.46, 96006.1) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT]
Setting scanner colors for [Ship "Escape capsule" position: (8389.5, 1991.35, 153600) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT]
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station
Exception: Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
    Active script: FuelStation 2.00
    fuelStation_station.js, line 47:
    	if(this.ship.position.distanceTo(player.ship.position) < 150) // player ship within 150m of the centre of the fuel station