Page 2 of 2

Posted: Wed Aug 19, 2009 11:21 am
by Commander McLane
Well, you're very welcome to help yourself to the latest version via the WIKI.

And it's completely FREE! :shock: :lol:

Posted: Wed Aug 19, 2009 11:30 am
by Chaky
another_commander wrote:
Ehm... it's obviously because... you know.... well....

Thread locked.


No it's not, but the honest response is that I have no frakkin' idea ;-)
.. or you could've said that you named the folder that to mess with ppl.

Posted: Wed Aug 19, 2009 11:45 am
by Thargoid
And you might want to update to the non-beta latest version of Planetfall 1.12 whilst you're at it ;)

Posted: Wed Aug 19, 2009 11:58 am
by Commander McLane
And while we're at it: Any update suggestions for me? :)

Posted: Wed Aug 19, 2009 12:03 pm
by Thargoid
Aquatics, bigShips (in place of bigtrader) and Fuel Station have updates from my OXPs, plus of course any that you're missing completely and may want to add (Planetfall and target autolock perhaps).

Posted: Wed Aug 19, 2009 12:27 pm
by LittleBear
Could also update Random Hits to 1.3.6, as I'm not sure the old version will work properly on 1.7.2

Posted: Wed Aug 19, 2009 1:58 pm
by Commander McLane
Thanks, guys! :D

Aquatics goes on my list (actually downloading right now), so does Fuel Station. (Although--to be completely honest--I am a little dreading the customization-process. Aquatics 1.02 and 1.04 went for a major overhaul in my personal copies, because their shipdata were in some points not to my liking (e.g. in my personal Ooniverse equipment items which start with "Military" don't exist--at least not as standard equipment of any ship).)

bigtrader is actually my own go at the bigship-problem. It introduces a (surprise! :P) bigtraderAI which lets undockable ships stop in the aegis, at which point the station spits out a load of cargobots which load/unload the big monster. Still WIP, unfinished since February. But perhaps I should compare it with your solution in bigShips? Or would you like to have a look in bigtrader? :)

And sorry, Planetfall is not on my list. No interest.

target autolock I will at least try out.

As far as Random Hits is concerned, I have deliberately stayed with v1_2, as long as 1.3 was a WIP. Didn't like the debugging console messages on my screen. If 1.3.6 is something finished now, I will certainly switch to it. Oh, and 1_2 works wonderfully with 1.72.2. :)

Posted: Wed Aug 19, 2009 2:30 pm
by Thargoid
Commander McLane wrote:
bigtrader is actually my own go at the bigship-problem. It introduces a (surprise! :P) bigtraderAI which lets undockable ships stop in the aegis, at which point the station spits out a load of cargobots which load/unload the big monster. Still WIP, unfinished since February. But perhaps I should compare it with your solution in bigShips? Or would you like to have a look in bigtrader? :)
Certainly. I actually had a similar AI/script as well, but decided to go the other way and have a big trader which did the launching (the Hammerhead in Aquatics). Bigships is just the role and populator, although there is an AI in there too that can be used for such ships as an off-the-peg option.

The station-spitting I did have working (using a special temporary station AI to do the launching), but it didn't look too good to me due to the in-build delays between ship launches from the station.

Commander McLane wrote:
And sorry, Planetfall is not on my list. No interest.

target autolock I will at least try out.
Fair enuff on PF, not for everyone. Autolock is just basically a little script to overcome my slowish frame rate, got fed up of pirates chewing on my aft whilst I was tumbling to go find them.

Posted: Wed Aug 19, 2009 3:04 pm
by Eric Walch
Commander McLane wrote:
bigtrader is actually my own go at the bigship-problem. It introduces a (surprise! :P) bigtraderAI which lets undockable ships stop in the aegis, at which point the station spits out a load of cargobots which load/unload the big monster. Still WIP, unfinished since February. But perhaps I should compare it with your solution in bigShips? Or would you like to have a look in bigtrader? :)
Only thing what bigShips.oxp does is populating ships with bigTrader role. Just to avoid every oxp having its own addition script. What the ship itself does is still up to every separate oxp. The main reason for Thargoid and me in introducing this oxp was, not adding a lot of big traders into systems, but to avoid overpopulating systems with it.

Anything you write would just complement this. Just release it without any addition script and with your own AI. That way your ships will be just one more the bigShip populatar can choose from.

Posted: Wed Aug 19, 2009 8:39 pm
by LittleBear
1.3.6 Removes all the console debugs. You do get some mission variables on the Bar Bill Paid Screen, but this is really to help with playtesting and shouldn't be too distracting/ :wink:

Posted: Thu Aug 20, 2009 7:03 am
by Commander McLane
@ Thargoid and Eric: It seems I considered it basically ready in January, but there certainly was a reason for not releasing it. So please consider it still a WIP. Anyway, it comes complete even with a readMe, so feel free to scrutinize it. It seems to do more or less the same as bigShips, only that I added one (pre-existing) ship as an example. I've put bigtrader on the box.