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Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 4:16 pm
by JazHaz
Smivs wrote:
If I remember correctly, SecCom stations have an 'S' on the ASC.
Yes, they should do, but this one doesn't.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 4:18 pm
by Smivs
Odd! You are in the right system, you say. Sector 7 in G1 is Maxeedso.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 4:45 pm
by pagroove
@JazHaz: You sure you have the latest version of the OXP? I had some problems with no missions appearing in the Sec Coms. I know though that in your situation the Sec Com is not there at all so it could be a different problem.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 5:13 pm
by JazHaz
Smivs wrote:
Odd! You are in the right system, you say. Sector 7 in G1 is Maxeedso.
Actually, Sector 6, Usatqura in G1!
pagroove wrote:
@JazHaz: You sure you have the latest version of the OXP? I had some problems with no missions appearing in the Sec Coms. I know though that in your situation the Sec Com is not there at all so it could be a different problem.
Yeah, v5.4.1, with the editted file mentioned earlier in this thread.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 5:15 pm
by Eric Walch
JazHaz wrote:
Smivs wrote:
If I remember correctly, SecCom stations have an 'S' on the ASC.
Yes, they should do, but this one doesn't.
Theoretical could it happen that a launching ship has collided with the buoy as it is the buoy that has the marking. Like the main station. The setCom stations are always positioned on a direct line between planet and sun. You could manually fly there.

The locations used to be stored in planetInfo.plist. But because that is a bit difficult accessible from JS, Nemoricus moved that info since v5.4.x to the end of the main Script. It could be that he missed one system in this copy process.

EDIT: I just checked, but it is copied correct to the new list

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 5:19 pm
by JazHaz
Eric Walch wrote:
Theoretical could it happen that a launching ship has collided with the buoy as it is the buoy that has the marking. Like the main station. The setCom stations are always positioned on a direct line between planet and sun. You could manually fly there.
Will try that, am currently docked at the main station. If not, I will try jumping out and back.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 5:30 pm
by JazHaz
JazHaz wrote:
Eric Walch wrote:
Theoretical could it happen that a launching ship has collided with the buoy as it is the buoy that has the marking. Like the main station. The setCom stations are always positioned on a direct line between planet and sun. You could manually fly there.
Will try that, am currently docked at the main station. If not, I will try jumping out and back.
Further to this, I have just tried flying manually between the main planet and the sun, no sign of it.
Tried jumping out of the system and back again, still nothing there.

And there is no errors in my log either.

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 6:04 pm
by JazHaz
Here is my current save file (from Oolite 1.75.3) on Box.Net.

Can someone load it and see if you can find the Secom station?

Re: Galactic Navy Strikes Back

Posted: Wed Nov 16, 2011 7:22 pm
by Yodeebe
"Oooh, look, I just found a ship with the keys still in the ignition!" :mrgreen:

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 12:39 am
by JazHaz
Off-topic bit split to here: https://bb.oolite.space/viewtopic.php?f=4&t=11192 (I've never successfully used this power before!)

All this is interesting, but is off topic (mod can you split this?), and doesn't help me with my problem with GalNavy.

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 10:34 am
by JazHaz
From my save file, there are the following mission keys:

Code: Select all

	<key>mission_reserve_status</key>
	<string>STATUS_CIVILIAN</string>
	<key>mission_reserve_targets</key>
	<string>0</string>
	<key>mission_seccom_station</key>
	<string>SECCOM_REVISIT</string>
So it seems that I have been to a Seccom station at least once before?

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 10:52 am
by JazHaz
JazHaz wrote:
Off-topic bit split to here: https://bb.oolite.space/viewtopic.php?f=4&t=11192 (I've never successfully used this power before!)

All this is interesting, but is off topic (mod can you split this?), and doesn't help me with my problem with GalNavy.
Thanks DH!

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 11:32 am
by JazHaz
Now at Sector 7, Maxeedso, G1. Guess what, no Seccom again!

Looks like the OXP is not working at all. :(

Still no errors in my log. World Scripts is reporting GalNavy 5.4.0 is loaded.

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 11:35 am
by DaddyHoggy
JazHaz wrote:
JazHaz wrote:
Off-topic bit split to here: https://bb.oolite.space/viewtopic.php?f=4&t=11192 (I've never successfully used this power before!)

All this is interesting, but is off topic (mod can you split this?), and doesn't help me with my problem with GalNavy.
Thanks DH!
It gets me out the Clock-tower... :wink:

Re: Galactic Navy Strikes Back

Posted: Thu Nov 17, 2011 12:03 pm
by JazHaz
<cough> :oops:

Thought I'd check the Wiki one more time. Seems that there was v5.4.3 released in October. Installed that and the Seccom at Maxeedso suddenly decloaked...!

All is working fine now. Signed up for my first Reserve Duty mission (well with this Commander anyway).

:oops: