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Re: Her Imperial Majesty's Space Navy
Posted: Tue Nov 16, 2021 3:46 pm
by Cody
Cholmondely wrote: ↑Tue Nov 16, 2021 1:09 pm... are you suggesting that the IS bases should be in the livery of the top ship, while the sunwards bases should be in the livery of the bottom ship?
If the bases are going to be "liveried", then they should all be like the bottom ship - the darker, the better!
As for the logo: as Big D has linked, the flaring sun within the eightfold path on a blue background.
Personally, I prefer a space-black background (as in my avatar). But Gimi liked the Norwegian Blue!
Perhap he was pining for the fjords!
Re: Her Imperial Majesty's Space Navy
Posted: Tue Nov 16, 2021 10:37 pm
by Cholmondely
Cody wrote: ↑Tue Nov 16, 2021 3:46 pm
Personally, I prefer a space-black background (as in my avatar). But Gimi liked the Norwegian Blue!
Perhap he was pining for the fjords!
Just had a stab with the newly rejigged HIMSN (Markets & your plist) and your Xeer save. No luck so far - mooching around about c.2,000 cavezzi from the sun and both compass & Telescope show nothing yet. No fjords, no nothing...
Latest log showed this (searched for HIMSN quotes):
~/Library/Application Support/Oolite/AddOns/Himsn_alpha_test.oxp
himsn_main 0.701
17:48:58.558 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (himsn_main 0.701): TypeError: system.addShips("himsn_system_base", 1, pos, 0) is null
"himsn-system-base":{"groupCount":1,"deterministic":1,"priority":200,"location":"STAR_ORBIT","locationSeed":67812},
So I'll mooch about a while longer but am not expecting to find anything.
Re: Her Imperial Majesty's Space Navy
Posted: Tue Nov 16, 2021 11:49 pm
by Cody
You get a JavaScript exception and no navy base? I get a functioning navy base and this:
Code: Select all
23:37:33.081 [WARNING]: Warning! Global namespace polluted by:
23:37:33.088 [WARNING]: ["navyStation"]
<scratches head> Something wrong in the HIMSN script? And unforgiving Jobsian kit up to its usual tricks, perhaps?
You've done something to the market, yes?
Re: Her Imperial Majesty's Space Navy
Posted: Wed Nov 17, 2021 1:52 am
by Cholmondely
Cody wrote: ↑Tue Nov 16, 2021 11:49 pm
You get a JavaScript exception and no navy base? I get a functioning navy base and this:
Code: Select all
23:37:33.081 [WARNING]: Warning! Global namespace polluted by:
23:37:33.088 [WARNING]: ["navyStation"]
<scratches head> Something wrong in the HIMSN script? And unforgiving Jobsian kit up to its usual tricks, perhaps?
You've done something to the market, yes?
Yup!
But I think that my Joyous Jobsian contraption
devours oxp's and then transmogrifies them into something else. Voodoo! I'll download a fresh unJobbed HIMSN again and have another stab!
Re: Her Imperial Majesty's Space Navy
Posted: Sat Nov 27, 2021 6:19 pm
by Cholmondely
Hope to have second stab this coming week. I get rather bamboozled and discouraged when these things fail to work. It really seems more like black magic than logic. I tweak, things work for a short time and then go all pear-shaped. Rather disconcerting!
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 12:45 pm
by Cholmondely
Thinking about the docking experience - and what would happen at a real naval base.
Background: Unlike the chummy Galactic Navy, one cannot be a reservist in alpha version of HIMSN. The only possible relationship will be from having done the vanilla game missions (am I wrong?).
So, how about one being allowed to dock (under the current restrictions), but not leave one's ship, or interface with the station in the usual way?
Instead, an officer comes to your ship and explains that for security reasons you are not allowed access to the base, but that they will refill your ship if necessary for a fee, and that they will only buy alloys, machinery, alien items, computers, gold, platinum (+medicine, water, oxygen, quirium crystal, quirium fuel).
He then leaves and one can only access the F3 page to buy fuel and the F8 page for selling those commodities.
There would have to be some sort of tweak for return visits.
I'm trying to keep this simple - I would prefer to prevent fuel sales unless down, say, to under 1ly and not use the F3/F8 interfaces. But I'll have enough problems trying to programme what I've suggested...
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 1:49 pm
by tsoj
The constores do something similar what you want (if I understand correctly). They block the regular F3 screen and show a message.
Code: Select all
this.guiScreenChanged = function(to, from) {
if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
mission.runScreen({
title: "Staff only",
message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
background: "yah_no_entry.png"
});
}
}
To still allow for refueling, additional
choices for the mission screen may be necessary.
So like:
Code: Select all
this.guiScreenChanged = function(to, from) {
if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
mission.runScreen({
title: "Staff only",
message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
background: "yah_no_entry.png",
choices: {"BUY_FUEL": "Give me the fuel, thanks"}
},
function(choice) {
if(choice == "BUY_FUEL"){
// TODO: refuel player's ship
}
}
);
}
}
Regarding the market: You could try to get the
market object of the station (for example when we are docking) and set the
capacity of each commodity that you don't want to allow to trade with to 0.
BUT that's just guessing, might not work like I would like. I haven't tested it yet.
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:13 pm
by montana05
tsoj wrote: ↑Thu Dec 09, 2021 1:49 pm
The constores do something similar what you want (if I understand correctly). They block the regular F3 screen and show a message.
Code: Select all
this.guiScreenChanged = function(to, from) {
if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
mission.runScreen({
title: "Staff only",
message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
background: "yah_no_entry.png"
});
}
}
To still allow for refueling, additional
choices for the mission screen may be necessary.
So like:
Code: Select all
this.guiScreenChanged = function(to, from) {
if (guiScreen === "GUI_SCREEN_EQUIP_SHIP" && player.ship.docked && player.ship.dockedStation.hasRole("constore") && this.$noFuel) {
mission.runScreen({
title: "Staff only",
message: "Apologies for the inconvenience. Our shipyard is very small and its facilities are exclusively for our own needs.",
background: "yah_no_entry.png",
choices: {"BUY_FUEL": "Give me the fuel, thanks"}
},
function(choice) {
if(choice == "BUY_FUEL"){
// TODO: refuel player's ship
}
}
);
}
}
Regarding the market: You could try to get the
market object of the station (for example when we are docking) and set the
capacity of each commodity that you don't want to allow to trade with to 0.
BUT that's just guessing, might not work like I would like. I haven't tested it yet.
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:15 pm
by Cody
Cholmondely wrote: ↑Thu Dec 09, 2021 12:45 pmThe only possible relationship will be from having done the vanilla game missions (am I wrong?).
You're not wrong!
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:20 pm
by tsoj
montana05 wrote: ↑Thu Dec 09, 2021 2:13 pm
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Maybe we could take the opposite approach and only not set the capacity to zero for each commodity we want to allow (I think it is possible to loop over properties of a object in javascript)?
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:24 pm
by montana05
tsoj wrote: ↑Thu Dec 09, 2021 2:20 pm
montana05 wrote: ↑Thu Dec 09, 2021 2:13 pm
It will work fine for core-game commodities, but as soon as there are additions you will have a problem,
Maybe we could take the opposite approach and only not set the capacity to zero for each commodity we want to allow (I think it is possible to loop over properties of a object in javascript)?
Honestly, I need to have a look at it, it might work.
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:49 pm
by Cholmondely
Gentlemen, thank you for the suggestions/interest/encouragement.
If we can get this one out, we will have finally (after 6/7 years?) have a navy on the Expansions Manager!
I can't even begin to tell you how superb I think that would be!
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 2:51 pm
by Cody
Why have a commodity market? Surely the Navy would have contractors supplying them with all their needs.
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 3:03 pm
by montana05
Cholmondely wrote: ↑Thu Dec 09, 2021 2:49 pm
Gentlemen, thank you for the suggestions/interest/encouragement.
If we can get this one out, we will have finally (after 6/7 years?) have a navy on the Expansions Manager!
I can't even begin to tell you how superb I think that would be!
Actually, most of it is finished already, beside any mission, so it shouldn't be too hard to (finally) publish it.
Cody wrote: ↑Thu Dec 09, 2021 2:51 pm
Why have a commodity market? Surely the Navy would have contractors supplying them with all their needs.
Let me think, because without any missions, it would be a reason to visit the stations ?
Re: Her Imperial Majesty's Space Navy
Posted: Thu Dec 09, 2021 3:06 pm
by Cody
montana05 wrote: ↑Thu Dec 09, 2021 3:03 pm... because without any missions, it would be a reason to visit the stations ?
Fuel, all equipment, grade-A maintenance?