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Re: [Release] Rescue Stations 1.3.1

Posted: Fri Jul 18, 2014 1:24 pm
by Potential Debris
I abandoned the game with the missing RRS station when I moved to 1.80.

Started again, (steering well clear of Leesti) and worked my way up to a tier 3 contractor. I took out one of the "vaccine" jobs, picked up the payload and delivered it in time... only to be fined 200+ credits for docking without authorisation!!! I bring them life-saving medical supplies that they've been crying out for for weeks, and then they take more than 10% of my pay for delivering it a week early? Ingrates! I was sorely tempted to blast the stupid mine to dust, but in the end I settled for pulverising all their asteroids and depriving them of their livelihood.

Also, the RRS ships around the mine don't seem to invoke mass lock! I was able to torus drive straight through the mine's doughnut-hole and out the other side despite 4 orange lollipops buzzing around it, then torus away immediately after launching.

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Jul 18, 2014 3:57 pm
by mossfoot
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Jul 18, 2014 4:05 pm
by Potential Debris
mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Jul 18, 2014 4:05 pm
by mossfoot
Potential Debris wrote:
mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)
You think I started out with a Cobra... that's cute ;)

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Jul 18, 2014 4:11 pm
by Diziet Sma
mossfoot wrote:
Potential Debris wrote:
mossfoot wrote:
Now that I finally have a (slightly) better ship, I look forward to trying more of these missions :D
You don't need a better ship - I'm still puttering about in my original cobby3, front & rear beam lasers, injectors, ecm, scanner targetting enhancement + extra energy unit. No missiles. That was enough for me to get to tier 3 & "competent" (although there has been a lot of running away under injectors and even more explode/reload.)
You think I started out with a Cobra... that's cute ;)
:lol:
@ Potential Debris:

Start here:
https://bb.oolite.space/viewtopic.php?p=219767#p219767

And when that trail runs dry, go here to stay up to date:
https://bb.oolite.space/viewtopic.php?f=11&t=16586

Re: [Release] Rescue Stations 1.3.1

Posted: Thu Aug 28, 2014 6:23 pm
by Holmes177
Still enjoying the Rescue Stations OXP, but ran into something that may be a glitch. Twice I have accepted a mission to escort a group to rescue a derelict vessel. During combat, the derelict was destroyed. The group leader & escorts then proceeded off at normal thrust with no attempt to jump back through a wormhole. Any attempt to activate the Flight Formation Autopilot met with error, "mother ship is not broadcasting information". I let this go on for sometime, then finally just aborted. Thanks in advance.

Just to add, I have successfully completed the rescue of a derelict vessel several times.

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Aug 29, 2014 6:43 pm
by spara
Holmes177 wrote:
Still enjoying the Rescue Stations OXP, but ran into something that may be a glitch. Twice I have accepted a mission to escort a group to rescue a derelict vessel. During combat, the derelict was destroyed. The group leader & escorts then proceeded off at normal thrust with no attempt to jump back through a wormhole. Any attempt to activate the Flight Formation Autopilot met with error, "mother ship is not broadcasting information". I let this go on for sometime, then finally just aborted. Thanks in advance.

Just to add, I have successfully completed the rescue of a derelict vessel several times.
Had a quick look at this and it looks like that it's a mission failure when the derelict dies (you should be noted of that with a message) and the Arafura Leader switches to a generic AI. It isn't going home apparently, it probably has some patrolling to do :) .

Re: [Release] Rescue Stations 1.3.1

Posted: Fri Aug 29, 2014 11:07 pm
by Holmes177
OK, thanks spara. Kind of what I figured. Hope that doesn't count against my "rescue" reputation!

Re: [Release] Rescue Stations 1.3.1

Posted: Mon Jan 19, 2015 8:46 am
by phkb
Spara, had this error turn up in my log once, just after loading a saved game.

Code: Select all

19:38:21.717 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Rescue Stations 1.4): Error: System.addShips: Invalid arguments (66) -- expected number (positive count no greater than 64).
19:38:21.717 [script.javaScript.exception.ooliteDefined]:       C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.spara.rescue_stations.oxz/Scripts/rescue_missions.js, line 720.
No idea why. While I have the OXP installed, I haven't actually done any rescue missions yet.

Re: [Release] Rescue Stations 1.3.1

Posted: Mon Jan 19, 2015 9:11 am
by Wildeblood
phkb wrote:
Spara, had this error turn up in my log once, just after loading a saved game.

Code: Select all

19:38:21.717 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Rescue Stations 1.4): Error: System.addShips: Invalid arguments (66) -- expected number (positive count no greater than 64)...
No idea why...
Shame on you, it clearly says why. Some random function has selected 66 as the number of ships to spawn, but System.addShips allows a maximum of 64 at once. Given the high number I assume this is an asteroid field, 66 actual shooty ships would be a bit harsh.

Re: [Release] Rescue Stations 1.3.1

Posted: Mon Jan 19, 2015 10:14 am
by spara
:shock: . I'll do something about it, when I got some spare time.

Re: [Release] Rescue Stations

Posted: Sun Jan 25, 2015 5:28 pm
by spara
Thanks for reporting, phkb. New version (1.4.1) fixes the bug.

Re: [Release] Rescue Stations

Posted: Mon Feb 16, 2015 10:22 pm
by spara
With ludicrous amounts of tedious work, this oxp has been upgraded to 1.5. Many, many fixes and tweaks have been done to make it work better with Oolite 1.80/1.81.

* Added long range map to suitable mission offer screens.
* Markets work with Oolite 1.81.
* Fixed (hopefully all) deprecation warnings in Oolite 1.81.
* Fixed escorts that were overridden by escort_roles when like_shipping.
* Reviewed grouping and AIs of added pirates to make them better work the way they were meant to work. In other words pirates added by the oxp now more often attack than fly by.
* Scripted cargo now takes cargo space
* Various fixes and bugfixes.

I flew all the missions through multiple times, but it being quite tedious and boring, I might have missed something. If anything strange happens, please report and I'll fix it.

Happy rescuing :D .

Re: [Release] Rescue Stations

Posted: Tue Feb 17, 2015 2:02 am
by Fatleaf
spara wrote:
With ludicrous amounts of tedious work,
I know what that's like and it is appreciated.

Re: [Release] Rescue Stations

Posted: Sat Mar 28, 2015 7:23 am
by Cmmdr Eclipse
Hi there! I'm new here so first of all thanks for making this great game!! Great work to all the guy's also for the additional content. A big thank you! I came across Elite in 1995, playing on a 1981 Acorn Electron ( I was a poor kid) Due to a faulty cassette player I couldn't save progress, so I've loved Oolite instantly (with ya fancy save function :P) Anyhow, sorry to chew ear.

I'm having trouble with the RSS Way Station .ozp
I down loaded some new .ozp since then I can't find the RSS stations (I was sure there's one at G1 Xexedi) and was wondering if I just forgot where to look or I corrupted it? On the expansion pack menu it says installed and upto date, maybe I'm a space ball and just forgot where to look. If it was conflicting the menu would have told me right? Is there a conflict list for the addon so I can check?

I'm using oolite 1.80 on the PC
and today I updated the ozp on the install list

Sorry for any bother and thanks good people!