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Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Oct 11, 2015 2:59 pm
by Frunobulax
Ramen wrote:
1. You wouldn't have happened to have installed the OXP at an earlier version would you?
Dunno, installed it maybe 2 weeks ago, and I do check for new versions every now and then. So if there was an older version around at that time then the answer is probably yes.
Ramen wrote:
2. Are you certain the savefile was smaller?
Here's why:
Since it's practically impossible to delete duplicates automatically, I decided to implement the delete and delete all options.
The "delete all" doesn't help. I can't access the hangar before I have stored a ship there. Whenever I do then I've got a fleet waiting -
Here's some more information. The file before the last intergalactic jump was clean (maybe 1-2 days ago). It appears that after making the jump to galaxy 4 the hangar somehow got populated gradually, even though I didn't use it. The only thing different is that I'm involved in some missions (jumped to galaxy 4, so I probably started Nova, Lovecats and Deposed) - could this make a difference? I could send you a save before the jump and one somewhat after (found an intermediate save and there were only 2 ships in the hangar after storing the first one, and another one with 9 ships, now I'm up to 12). Let me know if you want a saved file to investigate.
In any case it seems obvious that the ship list is still growing over time with the latest hangar version, even if I never used it.
Ramen wrote:On another note, I'm really tired right now, so try not to expect much until around 12:00 PDT. I am up too late due to trying to write a C version of one of my bash scripts. SEGFAULTS. EVERWHERE. WHY CAN'T I GET MY DAMN POINTERS STRAIGHT. ugh.
It's certainly not time critical
Anyway, the ship I was going to buy is no longer available (seemed to me that whenever I visit a station a second time I get the same ships for sale offered, but maybe there is a random seed that takes the day as input or something?), so I'll just clean out what I can find in the save file from the Hangar, and proceed with my old ship. (Looking for a Caduceus anyway.)
C/C++ can be tricky if you don't use goodies like STL and Boost.
Regards, F.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Oct 11, 2015 3:45 pm
by Ramen
A pair of save files would be great. The mod hasn't been updated since August. This is kinda weird. However, I did introduce the intergalactic functions around then, so that might be it. I finally got that program working somewhat. It turns out that fopen() doesn't like the character '~', and the file I was accessing happened to be in my home directory. I eventually just used the "HOME" environment variable.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Oct 11, 2015 9:28 pm
by Frunobulax
This entry in the logs might give a clue too:
23:24:21.855 [script.javaScript.exception.jsonBadParse]: ***** JavaScript exception (HyperspaceHangar 1.14.6): SyntaxError: JSON.parse
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Wed Oct 14, 2015 9:15 pm
by cbr
I seem to encounter the duplicate 'problem' also.
Using the new escortdeck functions from Norby one can buy shipyard ships and equip and exchange them on your deck.
hyperspace hangar is used several time to exchange your current ship with the ships you buy/bought.
Happens with a squeaky clean commander somewhere between adding new equipment to a ship and swapping between ships via the hangar... me thinks.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Fri Oct 16, 2015 12:22 pm
by Frunobulax
There is another problem - if I add a ship to the hangar I can get a new ship for free
After playing a bit the Hangar didn't grow anymore. (Actually I placed an Adder there by mistake, but thought what the heck.) But consider this:
1. I buy a new ship and store the old one. Money is deducted from my account.
2. I go to the hangar and switch to the old ship because I'm on a cargo run (there should really be an option to transfer cargo).
3. The newly bought ship is in the hangar, but my bank account shows the amount of money before the purchase.
Regards, F.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sat Oct 17, 2015 7:38 pm
by Ramen
Alright. I finally, finally got around to looking at those saves. I apologize for the immense delays. I have entered college, so my free time is a bit less vast compared to what it was when I started. Anyways, the files are incredibly peculiar. And you said they stopped growing after a time? As for the money, that's that I should really fix already. The money system in the OXP has been messed up for a very, very long time.
See you in about 2 hours (probably),
Ramen
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sat Oct 17, 2015 7:40 pm
by Frunobulax
Ramen wrote:Alright. I finally, finally got around to looking at those saves. I apologize for the immense delays. I have entered college, so my free time is a bit less vast compared to what it was when I started. Anyways, the files are incredibly peculiar. And you said they stopped growing after a time? As for the money, that's that I should really fix already. The money system in the OXP has been messed up for a very, very long time.
No, they stopped growing after I deleted all hangar related information.
.f
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sat Oct 24, 2015 6:17 am
by Zark Montor
Hi Ramen,
Love the OXP. Hate to do this to you, but having checked every entry on this thread, i thought i'd point out something.
I have got 4 ships in the Hangar, Contractor, Wolf 1 and 2 and a Cobb 3 xt and i retained my original Mk3 for sentimental value. I did, for a while, rotate ships as per requirements, Anarchy runs and RH contracts in the Contractor, yadda yadda yadda. Anyway last run out in the contractor i accidentally melted my cloak by running into someones laser a few times. changed ship on the rebound journey with a still damaged cloak (n/a) and switched to my cob3. My Cob 3 cloak was still operational but thought nothing of it. However, 2 or 3 days ago, decided to take another RH hit on, jumped into the old contractor and lo and behold, broken cloak.
Does this mean on purchasing a new ship, all my reward tech is replicated? Does GalCorp know this? How much is my silence worth? I'm desperately short of funds and have been looking for a Constrictor, something with Leather Bucket seats and a cupholder?
No, but seriously, I've been thinking about how to solve these issues in a practical sense. (not code wise, story/economic)
Firstly, how about when storing a ship, it MUST be empty of all cargo, wiping out the whole insta hauling goods through the Hangar. GalCorp requirement, no exceptions!!
Secondly, when switching ships, time penalty and charge for equipment transfer, Cloak, Naval unit transfer (GC NU and subsequent oxp modified units). Not all Equipment should be transferable, Docking computers, Fuel Scoops and sub system enhancements should be remain as purchasable for each ship. I am talking about the real high end stuff that was given as a reward for mission completion. No Laser transfer, no multi missile system transfer.
Thirdly, Transferring a ship to a different system. Pilot Hire? Cheap option comes with rookie out of Lave Academy, no insurance, might be an idea to send these newbies to stable systems (but not TL15! Thargoid problems at every TL15 i've been to so far!) "damage to ship is not hangar company problem cheapskate, read the fine print.." Add in Fuel cost, etc, no cargo allowed! Put in as many pilot hire options as you like. varying degrees of risk factors for ship theft, war requisition etc.
Basically, i think it should be slightly more restrictive than its current form. Tie it down to the system where you purchased your license to facilitate HH, all switches must be made at systems that have a franchise. Want to Galaxy jump your ships? its gonna cost! rental of a gal hyperspace unit (reusable) has got to be 20k plus tax, fuel for a GHU is not cheap, but the super refined part synthetic stuff has a performance increase of around 14% compared to the market standard stuff (meaning your ship will be waiting for you in the next Galaxy, providing the Pilot who i just hired doesn't respray it and do the offski with it!! And my GHU... should really think about rigging a self destruct....)
Sorry to drop this on you soooo late, but other than that, i've had no real problems with HH.
Remember, these are just ideas. You've moved our little experience on and up, so for that, THANKS!
Regards
ZM
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Mon Oct 26, 2015 12:50 pm
by Day
Ramen wrote:On another note, I'm really tired right now, so try not to expect much until around 12:00 PDT. I am up too late due to trying to write a C version of one of my bash scripts. SEGFAULTS. EVERWHERE. WHY CAN'T I GET MY DAMN POINTERS STRAIGHT. ugh.
Maybe you could use static analysis tools?
(Oh... and java
)
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Mon Oct 26, 2015 6:08 pm
by Ramen
Just a quick update: College is making it difficult to write this mod. I will try to keep up, but support may be sporadic. Sorry guys.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Nov 15, 2015 7:21 pm
by Ramen
Just a quick update:
I am alive, and will probably work on fixing the bug this week.
I LIVE!
Posted: Sun Aug 28, 2016 6:58 pm
by Ramen
I'm back from the dead! I apologize for being away so long. A lot was going on. (College, moving out, horrible roommate, etc.)
Anyway, I would like to get an idea of any outstanding bugs that have arisen. Post them here.
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Aug 28, 2016 7:25 pm
by Smivs
We thought you'd been stored in a Hyperspace Hanger...
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Sun Aug 28, 2016 7:42 pm
by Ramen
Smivs wrote:We thought you'd been stored in a Hyperspace Hanger...
Re: [RELEASE] Hyperspace Hangar OXP
Posted: Tue Aug 30, 2016 6:55 pm
by Ramen
Are there no new bugs?