Page 13 of 16
Posted: Sat Oct 30, 2010 4:03 pm
by Kaks
Posted: Sat Oct 30, 2010 4:09 pm
by Mauiby de Fug
Excellent - that looks like the stuff I'm looking for! Will have a play about with it tonight!
Posted: Sun Oct 31, 2010 7:55 am
by Pluisje
Or you could work the other way round and change the
view position(s).
Posted: Sun Oct 31, 2010 3:16 pm
by Mauiby de Fug
I've increased the y coord of the view positions from 0 to 0.5, and that seems to work. It shouldn't mess up the accuracy too much, and you get what looks like a very powerful laser, as 'tis rather close to your line of sight!
It feels slower than the SuperCobra to me, despite having a higher top speed and more thrust. It's probably due to the lower pitch/roll values. It's got the feel of a real destroyer ship, so I think I might well stick with this for a while! I'll just have to take a bit of care with docking - I was getting quite lazy and coming in at all sorts of odd angles, and then turning in at the last second in the SuperCobby! This ship ain't quite so nimble, and 'tis a little bit bigger!
Anyways, time for some hunting, methinks!
Posted: Sun Oct 31, 2010 6:14 pm
by ClymAngus
Yes there was a lot of debate over the laser position (it was one of the things that changed with the model re-design), the speed was also reduced but if you downloaded it early then chances are you've gotten a non-speed reduced version.
Thargoid is still hosting this I'm in the process of comparing the code and switching it back over (just so there are no embarrassing now it works now it doesn't issues). Also wait till you've gotten a relatively easy kill oppoent, lock onto it go to an outside view and watch the light show!
Posted: Mon Dec 13, 2010 3:21 am
by Mauiby de Fug
I've managed to survive some bouts with a few Renegade Boa Class Cruisers (although only just, and was nearly taken out by a lowly Manta whilst recovering!), and this has left some of my equipment rather the worse for wear... Seeing as my bank balance is rather limited at the moment, I decided to let the DCN earn its keep and let it do most of the repairs. However, after I docked, it doesn't seem to be working.
I've looked in the script, and judging from this snippet, it ought to re-engage after launch:
Code: Select all
this.shipWillLaunchFromStation = function()
{
if(player.ship.equipmentStatus("EQ_DCN") == "EQUIPMENT_AVAILABLE")
{
this.checkSystems();
if(this.playerDamagedList.length > 0)
{
var repairTime = 120 + Math.ceil(Math.random() * 180);
player.consoleMessage("Repair system reactivated", 6);
this.damageControlTimer = new Timer(this, this.repairSystems, repairTime);
}
}
}
However, I've
never seen "Repair system reactivated" show up anywhere whilst in flight...
I'm not entirely sure why this does't seem to be working...
Posted: Mon Dec 13, 2010 5:48 am
by Thargoid
It does re-activate (or at least it did when I wrote the script).
However it may be that as you normally get quite a lot of messages on launching from the station (especially if you have a lot of OXPs installed) then the message might be getting lost in the noise? That message should only appear on launch from a station, at other times if you take a hit and the system activates you get a different message.
Posted: Mon Dec 13, 2010 6:04 am
by Mauiby de Fug
Not only have I never seen the message, the DCN does not seem to be activating.
I've jumped between 3 different systems now with no repairs done - no messages whatsoever!
Posted: Mon Dec 13, 2010 6:12 am
by CheeseRedux
Somewhere in the murky depths of my memory I have a vague recollection of a thread dealing with the DCN not functioning properly after a save-reload. (Or a save-restart-reload.)
If this isn't just a figment of my imagination, I also think someone (Wyvern?) posted a fix.
EDIT:
Murky memory strikes again!
The entire thread is pre-1.74, though, so I don't know if it has any relevance at all anymore.
Posted: Mon Dec 13, 2010 6:42 am
by Mauiby de Fug
CheeseRedux wrote:Somewhere in the murky depths of my memory I have a vague recollection of a thread dealing with the DCN not functioning properly after a save-reload. (Or a save-restart-reload.)
If this isn't just a figment of my imagination, I also think someone (Wyvern?) posted a fix.
A small bit of searching later, and I find that you're right on both counts! Info found
here! It seems it never made it into the main oxp - my computer tells me that the script.js file in the main oxp was last modified in May, whereas the patch was created in Feb, and it can't have been me fiddling around with it as I only discovered Oolite in August!
I was about to post that it did activate with damage - I was torusing out of the main corridor to try and get to the planet quickly, as my injectors are among my damaged equipment. Unfortunately, I met a large band of Deepspace pirates (about 6 of them). I attempted to fight them. However, my frame-rate decided to throw a wobbly and drop to 4 FPS (which
can make targeting a little bit tricky, especially when one is used to using the Scanner Targeting Enhancement, which
also happens to be damaged)! Fight or flight time, and with fighting becoming the least attractive option, I turned to flee. But with no injectors, that proved a little tricky. I had enough time to see a message telling me that my Escape Pod was damaged and that the DCN was activated before I was blown to smithereens! So I didn't get a chance to test whether it would keep on and fix all the equipment, although I suspect that it would.
Meanwhile, I've downloaded the patch, will add/delete the required files, and give it a spin and see if it works - I'm optimistic and reckon the answer will be yes!
Posted: Mon Dec 13, 2010 11:41 am
by ClymAngus
Woopsy doodle. I should really upkeep my own **** shouldn't I? sorry about that I'll do some comparisons and throw in the fix.
Posted: Mon Dec 13, 2010 9:38 pm
by Mauiby de Fug
I've been flying about and Wyvern's script seems to be working; this however appeared in my log file:
Code: Select all
[script.javaScript.exception.notFunction]: ***** JavaScript exception (NeoCaduceus Damage Control Node 1.0): TypeError: this.repairShip.start is not a function
[script.javaScript.exception.notFunction]: /home/robert/.Oolite/AddOns/neocaduceus.oxp/Scripts/NeoCaduceus Damage Control Node.js, line 235.
I think that part of the problem is that there seem to be different versions of the DCN script floating about.
Downloading the oxp from the link in your tags gives a version with a very old script:
this.name = "Caduceus Damage Control Node";
this.author = "Modified Thargoid's repair bots for Caduceus, by Wyvern";
this.copyright = "2009";
this.description = "Nanite autorepair node for Caduceus class bioships. Simulates an AI controlled self-healing nanoforge and damage control teams to repair kit over time.";
this.version = "0.3;
The patch I found contains this:
this.name = "NeoCaduceus Damage Control Node";
this.author = "Modified Thargoid's repair bots for neocaduceus.oxp, by Wyvern";
this.copyright = "2010";
this.description = "Nanite autorepair node for Caduceus class bioships. Simulates an AI controlled self-healing nanoforge and damage control teams to repair kit over time.";
this.version = "1.0";
However, the download from the wiki, which is where originally downloaded the oxp from, contains this:
this.name = "Caduceus Damage Control Node";
this.author = "Thargoid";
this.copyright = "Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license";
this.description = "Damage Control system based on repair bots";
this.version = "2.0";
Based upon information in
this thread, the version in the wiki was uploaded when your own site was offline. My guess is that Thargoid wrote his updated DCN script based upon an earlier version that did not include Wyvern's patch, which is why I ran into the problem I originally mentioned.
I may also be talking absolute nonsense!
Anyway, it is possible to download the oxp with different DCN scripts, which may fix different problems to each other but not all, and which may lead to some confusion!
(I
think I've matched the correct script with the correct download...)
Posted: Mon Dec 13, 2010 9:44 pm
by Thargoid
Yes, you've got the old version.
The one from the wiki is temporarily hosted by me until ClymAngus gets his site back up and under control, and is the revised version for Oolite 1.74.2.
The one you have is the older one which should be giving you a few depreciation warnings I think. The V2.0 is also more powerful, and can fix anything rather than the previous one which had a built-in list (I upgraded the Caduceus script when I did the same for Repair Bots, on which it is based).
Posted: Mon Dec 13, 2010 10:24 pm
by Mauiby de Fug
I wouldn't know about deprecation warnings - I have them turned off in a logcontrol.plist because there were too many in various oxps.
ClynAngus' site seems to be back up, or at least, you can download the oxp from his signature.
The problem I had with V2.0 I mentioned a few posts ago - it did not seem to restart the DCN upon leaving a station, which CheeseRedux pointed out an old problem with saving/reloading. Using the patch on that thread, the DCN did indeed seem to start functioning again on launching for me, so presumably I had saved and restarted Oolite and forgotten about it!
Does that mean that the problem with saving/reloading persists into V2.0, or is my computer just being strange!?
Posted: Tue Dec 14, 2010 6:18 am
by Thargoid
If I get chance this week I'll take a look at it.
It should reboot after launch - it's based on RB 2.0 and that certainly does. Basically the new version is a completely new script from the version that Wyvern hacked out of RB 1.0.