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Re: [WIP] freighttrain

Posted: Tue Feb 05, 2013 1:31 am
by GGShinobi
Diziet Sma wrote:
Nice looking loco! 8)
Agreed!! Nice work! 8)

Re: [WIP] freighttrain

Posted: Tue Feb 05, 2013 8:40 am
by Rorschachhamster
First: Thanks! :)
Second: Bugger! :lol:
I found a problem with the standard escortAI. As soon as they are in combat, they let the mother fly away up to any distance. This shouldn't be. I found an escortless freighttrain far off with two containers missing and when I looked at it, suddenly a flying fox came at me with fugitive status... my first thought was, there was something terribly wrong, and bounty hunter instincts taking over, I shot him down without thinking it through. Maybe he just came back to do his job, and some GalCop ship shot the freighttrain by accident... anyway, to try the AI i just shot at the freighttrain and after 2-3 min or so (the train had stopped already to blink red) in came a second MT Sec... from far away... I have to custom script some escort AI that makes them leave combat, if the mother has reached double scanner range or so... and not just come back if the train is shot :( Back from where he came there where LOTS of scoopable textiles and food... at least that worked fine, but I have to downscale the number of canisters. Or do I? Maybe give him just more escorts...

Re: [WIP] freighttrain

Posted: Tue Mar 19, 2013 1:42 pm
by Hans Olo
Looking forward to trying this oxp out. It reminds me of "the train job" from firefly.

Re: [WIP] freighttrain

Posted: Tue Mar 19, 2013 3:28 pm
by Dr.Tripsa
This needs to somehow be usable (if installed) with Your Ad Here, so the trains can be shipping cargos of Lave Fried Trumbles, soylent green, interpork .. etc

Re: [WIP] freighttrain

Posted: Tue Mar 19, 2013 3:44 pm
by Rorschachhamster
ATM, I don't get very farer ( :D ) with it and seriously considering releasing this as is (Version 1.00 or Beta???).
What I have is:
A freighttrain flying around (with following escorts) and getting unloaded by robot at every station he stops at (unless the stop is not a station, set TargetToRandomStation obviously also targets buoys... :P ). These robots are dumb not very succesfull in flying back without at least scraping itself at the train... :( I tried a lot to get their AI to avoid that... (... and not the most obvious, I just thought.... :?).
Anyway, it's nothing more than a slightly taxing eyecandy and flair oxp...(taxing as in: It won't run, I think, on older, slower machines... or maybe even machines in the middle range depending on your measurement :wink: )
I could take a look at all the possibilities or I could just tweak it and release it and get feedback... what do YOU think?

Re: [WIP] freighttrain

Posted: Tue Mar 19, 2013 4:23 pm
by Thermonuklear
Rorschachhamster wrote:
ATM, I don't get very farer ( :D ) with it and seriously considering releasing this as is (Version 1.00 or Beta???).
What I have is:
A freighttrain flying around (with following escorts) and getting unloaded by robot at every station he stops at (unless the stop is not a station, set TargetToRandomStation obviously also targets buoys... :P ). These robots are dumb not very succesfull in flying back without at least scraping itself at the train... :( I tried a lot to get their AI to avoid that... (... and not the most obvious, I just thought.... :?).
Anyway, it's nothing more than a slightly taxing eyecandy and flair oxp...(taxing as in: It won't run, I think, on older, slower machines... or maybe even machines in the middle range depending on your measurement :wink: )
I could take a look at all the possibilities or I could just tweak it and release it and get feedback... what do YOU think?
Sounds great and I can't wait to try it! Release, pleasy please?

Re: [WIP] freighttrain

Posted: Tue Mar 19, 2013 6:28 pm
by Diziet Sma
Agreed.. would love to test it out on my old-but-midrange computer..

Re: [WIP] freighttrain

Posted: Thu Sep 21, 2017 4:17 pm
by cbr
Not wanting to upset some chaps for reviving an old thread :wink: but i got here via the satelite oxp,
the concept of a freigttrain does appeal to me, anyone has working beta release?

Re: [WIP] freighttrain

Posted: Thu Sep 21, 2017 6:27 pm
by Norby
Are you mean the link in the first post?

Re: [WIP] freighttrain

Posted: Thu Sep 21, 2017 7:01 pm
by cbr
I believe there is a more recent one based on these pictures

https://bb.oolite.space/viewtopic.php?f= ... 15#p194986

Re: [WIP] freighttrain

Posted: Thu Sep 21, 2017 7:31 pm
by ffutures
It'd be interesting to see one of them go through a wormhole - maybe a big ship goes first to open the "tunnel" then the train follows?

Re: [WIP] freighttrain

Posted: Fri Sep 22, 2017 5:07 pm
by Keeper
Hmm, I know I was making some modifications to this back in the day to have coloured trucks to match constores. In an old installation (I don't use this OXP anymore) I have a freighttrain1.00.oxp which also seems to contain a separate zip file within it for some edits I had done. Not sure how functional or complete any of it is anymore. The date of the latest file is 25 September 2013 if that tells you anything. There are three different shipdata.plists -- an "original" plus two modifications -- so definitely things were being done and sent along to the hamster back then (or possibly simply edited for my own use, as I did rather tend to do that to nearly every OXP that I used).