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Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 11:36 am
by Fatleaf
An S9. See the up and coming What Ship review for further details.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 12:36 pm
by Cmdr. Maegil
maik wrote:
My Cobra Mk3 has basically everything. Still, it takes about 20 seconds per energy bank to be used up by the cloaking device, and once half the energy banks are gone the device turns itself off. Maybe you're in a ship with a higher energy recharge rate?
According to what I thought to be common knowledge, a Cobra Mk.3 is "good enough" at most roles, but excels at none.
If you try to upgrade your vanilla iron-assed Cobbie (whose energy levels already have to be carefully monitored) into a military-level, fully OXP-kitted gunship... FAIL! :P

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 2:06 pm
by RyanHoots
Maybe this OXP should automatically activate your cloak when attacked... assuming you have a cloak.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 3:08 pm
by Cmdr. Maegil
Is there any chance you might make a sequel? I was thinking of an AutoScavanger.OXP, for those profitable but exceedingly boring spoils mop-ups and freshly mined splinter-gatherings.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 3:20 pm
by JazHaz
Tested this last night, works really well.
maik wrote:
Unless you're attacked on the way? Or does the AI take care of that as well?
I think if you are attacked you can disengage (by pressing N), take care of the pirates, and re-engage (by pressing N again). Of course, this would be a problem if you have walked away from your computer.

Excellent OXP, Okti!

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 5:59 pm
by Okti
JazHaz wrote:
Tested this last night, works really well.
maik wrote:
Unless you're attacked on the way? Or does the AI take care of that as well?
I think if you are attacked you can disengage (by pressing N), take care of the pirates, and re-engage (by pressing N again). Of course, this would be a problem if you have walked away from your computer.

Excellent OXP, Okti!
Thanks JazHaz,
Cmdr. Maegil wrote:
Is there any chance you might make a sequel? I was thinking of an AutoScavanger.OXP, for those profitable but exceedingly boring spoils mop-ups and freshly mined splinter-gatherings.
There may be some more automations, but they can be hardly done with player ship. But using helpers may be a solution, like I did at MinerPod.
RyanHoots wrote:
Maybe this OXP should automatically activate your cloak when attacked... assuming you have a cloak.
Must wait for 1.77.1 and you may post a scriptiing request for scripts to enable cloak for the player. There is no way to do that atm. But don't think it is a good idea.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 7:14 pm
by maik
Cmdr. Maegil wrote:
If you try to upgrade your vanilla iron-assed Cobbie (whose energy levels already have to be carefully monitored) into a military-level, fully OXP-kitted gunship... FAIL! :P
I actually quite like my iron-assed Cobbie vanilla :)

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 7:40 pm
by Cmdr. Maegil
maik wrote:
Cmdr. Maegil wrote:
If you try to upgrade your vanilla iron-assed Cobbie (whose energy levels already have to be carefully monitored) into a military-level, fully OXP-kitted gunship... FAIL! :P
I actually quite like my iron-assed Cobbie vanilla :)
So did I, and it's among my favourite Vanilla ships (the other being the Asp)...
I changed to a Terrapin so I could have a ship on the same range without actually being the Cobbie... that it is an improvement over it, it came as a bonus (or I'd have gone for the Cobra Courier). Regardless, I still maintain that the Cobbie is a ship that if you over-equip, you have to use the equipment very sparingly and maintain a close eye on the energy levels.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 8:51 pm
by maik
Cmdr. Maegil wrote:
Regardless, I still maintain that the Cobbie is a ship that if you over-equip, you have to use the equipment very sparingly and maintain a close eye on the energy levels.
Yep, that's what I like about it. Makes it feel balanced just right to me.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Dec 08, 2011 9:26 pm
by Okti
Hi All,

I think we come to the unresolved issue of game preferences for the player, and their way of immersion again. This OXP is not an uber one, but it is a proof of concept OXP, and as I mentioned used the main logic in a mission.

Well with the OXP, there is a problem I did not manage to solve yet, it occurs very rare, but if the planet is between the sun and the player, strange things may happen. I would be pleased if some one confirm that.

Okti

Re: [RELEASE]AutoSkim OXP

Posted: Fri Dec 09, 2011 12:54 pm
by JazHaz
Okti wrote:
Well with the OXP, there is a problem I did not manage to solve yet, it occurs very rare, but if the planet is between the sun and the player, strange things may happen. I would be pleased if some one confirm that.
JazHaz wrote:
I'll put it on the Wiki.

It's here: http://wiki.alioth.net/index.php/Auto_Skim_OXP
I've rewritten some of the wiki to be slightly clearer, and copied in your paragraph about the planet getting in the way.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Jun 07, 2012 2:31 pm
by Rese249er
'Ello all. Just recently got started playing Oolite on a Ubuntu 12.04 system. Seem to have finally got a stable set of OXPs, one of which is AutoSkim. Using it gave me an idea which I would already be working on if I had a slagging clue about creating an OXP.

Assuming it is possible to automate a witchspace jump, could AutoSkim be integrated with the Advanced Navigational Array to create an actual autopilot that would take you to a target system with no player input, automatically initiating a witch-out after refueling is complete at each 7ly mark?

It would certainly make an interesting addition. After all, no stops at a station, and if you get jumped and destroyed, you'd have to start that journey all over again...

Re: [RELEASE]AutoSkim OXP

Posted: Thu Jun 07, 2012 2:48 pm
by Smivs
Hi Rese249er, and welcome to the friendliest Board this side of Riedquat.
I'm not sure whether what you suggest is possible as you would need to pre-program the final destination somehow. I think Okti has a jump-planner OXP which does something like this and might be able to be combined with the AutoSkim, but I honestly don't know if or how this would work.
TBH I'm not a big fan of 'Auto' things anyway...I like to play the game and make my own decisions and do stuff for myself. If you 'Auto' everything there's not much point in playing, is there?
Press 'Start' and let the game do it all for you is not my idea of fun :wink:

Re: [RELEASE]AutoSkim OXP

Posted: Thu Jun 07, 2012 3:30 pm
by SandJ
Rese249er wrote:
AutoSkim. Using it gave me an idea. ... create an actual autopilot that would take you to a target system with no player input, automatically initiating a witch-out after refuelling is complete at each 7ly mark? ... if you get jumped and destroyed, you'd have to start that journey all over again...
(I have pondered about an Oolite screensaver, which this could effectively become. Someone else has already suggested an auto-trader that sells and buys according to the system type.)

Rather than just die when attacked with no human present, the AutoPilot could do as some NPCs do and flee to a safe distance, then try to continue their journey. The ship's life expectancy would improve hugely. Further to that, should it be attacked heavily (e.g. taking hull damage), it could pause the game, or knock the Time Acceleration Factor right down, thereby giving you time to get off the phone / return from making a cup of tea / whatever.

Re: [RELEASE]AutoSkim OXP

Posted: Thu Jun 07, 2012 7:26 pm
by Rese249er
Smivs, I do agree with you on the auto thing. The point I was trying to make is that an autopilot like that would only automate travel, which, if you're just trying to blaze 'cross the chart, takes only a few steering adjustments.

Indeed, an autopilot might add a bit of a challenge, keeping you somewhere between complacency about how smooth things are going and realizing just that only when you've been dogpiled by pirates.

No autopilot could really handle any kind of combat well. After all, the human behind the stick is the one thing that gives that fighter an edge in combat. Outside of combat, it's the choices you make. You set the destination, you choose the cargo, passengers, and equipment.

An autopilot would be like having your own helmsman for nonhostile navigation. And it would be an OXP; no-one would have to download it.

It was just a thought from a newb. Thought I'd put it out there, see if anyone wanted to run with it.