Nothing special, handled together with all other equipments, which maybe buggy in the case of berths. I will look into.Ramen wrote:Does ship storage helper contain a value for keeping track of passenger berths?
[TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24/06
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Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
The problem seems to be that the "max passengers" variable is not taken into account.
That being said, I have not actually looked at the source, only the documentation, so this may be incorrect.
That being said, I have not actually looked at the source, only the documentation, so this may be incorrect.
That is not my desk.
I find this lack of milk... disturbing.
I find this lack of milk... disturbing.
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Ship Storage Helper v0.26
You are right, berths are handled differently than other equipments: only one are in the equipment array regardless of the total capacity, so SSH must store the passengerCapacity and award subsequent berths additionally.
In Ship Storage Helper v0.26 multiple berths are fixed, together with liquor_wines, gem_stones and alien_items which are used wrong keys (without underscore).
Support for [wiki]Laser Mount Switching System OXP[/wiki] is added also, thanks to phkb.
In Ship Storage Helper v0.26 multiple berths are fixed, together with liquor_wines, gem_stones and alien_items which are used wrong keys (without underscore).
Support for [wiki]Laser Mount Switching System OXP[/wiki] is added also, thanks to phkb.
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Nice work, guys !
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Re: Ship Storage Helper v0.27
Ship Storage Helper v0.27 fix a bug introduced in the last fix when Large Cargo Bay is installed, reported by Anonymissimus.
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Ship Storage Helper v0.28
In v0.28 fixed a beaconLabel restore bug due to read-only for player.
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Norby, while I'm on this thread, let me thank you for EscortDeck and EscortPack.
I discovered it this week-end and feel my next months of game will be using it a lot!
I discovered it this week-end and feel my next months of game will be using it a lot!
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Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Day wrote:Norby, while I'm on this thread, let me thank you for EscortDeck and EscortPack.
I discovered it this week-end and feel my next months of game will be using it a lot!
Note these are not depends on SSH due to SSH is designed to save the player ship but escorts are NPCs and originally I made a simpler support for saving non-player ships in the deck package without SSH. But Carriers need SSH for the sit into feature and Hyperspace Hangar also so nowadays probably all user of deck use SSH also.
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Do you mean Carrier as "Escort deck carrier", or the "Carrier" ship ? I mean, do you mean that with my DTT Cyclops equipped with an escort deck, I won't be able to sometimes choose to sit into my escorts ?Norby wrote:But Carriers need SSH for the sit into feature
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Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
I mean the Carrier ship require SSH. In any other ship you can not launch yourself during flight within one of your escorts landed on your deck (regardless of SSH). But if you have Hyperspace Hangar (which depends on SSH) then you can switch into an escort within any station to make upgrades if you put it into HH first. In this case your escorts will be placed into HH, so after you finished you must switch back into your main ship and get back all escorts one by one from HH into the empty slots of your deck.Day wrote:Do you mean Carrier as "Escort deck carrier", or the "Carrier" ship ? I mean, do you mean that with my DTT Cyclops equipped with an escort deck, I won't be able to sometimes choose to sit into my escorts ?Norby wrote:But Carriers need SSH for the sit into feature
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
It could be a nice functionnality. Well, one I'd use a lot anyway. Imagine: your prefered small ships all docked on your prefered big ship, and being able to use the one you wish at any time.In any other ship you can not launch yourself during flight within one of your escorts landed on your deck (regardless of SSH)
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Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
I guess only Carriers are built with necessary corridors and airlocks for the pilot be able to sit into the carried ships. Regular ships have only simple metal plates attached as a deck. But I have another idea: remote control of friendly ships.Day wrote:your prefered small ships all docked on your prefered big ship, and being able to use the one you wish at any time.
Thinking further here is a plan for a Wingman OXP which is usable even without any deck.
You can switch your view into a nearby friendly ship and control it during flight.
Usable with Hired Guns, Escort Deck and bought (or fixed derelict) wingman ships.
These can be larger than the size limits of Escort Deck but still must be exists in player variant.
Due to remote control you can:
-switch into any of your escorts within scanner range instantly,
-command a whole fleet around your main ship without mass limits.
Limitations:
-while control a wingman you will be forced to turn back at scanner range,
-should keep the slowest wingman in your scanner so you should not use Torus drive,
-connection will be lost over 2x scanner range (reconnect in scanner range),
-disconnect if energy is low or a missile is near (technically must to save life),
-disconnect if your main ship is in similar danger (you should run manually),
-if your main ship is destroyed then game over even if you control a wingman.
I think this would be both more imaginable and usable, but I need to know what players think.
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
regarding wingman oxp
[2] the escorts from escort deck have to be launched or can you switch with them still 'on' deck?
[3a] wingman ships are ships in SSH or HH?
[3b] would be nice to give a ship in SSH or HH the dedication 'wingman escort ship' which would launch or meet with you as an escort when you launch from the station ( your own dedicated escorts albeit more expensive than rentals )
5 the hired guns escort keep up with you so what does this slowest wingman do?
6 connection should indeed be lost at a certain range ( not too small )
7 if the wingman ship you control is destroyed shouldnt you just return to your main ship it is remote after all
perhaps a 10 sec penalty before returning control to the player.
8 first warnings of (laser/missile) damage/contact
8 second warnings low energie or low shields
8 third the player returns automatic back to the main.ship if the ship is almost to be destroyed
9 the mind cannot live without a body or can it? main.ship destroyed, game over yes
10 when remote switching perhaps the main.ship could get a simple AI to slowly follow the player from some distance.
11 will pirates ( example ) still attack the main.ship when the player switches
keeps the main.ship important.
[1] when the escorts come in range you will be able to remote switch with any off them?[1]Usable with Hired Guns, [2]Escort Deck and bought (or fixed derelict) [3]wingman ships.
These can be larger than the size limits of Escort Deck but still must be exists in player variant.
[2] the escorts from escort deck have to be launched or can you switch with them still 'on' deck?
[3a] wingman ships are ships in SSH or HH?
[3b] would be nice to give a ship in SSH or HH the dedication 'wingman escort ship' which would launch or meet with you as an escort when you launch from the station ( your own dedicated escorts albeit more expensive than rentals )
4 forced back? you mean automatically return to the main ship?Regulations:
4 -while control a wingman you will be forced to turn back at scanner range,
5 -should keep the slowest wingman in your scanner so you should not use Torus drive,
6 -connection will be lost over 2x scanner range (reconnect in scanner range),
7 -disconnect if energy is low or a missile is near (technically must to save life),
8 -disconnect if your main ship is in similar danger (you should run manually),
9 -if your main ship is destroyed then game over even if you control a wingman.
5 the hired guns escort keep up with you so what does this slowest wingman do?
6 connection should indeed be lost at a certain range ( not too small )
7 if the wingman ship you control is destroyed shouldnt you just return to your main ship it is remote after all
perhaps a 10 sec penalty before returning control to the player.
8 first warnings of (laser/missile) damage/contact
8 second warnings low energie or low shields
8 third the player returns automatic back to the main.ship if the ship is almost to be destroyed
9 the mind cannot live without a body or can it? main.ship destroyed, game over yes
10 when remote switching perhaps the main.ship could get a simple AI to slowly follow the player from some distance.
11 will pirates ( example ) still attack the main.ship when the player switches
One could use a spacesuit to get from the main.ship to an escort but the remote control is a better solution and stillI think this would be both more imaginable and usable, but I need to know what players think.
keeps the main.ship important.
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Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
Yes, by activating the control equipment (to be available via fast activation also).cbr wrote:[1] when the escorts come in range you will be able to remote switch with any off them?
I think if you switch into a landed escort then should launch also. In a sudden attack you can launch your fighter and switch your view into using a single hotkey.cbr wrote:[2] the escorts from escort deck have to be launched or can you switch with them still 'on' deck?
In HH, which use SSH for processing ship data.cbr wrote:[3a] wingman ships are ships in SSH or HH?
Yes, exactly.cbr wrote:[3b] would be nice to give a ship in SSH or HH the dedication 'wingman escort ship' which would launch or meet with you as an escort when you launch from the station ( your own dedicated escorts albeit more expensive than rentals )
No, just barely into the range of the main ship's scanner. A disconnect is not worth just because hit the border so I plan to turn the controlled ship straight to the main ship until arrive back to the scanner where the pilot get back the controls.cbr wrote:4 forced back? you mean automatically return to the main ship?
There is a trick in Hired Guns: if you left behind one then can get extreme speed to keep up with you. I can make the same and go without restriction just I am thinking on a more creditable solution.cbr wrote:5 the hired guns escort keep up with you so what does this slowest wingman do?
Ok, then 50km.cbr wrote:6 connection should indeed be lost at a certain range ( not too small )
Penalty is applied already as double docking animation (see in Carriers) which is a must when switching ships. Another technical problem if your actual ship is destroyed then no chance to do anythig from script (the core game display the most common message about space), so must prevent it while you are in the controlled ship using all possible ways and disconnect in time.cbr wrote:7 if the wingman ship you control is destroyed shouldnt you just return to your main ship it is remote after all
perhaps a 10 sec penalty before returning control to the player.
Good idea, thanks.cbr wrote:8 first warnings of (laser/missile) damage/contact
8 second warnings low energie or low shields
8 third the player returns automatic back to the main.ship if the ship is almost to be destroyed
I already made it for Carriers, just can fight also.cbr wrote:10 when remote switching perhaps the main.ship could get a simple AI to slowly follow the player from some distance.
As far as I know all NPCs continue what they want to do regardless of the ship switching.cbr wrote:11 will pirates ( example ) still attack the main.ship when the player switches
So launch in this "ship", then fly to an escort to sit into? Maybe next time.cbr wrote:One could use a spacesuit to get from the main.ship to an escort
Re: [TEST RELEASE-Trunk Only] - Ship_Storage_Helper v0.20 24
I like it a lot !Norby wrote:I think this would be both more imaginable and usable, but I need to know what players think.