Loadout by Category

Discussion and information relevant to creating special missions, new ships, skins etc.

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phkb
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Re: Loadout by Category

Post by phkb »

Krager wrote: Tue Oct 21, 2025 12:10 pm
Сейчас смотрю файл и вспомнил о чём спросить хотел) У меня вопрос, зачем в файле `equipment-overrides.plist` есть `short_description` в версии 1.7 это строки 416, 426, 427, 1043. Не пойму зачем они тут? Как то долго искал откуда вылез английский текст, методом исключения нашёл) Тепрь перевожу и тут.
Those entries were all designed to fix spelling mistakes in the original equipment description. For instance, line 416, for the equipment item "EQ_SUWITCHDRIVE_REP", the original description was "Repair: Singel-Use Witchdrive". "Singel" is misspelled.

Line 1043 was also originally fixing a spelling mistake, but when I updated "In-System Trader" back in May, I applied that spelling correction to the original description, so in effect the update in equipment-overrides.plist is unnecessary, and I'll probably remove it in a future release of Loadout By Category.

In all cases, though, I've put the original English description of each equipment item as a comment on the line, so you can see what the original text was, and therefore why I've sorted it a certain way. The difficulty you will face (and you've probably come to the same conclusion anyway) is that my sort is based on the English description, and that probably has little crossover when the descriptions are translated into Russian. Which means, for this mod to be effectively localised, we would need to recreate the process I go through for the English descriptions for the equivalent Russian translations, to put everything in the right order in Russian. That's a fairly major undertaking, based on how the code I use to build the mod works right now. The categories themselves will be fine, but the order of the equipment items in those categories will end up looking random when translated to Russian.

Or maybe it's not that bad. I really don't know. However, for your purposes, if you have translated the "Single-Use Witchdrive" mod to Russian, and don't want the Loadout By Category mod to undo your changes, just remove the "short_description" items from the equipment-overrides.plist file.
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Re: Loadout by Category

Post by Krager »

Перевести или удалить просто. Тем более там всего несколько штук. просто я хотел понять для чего это было сделано. Благодарю, теперь понял)
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Re: Loadout by Category

Post by Krager »

Заметил ошибку в дополнении. Версия для OOlite 1.91 всё хорошо, версия для OOlite 1.9 c ошибкой. Устройства в категории попадают как попало. В общем LoadoutByCategory_190 версия 1.7 с ошибкой. Проверьте пожалуйста.
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Re: Loadout by Category

Post by Cholmondely »

Krager wrote: Thu Nov 13, 2025 7:14 pm
Заметил ошибку в дополнении. Версия для OOlite 1.91 всё хорошо, версия для OOlite 1.9 c ошибкой. Устройства в категории попадают как попало. В общем LoadoutByCategory_190 версия 1.7 с ошибкой. Проверьте пожалуйста.
I'd noticed this too. And was thinking of fixing it (if I can!) next week. I presume that it is due to trying to update two different orderings simultaneously.
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Re: Loadout by Category

Post by phkb »

I’ll have a look at it tomorrow - it shouldn’t take long to sort out… hopefully
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Re: Loadout by Category

Post by phkb »

Yep, problem solved. I'd applied the overrides file for 1.91 to the 1.90 pack. Anyway, new version of both should appear in the manager shortly.
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Re: Loadout by Category

Post by Krager »

Ещё вопрос. На странице F5 высвечивается пункт `Навигация`, но он пустой. В предыдущих версиях, по крайней мере в 1,5 всё так же. Так же и на экране F3 пункт отображается например `Щиты` или `Энергия` а они пустые, в них нет ни одного подпункта. Я думаю что логично будет если в пункте ничего нет, то этот пункт отображаться не будет. Или всё так и должно быть?
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Re: Loadout by Category

Post by phkb »

Krager wrote: Sun Nov 16, 2025 6:25 pm
Ещё вопрос. На странице F5 высвечивается пункт `Навигация`, но он пустой. В предыдущих версиях, по крайней мере в 1,5 всё так же. Так же и на экране F3 пункт отображается например `Щиты` или `Энергия` а они пустые, в них нет ни одного подпункта. Я думаю что логично будет если в пункте ничего нет, то этот пункт отображаться не будет. Или всё так и должно быть?
From a technical point of view, the headers of the F5 screen work by looking for any items that are contained in its subgroup, and only if something is found, then display the header. That means, for a header item to be displayed on the F5 screen, something must have been found in its group. However, if that item flagged as not visible (ie visible = false; in equipment.plist), then it could cause the header to be displayed with nothing showing on the F5 screen.

I've got a fix for this which I'll test later today and hopefully release this evening.
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Re: Loadout by Category

Post by Krager »

У меня установлен `Indestructible_Injectors v1.0` (чит) который добавляется сразу при старте и не отображается его наличие. Только он вроде не в пункте `Навигация` а там, на F5 именно навигация. Есть ещё SE-X_Drive который даже без его покупки что то пишет. Хотя опять же сомневаюсь что он относиться к навигации.
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Re: Loadout by Category

Post by phkb »

Krager wrote: Sun Nov 16, 2025 11:43 pm
У меня установлен `Indestructible_Injectors v1.0` (чит) который добавляется сразу при старте и не отображается его наличие. Только он вроде не в пункте `Навигация` а там, на F5 именно навигация. Есть ещё SE-X_Drive который даже без его покупки что то пишет. Хотя опять же сомневаюсь что он относиться к навигации.
You could try doing the fix yourself, if you're keen.

In the script.js file in the Config folder of LoadoutByCategory, on line 145, you should see this line:

Code: Select all

					if (so > num1 && so < num2) {
Change it to this:

Code: Select all

					if (so > num1 && so < num2 && item.isVisible) {
Then restart Oolite while holding the shift key down.
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Re: Loadout by Category

Post by Krager »

Поменял, работает) На экране F3 всё хорошо, на экране F5 `Щиты` остались.
У меня версия 1.9 там строка 141.
Зачем нужно при старте клавишу Shift нажимать?
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Re: Loadout by Category

Post by phkb »

Krager wrote: Mon Nov 17, 2025 6:26 am
Зачем нужно при старте клавишу Shift нажимать?
It forces Oolite to rebuild the cache, making sure the changes you’ve made to the code file are in play. Oolite tries to work out whether this step is necessary by itself, but oftentimes, when changing a single file within an OXP, it can ignore the change and use the previous cache that doesn’t have the change in it.
Krager wrote: Mon Nov 17, 2025 6:26 am
Поменял, работает) На экране F3 всё хорошо, на экране F5 `Щиты` остались.
OK, more testing to come. I’ll have another look at this later.
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Re: Loadout by Category

Post by Krager »

Если будете ещё делать, есть предложение по изменению.
Spoiler
General/Miscellaneous

EQ_TARGET_TRACKER -- (TargetTracker v0.2) --> Targeting
EQ_CAMERA_DRONES `стр.48` -- (CameraDrones v1.4) --> Pylon Weapons
EQ_Headlights `стр.57` -- (Headlights v1.2) --> Pylon Weapons
EQ_HUDSELECTOR `стр.64` -- (HUDSelector_with_LargeHUD v1.28) --> M.F.D.s
EQ_TRACKERCAM_MINE `стр.262` -- (TrackerCam v1.02) --> Pylon Weapons
EQ_TRACKERCAM_LINK `стр.263` -- (TrackerCam v1.02) --> Pylon Weapons

EQ_VIMANA_SHIP_MODULE `стр.142` -- (VimanaHUD v2.07) --> Scanners
EQ_VIMANA_TARGET_MODULE `стр.254` -- (VimanaHUD v2.07) --> Scanners
EQ_VIMANA_TRAVEL_MODULE `стр.267` -- (VimanaHUD v2.07) --> Scanners
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Re: Loadout by Category

Post by phkb »

Krager wrote: Mon Nov 17, 2025 6:26 am
Поменял, работает) На экране F3 всё хорошо, на экране F5 `Щиты` остались.
Well, my testing shows that the "Navigation" header previously reported with Indestructible Injectors is now hidden correctly. So there must be another factor with another OXP shield equipment item that is not being considered. Not sure what this item is at present. Any hints as to what equipment items you purchased?

Now for the suggestions:
EQ_TARGET_TRACKER >> Targeting: Sure.
EQ_CAMERA_DRONES >> Pylon weapons: No. Camera drones are not mounted on a pylon. It is an equipment item that is engaged as prime-able equipment. It also has no defensive or offensive capability, so even that side of things doesn't apply. This one is staying in "General".
EQ_Headlights >> Pylon weapons: Again, no, for the same reason as above.
EQ_HUDSELECTOR >> MFD's: Hmm. HUD Selector allows you to set up and save your MFD config, but it has no MFD's of its own. It's also a kind of a niche area, allowing you to switch between compatible HUDs. To me, "General" feels like the right category, but I'd be interested in hearing from a few other people on this one before I decide.
EQ_TRACKERCAM_MINE >> Pylon weapons. This one is tricky. Yes, it's pylon mounted, but it's not a weapon, per se. By moving it to Pylon weapons would mean having a monitoring tool lost in a list of weapons. I'm not saying no yet, but I'll need more convincing.
EQ_TRACKERCAM_LINK >> Pylon weapons. This is prime-able equipment, and not pylon-mounted. However, it kind of makes sense to keep it with the Tracker Cam item, wherever that ends up. Which is why keeping them in the "General" section makes sense to me. Again, I'd be interested in hearing from some others on this one.
EQ_VIMANA_SHIP/TARGET/TRAVEL_MODULE >> Scanners: Hmm. The "SHIP" and "TARGET" modules count as scanners, I guess. The "TRAVEL" module, though? That's not a scanner. That's informational. Actually, the various modules are closer in function to MFD's than scanners, in how they are used on the Vimana HUD. But does it make sense to break up the trio? I'm not sure. More convincing needed.
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Re: Loadout by Category

Post by another_commander »

phkb wrote: Mon Nov 17, 2025 11:33 am
EQ_Headlights >> Pylon weapons: Again, no, for the same reason as above.
Just jumping in to mention that even the equipment name itself is not appropriate. The Headlights OXP just adjusts ambient light level across the entire system. That's not what headlights do.

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