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Re: (Release) Ship Configuration

Posted: Mon Jun 29, 2020 2:57 am
by Milo
I'll check, meanwhile I got a bunch of these when my ship got destroyed. I'm not sure yet which OXP the second exception is from. (Can we get an enhancement for core to log the full filename of the script?)
Exception: TypeError: ps is undefined
shipconfig_boosterheat.js, line 33:
if (ps._boosterHeatPoint === 0) {

Exception: TypeError: p.position is undefined
script.js, line 1180:
var dist = p.position.distanceTo(s);
Oh, also, with ShipConfig shouldn't be allowed to store EQ_IRONHIDE. It's not meant to be transferable in that way. The armour mission variables don't transfer, though, which is good, because it means you still have to pay full price to get the armour "repaired."

Additionally, ship version equipment (EQ_SHIPVERSION_##) seems to take up equip space and weight (1t each), which seems incorrect.

Re: (Release) Ship Configuration

Posted: Mon Jun 29, 2020 3:10 am
by phkb
The second one is from XenonHUD, in the new frame callback I implemented for the auto-switch to Hi-Contrast mode. In this case, this player ship became invalid before the shipDied event had time to stop the frame callback. But sometimes it will happen in time, which is why sometimes these sorts of errors turn up despite my best efforts.

I'll add some exclusions for the other items though, and get a patch out shortly, after hearing back from you on the Heat sink passive mode operation.

Re: (Release) Ship Configuration

Posted: Mon Jun 29, 2020 3:17 am
by Milo
Now the heat sink switches to passive. I can't reproduce it either. If it happens again in the future I will collect the info requested.

Re: (Release) Ship Configuration

Posted: Mon Jun 29, 2020 6:13 am
by phkb
OK, v1.3.8 fixes all the issues raised above.

Re: (Release) Ship Configuration

Posted: Wed Jul 08, 2020 4:19 am
by Milo
The Library options for equipment changes take time and cost credits don't seem to survive save/reload.

Re: (Release) Ship Configuration

Posted: Wed Jul 08, 2020 5:09 am
by Milo
Requesting the following OXP items be added to the storage feature:

Flight Formation Autopilot == EQ_RRS_FLIGHTFORM
Escort Targeting System == EQ_RRS_ESCORT_TARGETING_SYSTEM
Ore Processor == EQ_ORE_PROCESSOR
Ore Scanner == EQ_ORE_SCANNER
Hardwire Ore Processor == EQ_HARDWIRE_ORE_PROCESSOR
Mining IFF Scanner Upgrade == EQ_NS_MINING_SCANNER_UPGRADE (I see this has a restrictive equipment conditions script)
Mining Scanner Scavenger Hack == EQ_NS_SCANNER_SCAVENGER_HACK (I see this has a restrictive equipment conditions script)
Trail Detector == EQ_TRAIL_DETECTOR (it's portable, so maybe this one can be skipped...)

Requesting "remove and store all ship equipment" and "apply all stored equipment to ship" shortcuts for equipment storage. When switching ships, I usually take everything with me that I can ...

Also, when the ship overloaded screen comes up after purchasing an item that puts the combined equipment space over the limit, the option to change the configuration did not give me any alternative options for the various equipment (for example, I couldn't downgrade to a less bulky engine because the selection menu displayed only my currently installed engine). I believe this is because when there is no available space, the other options are filtered out? (Actually, this seems to be inconsistent, another time when I was overloaded it did let me see the other options, and I'm not sure what was different.)

It would be nice to have the option to store equipment from the overloaded interface, instead of just sell or reconfigure.

Re: (Release) Ship Configuration

Posted: Fri Jul 10, 2020 7:41 pm
by Milo
Save file with heat sink issue (can't toggle passive mode in F4 interface): https://ufile.io/q2y1s2y2

Re: (Release) Ship Configuration

Posted: Mon Mar 01, 2021 10:38 am
by Cholmondely
I've been working this rather impressive .oxp into the descriptions of equipment in the wiki.

From what I see Equipment impacts negatively on 3 areas only: volume (ie cargo space), heat (ie cabin temperature) & weight.

What effect does increased weight have?

Re: (Release) Ship Configuration

Posted: Mon Mar 01, 2021 11:03 am
by phkb
Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.

Re: (Release) Ship Configuration

Posted: Mon Nov 15, 2021 11:21 am
by Cholmondely
I've added 3 more screen shots to the wiki page, emphasised the warning and also added a Factors section which summarises things to watch out for. I hope it is correct!

Re: (Release) Ship Configuration

Posted: Wed Nov 17, 2021 10:54 pm
by hiran
phkb wrote: Mon Mar 01, 2021 11:03 am
Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.
Sounds good. So it seems for rotation we have some kind of inertia. Does it also apply to translation -> acceleration/deceleration?

Somehow I am missing a bit of inertia while flying - these ships never drift. I'd love to shoot an opponent during a fly-by maneuver - just as I did in WW2 flight simulators...

Re: (Release) Ship Configuration

Posted: Fri Nov 19, 2021 9:13 am
by hiran
hiran wrote: Wed Nov 17, 2021 10:54 pm
phkb wrote: Mon Mar 01, 2021 11:03 am
Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.
Sounds good. So it seems for rotation we have some kind of inertia. Does it also apply to translation -> acceleration/deceleration?

Somehow I am missing a bit of inertia while flying - these ships never drift. I'd love to shoot an opponent during a fly-by maneuver - just as I did in WW2 flight simulators...
Shooting while flying by could also work if the lasers were adjusted not exactly on the ship axis. Has anyone ever tried something in that direction?
Ah, rats, the concept exists: The left and right lasers are not on the ship axis.

So let's think of just a few degrees off the ship axis.

Re: (Release) Ship Configuration

Posted: Fri Nov 19, 2021 11:22 am
by Cholmondely
hiran wrote: Fri Nov 19, 2021 9:13 am
hiran wrote: Wed Nov 17, 2021 10:54 pm
phkb wrote: Mon Mar 01, 2021 11:03 am
Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.
Sounds good. So it seems for rotation we have some kind of inertia. Does it also apply to translation -> acceleration/deceleration?

Somehow I am missing a bit of inertia while flying - these ships never drift. I'd love to shoot an opponent during a fly-by maneuver - just as I did in WW2 flight simulators...
Shooting while flying by could also work if the lasers were adjusted not exactly on the ship axis. Has anyone ever tried something in that direction?
Ah, rats, the concept exists: The left and right lasers are not on the ship axis.

So let's think of just a few degrees off the ship axis.
I'm guessing, but I suspect that that might be a matter of the ship's own .oxp definition (defining eg. exhaust plumes, laser and missile placement) - and even then depends on whether the vanilla game code allows it. It might be too tied-in with the views: one might need to alter the side-view in order to alter the angulation of the side-laser.

Re: (Release) Ship Configuration

Posted: Sat Nov 20, 2021 8:53 pm
by hiran
Cholmondely wrote: Fri Nov 19, 2021 11:22 am
hiran wrote: Fri Nov 19, 2021 9:13 am
Shooting while flying by could also work if the lasers were adjusted not exactly on the ship axis. Has anyone ever tried something in that direction?
Ah, rats, the concept exists: The left and right lasers are not on the ship axis.

So let's think of just a few degrees off the ship axis.
I'm guessing, but I suspect that that might be a matter of the ship's own .oxp definition (defining eg. exhaust plumes, laser and missile placement) - and even then depends on whether the vanilla game code allows it. It might be too tied-in with the views: one might need to alter the side-view in order to alter the angulation of the side-laser.
I guess you are guessing right.

Now when I take the thought further, having misaligned lasers would mean you have to aim accordingly, and especially when you have two lasers that - theoretically - should meet at some point in front of the ship the focus point would dictate the optimal firing range. Something which might be difficult to keep in a fight.

So maybe this should be adjustable. By the pilot? By some ship computer addon? It could adjust the lasers (within a limited angle) for maximum hit on the selected target...

Re: (Release) Ship Configuration

Posted: Sat Nov 20, 2021 10:52 pm
by Cholmondely
hiran wrote: Sat Nov 20, 2021 8:53 pm
Cholmondely wrote: Fri Nov 19, 2021 11:22 am
hiran wrote: Fri Nov 19, 2021 9:13 am
Shooting while flying by could also work if the lasers were adjusted not exactly on the ship axis. Has anyone ever tried something in that direction?
Ah, rats, the concept exists: The left and right lasers are not on the ship axis.

So let's think of just a few degrees off the ship axis.
I'm guessing, but I suspect that that might be a matter of the ship's own .oxp definition (defining eg. exhaust plumes, laser and missile placement) - and even then depends on whether the vanilla game code allows it. It might be too tied-in with the views: one might need to alter the side-view in order to alter the angulation of the side-laser.
I guess you are guessing right.

Now when I take the thought further, having misaligned lasers would mean you have to aim accordingly, and especially when you have two lasers that - theoretically - should meet at some point in front of the ship the focus point would dictate the optimal firing range. Something which might be difficult to keep in a fight.

So maybe this should be adjustable. By the pilot? By some ship computer addon? It could adjust the lasers (within a limited angle) for maximum hit on the selected target...
I think that if you want self-aiming weapons, that you need the buyable/sellable Yasen-N turrets .oxp (which according to a_c_ are pretty good once you know how to use them).