Progress
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- Cody
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Re: Progress
<grins> Aye, tried and tested indeed. The tutorial does look cool though - good stuff!
In other news, the commodity prices are cool now, cim.
In other news, the commodity prices are cool now, cim.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- JensAyton
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Re: Progress
With the fixes on the topic branch, the tutorial runs for me. However, if I read a bit slower I would have crashed into Lave before being told how to slow down (and I was at status yellow because of altitude when the tutorial said “If it is green, as now, …”.
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Re: Progress
That's odd ... you should be starting at a station a good 10^7 metres from Lave, and probably not pointed in that direction either. DoesJensAyton wrote:With the fixes on the topic branch, the tutorial runs for me. However, if I read a bit slower I would have crashed into Lave before being told how to slow down (and I was at status yellow because of altitude when the tutorial said “If it is green, as now, …”.
S.stations
before you launch show another station in the system, and if so, where?- JensAyton
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Re: Progress
Code: Select all
Tutorial mode active
> S.stations
[[Station "Tutorial Station" "Tutorial Station" position: (822244, -8.11881e+06, 723731) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT]]
> S.planets
[[Planet ID: 173 position: (0, 0, 452760) type: STELLAR_TYPE_NORMAL_PLANET radius: 41.160km]]
> PS
[PlayerShip "Cobra Mark III" position: (-46922.9, 57492, 428992) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT]
> S.planets[0].position.subtract(PS).magnitude()
77923.0234375
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Re: Progress
Well, that explains it. It's supposed to be atJensAyton wrote:Code: Select all
> S.stations [[Station "Tutorial Station" "Tutorial Station" position: (822244, -8.11881e+06, 723731) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT]]
(-1.29467e+06, -7.5775e+06, 3.60552e+06)
. It's positioned at "OUTER_SYSTEM_OFFPLANE #600" which should be the same regardless of settings.Wait.... where's the sun? I get
Code: Select all
[Sun ID: 104 position: (-782892, -340254, 754874) radius: 84.449km]
- JensAyton
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Re: Progress
Well, now…
Code: Select all
> S.sun
[Sun ID: 187 position: (-2.0284e+06, -881568, 1.23551e+06) radius: 84.449km]
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- JensAyton
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Re: Progress
It’s not mentioned in the build log because of a deficiency in the script, but the Mac nightly now includes the tutorial stuff. Note, however, that yesterday’s bugs aren’t fixed in master yet.
E-mail: [email protected]
Re: Progress
That explains that, then. I did consider making the tutorial based on a strict save to deal with this problem, but that then makes it untranslatable. Maybe we need a convenient way to load translations even in Strict mode.JensAyton wrote:Code: Select all
[Sun ID: 187 position: (-2.0284e+06, -881568, 1.23551e+06) radius: 84.449km]
- JensAyton
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Re: Progress
I ran without any OXPs (even Debug) and still had Lave in my face.
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Re: Progress
I've changed the station position to be hard-coded to the position in the savefile, which should fix that problem. I don't see how the sun ended up there without OXPs, though - that must be much more than 25 times the planet radius.JensAyton wrote:I ran without any OXPs (even Debug) and still had Lave in my face.
- JensAyton
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Re: Progress
Entity dump with absolutely no OXPs:
Code: Select all
[searchPaths.dumpAll]: Unrestricted mode - resource paths:
~/Programming/Projects/Oolite/oolite/build/Debug/Oolite.app/Contents/Resources
[shipData.load.begin]: Loading ship data.
…
[universe.objectDump]: DEBUG: Entity Dump - [entities count] = 14, n_entities = 14
[universe.objectDump]: Ent: 0 PlayerEntity "Cobra Mark III" position: (-48497.3, 59520, 428139) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT range: 0 (visible: yes) mass 214738
[universe.objectDump]: Ent: 1 ShipEntity "GalCop Viper" position: (-47200.3, 60197.6, 426788) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT range: 1991.75 (visible: yes) mass 34040.7 AI: nullAI.plist:GLOBAL
[universe.objectDump]: Ent: 2 OOSparkEntity position: (-51119.9, 61959.1, 429298) scanClass: CLASS_NO_DRAW status: STATUS_EFFECT range: 3764.34 (visible: yes)
[universe.objectDump]: Ent: 3 OOPlanetEntity ID: 189 position: (0, 0, 452760) type: STELLAR_TYPE_NORMAL_PLANET radius: 41.160km range: 80627.6 (visible: yes)
[universe.objectDump]: Ent: 4 ShipEntity "Cargo container" position: (1712.56, -623.603, 330077) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 125517 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 5 ShipEntity "Cargo container" position: (1745.23, -680.152, 329939) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 125665 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 6 ShipEntity "Cargo container" position: (1765.99, -749.288, 329775) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 125834 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 7 ShipEntity "Cargo container" position: (1785.55, -802.037, 329621) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 125988 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 8 ShipEntity "Cargo container" position: (1815.91, -858.653, 329481) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 126136 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 9 ShipEntity "Cargo container" position: (1843.26, -922.184, 329334) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT range: 126293 (visible: no) mass 993.37 AI: dumbAI.plist:GLOBAL
[universe.objectDump]: Ent: 10 DustEntity position: (0, 0, 0) scanClass: CLASS_NO_DRAW status: STATUS_ACTIVE
[universe.objectDump]: Ent: 11 OOSunEntity ID: 190 position: (-782892, -340254, 754874) radius: 84.449km range: 897726 (visible: yes)
[universe.objectDump]: Ent: 12 StationEntity "Tutorial Station" "Tutorial Station" position: (2.06775e+06, -7.5775e+06, 243095) scanClass: CLASS_NO_DRAW status: STATUS_IN_FLIGHT range: 7.92697e+06 (visible: no) mass 5.15484e+08 AI: nullAI.plist:GLOBAL
[universe.objectDump]: Ent: 13 SkyEntity position: (-48472.9, 59500.9, 428146) scanClass: CLASS_NO_DRAW status: STATUS_EFFECT
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Re: Progress
This is a great idea and something already done via Dock Assist OXP...Disembodied wrote:Thinking about this some more … given that slowing the station's rotation doesn't make much difference to how hard it is to dock; and given that it would be a good thing to help give a sense of difference to different kinds of systems; and given that it might be a good thing to make it a bit easier for brand-new players to pick up the knack of docking; how about this?
Systems of TL 8 and up have docking lights, similar to Thargoid's [wiki]Neo-Docklights OXP[/wiki] (maybe systems with TL 12 and up have fancy ones that change colour, whereas the lights on TLs 8, 9 and 10 are just white).
Systems of TL 7 to TL 4 stay as they are.
Systems of TL 3 and lower don't even have buoys. Players have to line up the old-fashioned way, by eye.
This, of course, could all be done by OXP; but if we genuinely want to help new players get into the game, I think it's worth considering building something like this in to the core. It shouldn't make any difference at all to experienced players (except for making low-tech dockings just that little bit more challenging), but it could be a genuine help for new players - at least on their first jump away from Lave.
About loading goods taking time, I am all for it, with the following caveat:
maybe one could do all his load and unload and then hit a "DO IT" button that calculates the minimum number of load/unload operations requred to do what he wanted.
Re: Progress
The next stage of the tutorial - a test of basic flight skills which also starts to teach the basics of running away from danger - is up and should be part of tonight's nightly builds. Experienced pilots should be able to obtain the maximum score with relative ease.
Re: Progress
...and two more lessons now in - finally, you get to shoot at something. Some of the targets actually take some work to hit, and there's a bit at the end of lesson 5 which even experienced pilots might find succeeding - rather than surviving - to be a little challenging.
Re: Progress
...and lesson 6 is in now and will build tonight. This is a combat lesson, against progressively more dangerous opponents. Completing the first step - since they don't have missiles - should be fairly easy even for new pilots. The second stage is optional, but people who have been paying attention in the earlier lessons probably stand a chance. If nothing else, it will introduce players to the concept of beam lasers being much more powerful than pulse lasers. There is also a third stage, which will be a bit more of a challenge even for experienced pilots.
Comments on the difficulty balance of this lesson are very important, since combat is one of the areas new players often struggle with.
Comments on the difficulty balance of this lesson are very important, since combat is one of the areas new players often struggle with.