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Posted: Tue Nov 30, 2010 10:17 pm
by Commander McLane
JeffBTX wrote:
In all other SpaceSims that I have played that featured something like this, the repair system would NEVER fail. In some games and with some equipment it would vary as to repair time, amount of damage, etc., but it ALWAYS worked.
Like the other guys already hinted, I think there is perhaps a small misunderstanding here. The "failure" rate actually just translates into a varied repair time. It is just the scripting device which Thargoid used in order to achieve a varied repair time.

Posted: Tue Nov 30, 2010 11:50 pm
by Switeck
You could have your ship stopped near the main station at TAF = 16x for about 10 real time minutes and probably repair everything a few times over. :P

Posted: Wed Dec 01, 2010 12:08 am
by JeffBTX
Smivs wrote:
Sometimes the repair fails but it tries again and keep on trying untill it's fixed.
AH.... Ok.... yes, a big misunderstanding on my part.

I thought that if the Repair System / or / Bots "failed" on a higher TL device, then that was that for that piece of equipment, until you docked.

I didn't realize that the repair devices would keep trying.

In any case, I am still tweaking it... and in the final tweaked version, things will NOT be ramped back by MUCH... just a little.

Posted: Wed Dec 01, 2010 6:21 am
by Thargoid
The repair bots are single-use devices - they try and repair something but don't always succeed (depends on what the item is). Whether they do or don't, they are used up, but you can use a second (or third, fourth etc) set to try again or try on another piece of equipment if required.

The repair system is an evolution of the bots, and is basically an infinite supply of bots rather than discrete cannisters of them on pylons. If the system fails on something or if there is still stuff left to repair, it will keep on trying until the ship is fully repaired and operational.

Posted: Wed Dec 01, 2010 9:58 am
by Micha
Question: Will the repair bots/repair system also perform standard maintenance on your ship and keep it in good condition?
If not, why not? (Seems easier to maintain something functioning than to fix something which got smashed to bits by an errant laser blast..)

Posted: Wed Dec 01, 2010 10:25 am
by Switeck
Currently, I don't believe it does.
Maybe it only works on the inside...something about runaway nanobots attacking everything "non-ship" in sight probably violates a few pet leash laws. :oops:

Posted: Wed Dec 01, 2010 10:25 am
by Thargoid
Micha wrote:
Question: Will the repair bots/repair system also perform standard maintenance on your ship and keep it in good condition?
If not, why not? (Seems easier to maintain something functioning than to fix something which got smashed to bits by an errant laser blast..)
Currently no, because you dev type peoples haven't (to my knowledge) exposed the standard maintenance counters etc to JS script.

If you can do that then the 'bots will gladly take on the role ;)

Posted: Wed Dec 01, 2010 12:22 pm
by Eric Walch
Thargoid wrote:
Currently no, because you dev type peoples haven't (to my knowledge) exposed the standard maintenance counters etc to JS script.

If you can do that then the 'bots will gladly take on the role ;)
What did happen in trunk is that the maintenance counter is now used to influence the chance of breakdown itself. So a badly maintained ship will have a 20% higher chance of damage. Before it only influenced malfunction during system jumps. I think that this change better justifies the price tag for proper maintenance.

Posted: Wed Dec 01, 2010 7:07 pm
by Switeck
Will that mean a chance of failures at random times or when launching from station/s?

Posted: Thu Dec 02, 2010 10:11 am
by Micha
Malfunctions (currently) only affect witchjumps, where they can manifest in a number of different results.

Posted: Fri Dec 03, 2010 7:44 pm
by Namttep
Yeah Sweet Oxp, Thanks Tharg

Re: RepairBots 2.00 OXP - v1.74 + new equipment/operation

Posted: Sun Feb 13, 2011 1:16 pm
by Gimi
There seems to be a version confusion with repair bots.
I have version 2.00 in my OXP store. The Wiki states version 2.01, but links to version 1.21. The last version in Thargoids BOX is version 1.21.
However, inside the version 1.21 zip file, the oxp is given as version 2.01.

Thargoid, would you care to elaborate please.

Re: RepairBots 2.00 OXP - v1.74 + new equipment/operation

Posted: Sun Feb 13, 2011 1:21 pm
by Thargoid
Version 2.01 is the current one, as of around an hour ago when I updated everything.

The zip file name was wrong, but did contain the correct version. I have now corrected that - thanks for the notification.

Re: RepairBots 2.00 OXP - v1.74 + new equipment/operation

Posted: Sun Feb 13, 2011 1:22 pm
by Gimi
Thargoid wrote:
Version 2.01 is the current one, as of around an hour ago when I updated everything.

The zip file name was wrong, but did contain the correct version. I have now corrected that - thanks for the notification.
Thank you, I suspected as much.

Re: RepairBots 2.01 OXP - v1.75 compatible

Posted: Sun Feb 13, 2011 1:39 pm
by Smivs
Thargoid, I have used your repairbots for a while now, well actually the self-repair system, and wouldn't want to be without it. It's the only way I can get my (un-official) NEU and cloak fixed.
However, as I now live in an Ooniverse that resembles Armageddon it's been getting plenty of use, and despite the astronomical purchase price, it must have paid for itself several times over.
My point is, to avoid me feeling as though I'm cheating a bit, had you considered adding a feature whereby after so many repairs, a 'refill' or 'recharge' is necessary. For example after 25 repairs have been made (or better still 50 'small' fixes or ten 'big' fixes), a top-up is needed, say costing another 10 000Cr.
This would add a nice feature (I think) and would certainly salve my conscience.