Probably press space commander if you don't have enough fuel to jump to a system, or you don't have galactic hyperdrive.Kaks wrote:Hmm, following Commander McLane's fine example, I haven't downloaded the WIP yet, but I do have a question: what happens if you're in a nova system?
[Release]SunSkimmerPod OXP v.0.9
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Re: [WIP]SunSkimmerPod OXP
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Re: [WIP]SunSkimmerPod OXP
Here is the answer to Commander McLanes question.Commander McLane wrote:By the way, and because I've downloaded the OXP now:
- When the player ship is docked, it still exists. Therefore your code would not remove the missile. I think it would get parked 1000 meters away from the station.
And After Launching from the station.
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Re: [WIP]SunSkimmerPod OXP
Okti - great Screen Shots!
Says everything really - picture = 1000 words.
Says everything really - picture = 1000 words.
"And... sweet Lord Giles on a gyro-spider, they didn't even fit you out with a docking computer!"
Have you tried docking at full speed lately?
Have you tried docking at full speed lately?
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Re: [WIP]SunSkimmerPod OXP
Version 0.9 Beta is released, and can be downloaded from my signature under other OXP's.
Changes.
1-requiresEmptyPylon added. And world script is removed.(Thanks Commander McLane)
2-Model and Texture changed.(Special Thanks To Smivs.)
Enjoy
Changes.
1-requiresEmptyPylon added. And world script is removed.(Thanks Commander McLane)
2-Model and Texture changed.(Special Thanks To Smivs.)
Enjoy
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Re: [WIP]SunSkimmerPod OXP
Just a suggestion: Personally I generally try to avoid to give the player commsMessages while he is docked. I think they don't really fit nice on the docked screens, and I also think that the player is occupied with the things he's doing inside the station, not what's happening in front of it (at least that's how it is for myself). I would therefore suggest to suppress the messages if docked. The missile would still be waiting outside, but silently.Okti wrote:Here is the answer to Commander McLanes question.Commander McLane wrote:By the way, and because I've downloaded the OXP now:
- When the player ship is docked, it still exists. Therefore your code would not remove the missile. I think it would get parked 1000 meters away from the station.
You can achieve that by sending the messages from the script instead of the AI. And then you only need a simple condition:
Code: Select all
if(!player.ship.docked)
{
this.ship.commsMessage("your message", player.ship);
}
However, they way your AI works, by targeting the player ship from outside scanner range and then sending the message doesn't feel actually right to me. It shouldn't be possible to target an entity outside scanner range, and it shouldn't be possible to send commsMessages to the other end of the system.
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Re: [Release]SunSkimmerPod OXP v.0.9
Hi Commander McLane,
As I mentioned before, this small OXP is not an essential to experienced commanders. Sun skimming is more efficient than using the sun skimmer pod.
And I do not expect a player wishes to dock with the main station of the system will use that equipment.
But it might be good solution for the bounty hunters or fugitives, in the first case locate pirates and kill them all, while the pod goes for sun skimming, and in the second case you have a way to refuel your ship before going to the main station which you can not use your docking computers.
The purpose of the OXP is to provide more options to the player, as well as to help me to understand AI's.
While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.
As I mentioned before, this small OXP is not an essential to experienced commanders. Sun skimming is more efficient than using the sun skimmer pod.
And I do not expect a player wishes to dock with the main station of the system will use that equipment.
But it might be good solution for the bounty hunters or fugitives, in the first case locate pirates and kill them all, while the pod goes for sun skimming, and in the second case you have a way to refuel your ship before going to the main station which you can not use your docking computers.
The purpose of the OXP is to provide more options to the player, as well as to help me to understand AI's.
While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.
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Re: [Release]SunSkimmerPod OXP v.0.9
It'll probably hit the planet. I can imagine two reasons for that:Okti wrote:While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.
1) the gotoWaypointAI isn't designed for circumnavigating planet-sized obstacles. It only corrects the course a little bit in order to avoid small obstacles, but can't manage to avoid the planet; or
2) the missile is too fast. When the obstacle is detected, a waypoint is set and gotoWaypointAI kicks in, it is already too late for course corrections, because the missile has already smashed into the planet.
You could try to check which is correct by logging the missile's AI messages.
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Re: [Release]SunSkimmerPod OXP v.0.9
It didn't hit the planet, But I don't think that discussion is valid for this OXP.Commander McLane wrote:It'll probably hit the planet. I can imagine two reasons for that:Okti wrote:While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.
1) the gotoWaypointAI isn't designed for circumnavigating planet-sized obstacles. It only corrects the course a little bit in order to avoid small obstacles, but can't manage to avoid the planet; or
2) the missile is too fast. When the obstacle is detected, a waypoint is set and gotoWaypointAI kicks in, it is already too late for course corrections, because the missile has already smashed into the planet.
You could try to check which is correct by logging the missile's AI messages.
It did become an uncontrolledThargon about 300,000 kmtrs to the station. But I could still locate with LongRangeScanner
Re: [Release]SunSkimmerPod OXP v.0.9
Ran out of fuel or exceeded it's AI-defined maximum range?
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Re: [Release]SunSkimmerPod OXP v.0.9
Sorry Thargoid, I could not get the question right, what do you mean?Thargoid wrote:Ran out of fuel or exceeded it's AI-defined maximum range?
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Re: [Release]SunSkimmerPod OXP v.0.9
gotoWaypointAI is very well able to travel around planets. (With setting correct ranges of course) I explicit tested it several times with Oolite 1.73, and don't think that anything has changed since. e.g. add a trader near the planet, at the opposite side of the station. It should find its way to the station.Commander McLane wrote:1) the gotoWaypointAI isn't designed for circumnavigating planet-sized obstacles. It only corrects the course a little bit in order to avoid small obstacles, but can't manage to avoid the planet; or
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Re: [Release]SunSkimmerPod OXP v.0.9
This will probably happen with every condition that puts the missile in a gotoWaypointAI. The reason is that the missile it to fast for how the code was written. You now have:Okti wrote:While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.
Code: Select all
"WAYPOINT_SET" = ("setAITo: gotoWaypointAI.plist");
"DESIRED_RANGE_ACHIEVED" = ("commsMessageByUnpiloted: Ready for pick-up.", becomeUncontrolledThargon);
UPDATE = ("sendScriptMessage: locatePlayer", "pauseAI: 5.0");
Code: Select all
"RESTARTED" = ("setDesiredRangeTo: 1000.0");
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Re: [Release]SunSkimmerPod OXP v.0.9
Thanks Eric I will try your suggestion tomorrow morning.Eric Walch wrote:This will probably happen with every condition that puts the missile in a gotoWaypointAI. The reason is that the missile it to fast for how the code was written. You now have:Okti wrote:While testing the OXP I found that if player ship is in a position where the planet is between the sunskimmermissile, it can not reach the player at all.When it returns from a gotoWaypointAI, the range is still 50 meter, triggering the DESIRED_RANGE_ACHIEVED quite soon. Normally the range is reset in UPDATE, but for fast ships UPDATE might come to late. Better add the lineCode: Select all
"WAYPOINT_SET" = ("setAITo: gotoWaypointAI.plist"); "DESIRED_RANGE_ACHIEVED" = ("commsMessageByUnpiloted: Ready for pick-up.", becomeUncontrolledThargon); UPDATE = ("sendScriptMessage: locatePlayer", "pauseAI: 5.0");
That line makes sure that any previous range from the gotoWaypointAI is reset at the moment your AI takes over control again.Code: Select all
"RESTARTED" = ("setDesiredRangeTo: 1000.0");
Re: [Release]SunSkimmerPod OXP v.0.9
Missiles have a maximum range (set in their AI) - after they exceed that they explode. I was just wondering if that was happening in your case here?Okti wrote:Sorry Thargoid, I could not get the question right, what do you mean?Thargoid wrote:Ran out of fuel or exceeded it's AI-defined maximum range?
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Re: [Release]SunSkimmerPod OXP v.0.9
No it is not using missileAI, probably occured randomly, I could not create it again.Thargoid wrote:Missiles have a maximum range (set in their AI) - after they exceed that they explode. I was just wondering if that was happening in your case here?