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Re: GRS buoyRepair.oxp

Posted: Thu Dec 29, 2011 5:10 pm
by Micha
Just tested out the unfolding buoy - very pretty.

Might -almost- make sense for the Armadillo to tow the folded-up buoy all the way to the deployment spot, and for the buoy to only start unfolding after it's been deployed. Ditto for the Witchspace buoy.

Re: GRS buoyRepair.oxp

Posted: Thu Dec 29, 2011 9:56 pm
by Switeck
Micha wrote:
Might -almost- make sense for the Armadillo to tow the folded-up buoy all the way to the deployment spot, and for the buoy to only start unfolding after it's been deployed. Ditto for the Witchspace buoy.
Definitely! Some stations are like the Salvager's asteroid from Anarchies OXP and have long entrance/exit tunnels...wouldn't want the buoy to unfold while in them!

Re: GRS buoyRepair.oxp

Posted: Fri Dec 30, 2011 1:40 am
by JazHaz
Switeck wrote:
Some stations are like the Salvager's asteroid from Anarchies OXP and have long entrance/exit tunnels...wouldn't want the buoy to unfold while in them!
Surely the only stations where this would happen would be at the GRS Factories?

Re: GRS buoyRepair.oxp

Posted: Fri Dec 30, 2011 9:22 am
by Eric Walch
Switeck wrote:
Definitely! Some stations are like the Salvager's asteroid from Anarchies OXP and have long entrance/exit tunnels...wouldn't want the buoy to unfold while in them!
As a luck, the AI is frozen during launch, and the "LAUNCHED OKAY" message only is send after the end of the docking tunnel. So, that part would not be a problem. However, there is another quirk I didn't think off.

Currently only the special ships with an N-buoy on board start with an folded buoy. For the version with a plain buoy that also has a 'trader' role, I started with a unfolded buoy and that starts folding when entering the planet aegis, so that when asking for docking permission, the ship will have the size of the docking port. However, I forgot that those ships can also be selected as launching trader on main stations. There the launch will still be blocked. (Only noticeable for those that look regularly at the log-file).
It does mean that I also should start with folded buoys for them. And as it does not look good when only flying with folded buoys, I should inflate them shortly after arriving in the system.

So a version 1.3.2 is on its way soon to get rid of the last bit of minor trouble. (early next year?)

Re: GRS buoyRepair.oxp

Posted: Tue Mar 20, 2012 10:29 pm
by Svengali
v1.3.2 is online.

Changes:
- Added fuelships to pirate-victim-roles.plist
- Fix for scriptInfo in buoyRepairCable.js
- Corrected apostrophes in descriptions.plist
- Renamed texture grs_bay_shadow.png -> grs_bay.png and changed materials entry (model uses already grs_bay.png)
- Some more texture tweaks

Re: GRS buoyRepair.oxp

Posted: Sat Aug 02, 2014 3:22 am
by UK_Eliter
I hope that this is the right place to report that this fine expansion pack, in its latest () OXZ version, has a problem. To wit (and from the log):

Code: Select all

shipData.load.error]: ***** ERROR: the shipdata.plist entry "grs_cobra3_redux1" specifies non-existent model "cobra3_redux1.dat".
I've looked inside the OXZ, and it does indeed contain no model called 'cobra3_redux1.dat'. Nor does Oolite. Oolite does, though, have a model called 'cobra3_redux.dat'. (Or at least all this holds of the trunk version of 1.8 that I am using . . I hope it is not my using trunk that is causing the problem.)

Re: GRS buoyRepair.oxp

Posted: Sat Aug 02, 2014 7:56 am
by tinker
This is not a problem with this Addon, it does affect several that use the cobra3_redux1.dat which seems to MIA again. The workaround in OXP's is to copy the cobra3_redux.dat model, and texture unless the OXP does a reskin job, to the OXP and rename it to match the missing model.

With an OXZ though I think you have a problem doing that unless you know a way to edit compressed files.

Re: GRS buoyRepair.oxp

Posted: Sat Aug 02, 2014 11:43 am
by UK_Eliter
tinker wrote:
This is not a problem with this Addon, it does affect several that use the cobra3_redux1.dat which seems to MIA again. The workaround in OXP's is to copy the cobra3_redux.dat model, and texture unless the OXP does a reskin job, to the OXP and rename it to match the missing model.
Eh? Sorry, I don't understand you. The main problem is that I don't understand what you mean by 'MIA'. Sorry.

Re: GRS buoyRepair.oxp

Posted: Sun Aug 03, 2014 4:44 am
by Diziet Sma
UK_Eliter wrote:
tinker wrote:
This is not a problem with this Addon, it does affect several that use the cobra3_redux1.dat which seems to MIA again. The workaround in OXP's is to copy the cobra3_redux.dat model, and texture unless the OXP does a reskin job, to the OXP and rename it to match the missing model.
Eh? Sorry, I don't understand you. The main problem is that I don't understand what you mean by 'MIA'. Sorry.
That would be "Missing In Action". i.e. - can't be found.

Re: GRS buoyRepair.oxp

Posted: Tue Aug 05, 2014 4:09 pm
by Eric Walch
A few weeks ago I had already had seen the report of

Code: Select all

shipData.load.error]: ***** ERROR: the shipdata.plist entry "grs_cobra3_redux1" specifies non-existent model "cobra3_redux1.dat".
As I suspected that this was because of the new models in Oolite, I started to update this OXP that uses some of the old textures. But, after updating I noticed that the old textures are still present in the new Oolite version and I skipped the updating. With this, I think I will do a release with a few minor changes.

Currently I use 2 enlarged versions of old coreships that use the external docks. Those old models look bad now, so probably I will lower their chance of appearing, or remove them completely.

Re: GRS buoyRepair.oxp

Posted: Fri Mar 27, 2015 3:06 pm
by Wolfsstar BH
A little problem.
The advanced space compass has the "g" symbol but the name shown is that of the main station.
I'm not sure weather this is just on my set-up or if it is more widespread?
Any idea why this happens.

P.S. the problem shows up in "Oolite 1.80" and "Oolite 1.81"