(Release) Ship Configuration

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

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Norby
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Re: (BETA) Ship Configuration

Post by Norby »

Asp need an EQ_EQUIPSPACE_0 equipment.
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Re: (BETA) Ship Configuration

Post by phkb »

Norby wrote:
Asp need an EQ_EQUIPSPACE_0 equipment.
Or at least I should check for zero cargo space, eh? Thanks, Norby. Fixed in the next version.
Ngalo wrote:
it does nothing unless you also set player.ship.thrust=0.
Hmm. Yes, I just checked, and you're right, but I kind of thought thrust was like speed, in that speed is what the ship is doing right now. I expected thrust to be the amount of thrust being applied right now, up to a maximum of maxThrust. Thanks for the heads up, fix is in the next version.
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Re: (BETA) Ship Configuration

Post by Norby »

After eject:

Code: Select all

01:59:47.567 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:203): ***** JavaScript exception (ShipConfiguration_Core 0.1.1): TypeError: shipData is null
01:59:47.567 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:214):       /home/norbi/.Oolite/AddOns/ShipConfiguration.oxz/Scripts/shipconfig_core.js, line 4979.
01:59:47.615 [LogEvents] GlobalLog (OOJSGlobal.m:256): Player launched Escape Pod
01:59:47.617 [ShipConfiguration_Core] GlobalLog (OOJSGlobal.m:256): 19.244413375854492 ... adding to temp (undefined) NaN
01:59:47.678 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:203): ***** JavaScript exception (<unidentified script>): TypeError: p.script is undefined
01:59:47.678 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:214):       /home/norbi/.Oolite/AddOns/ShipConfiguration.oxz/Scripts/shipconfig_heatsink.js, line 113.
The last is repeated hundred times.
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Re: (BETA) Ship Configuration

Post by phkb »

Ah, the old "the player has ejected" issue! Thanks for that, Norby. Fixes in the next version...

...which I should probably launch actually. Stand by...

(Edit: by which I mean, I'll do some tests on my fixes later today, and try and get something posted this evening. Just in case you were actually standing at your browser window pressing "Refresh" :D ).
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Re: (BETA) Ship Configuration

Post by phkb »

OK, Version 0.1.2 is up!
  • Fixed issue with cabin temp when heat shield is damaged.
  • Adjusted "Separated Lasers" weight values.
  • Fixed issue with ships that have 0 cargo (eg Asp) attempting to be given EQ_EQUIPSPACE_0.
  • Fixed issue with "thrust" not being set along with "maxThrust".
  • Fixed issue with JS objects not being available when player ejects.
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Re: (BETA) Ship Configuration

Post by Ngalo »

phkb wrote:
[...] I kind of thought thrust was like speed, in that speed is what the ship is doing right now. I expected thrust to be the amount of thrust being applied right now, up to a maximum of maxThrust.
Yeah, I thought so too until I wondered why my Rocket Projectiles kept slowing down and started playing around with the debug console.

Another tiny issue: the zip download link on the wiki page (not the bb OP) seems to be directing me to 'Smugglers.zip' instead. Thanks for the recommendation, but it's not quite what I was looking for...
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Re: (BETA) Ship Configuration

Post by phkb »

You're sure you don't want Smugglers? Come on, be truthful, you know you want it!

*sigh* Ah well. Looks like the copy/paste gremlin has struck again. It shall be fixed shortly.

[Edit]: And done. Thanks for the report!
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Re: (BETA) Ship Configuration

Post by CaptSolo »

You've done it again, phkb aka butt kicker. This Elite-A type mod will be a permanent addition to my ooniverse. The loss of cargo space is irrelevant as I am in the parcel and passenger business.

One minor niggle is the misspelling of energy in the Ship Configuration description on the F3 screen.
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Re: (BETA) Ship Configuration

Post by phkb »

Thanks, Captain Solo! spelling was never my strong suite. Thanks for the report.
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Re: (BETA) Ship Configuration

Post by phkb »

Version 0.1.3 is now available. In this release:
  • Further adjustments to Separated Lasers and Sniper Gun space and weight amounts as supplied by Norby.
  • Added more NPC config posibilities.
  • Removed the "playerRescuedEscapePod" event, because it was unnecessary and it wasn't firing when I thought it would anyway.
  • Fixed spelling mistake on F3 screen description.
  • Added ability to allow third party OXP equipment to add their own heat delta value into the cabin heat calculation when in operation.
  • Added witchdrive jump heat buildup to heat calculations.
Links in the first post. I think this is pretty stable now, and I'm thinking about a download manager addition. Anyone have any major concerns on taking this thing to the next level?
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Re: (BETA) Ship Configuration

Post by Amah »

I'll give it a ride, and report bak if I find something not working.

Thanks for your work on this :-)
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Re: (BETA) Ship Configuration

Post by Ngalo »

Sorry it took so long to report this, phkb, but there's another tiny bug.
A few ships were getting energy set to 'NaN'. Adding a parseInt call to line 4669 (as of a few versions ago; it's in $updateShipSpecs) in shipconfig_core.js seems to fix it (parsing of numbers from scriptInfo is known to be unreliable):

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//was:
initial = (info.scriptInfo.energy_banks * 64);
//Now: 
initial = (parseInt(info.scriptInfo.energy_banks) * 64);
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Re: (BETA) Ship Configuration

Post by phkb »

Thanks, Ngalo! I'll get the fix into the next version.
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Re: (BETA) Ship Configuration

Post by CaptSolo »

PHKB, been having fun with this AddOn. In my book it rocks! I've upgraded my Cobra3 energy plant and engines while keeping most of the good stuff I've earned. All that at a loss of 20 TC of cargo and a 4% chance of bus overload. Just curious what happens in the event of a bus overload. Should have read the specs in more detail perhaps. Release date anytime soon?
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Re: (BETA) Ship Configuration

Post by phkb »

CaptSolo wrote:
Just curious what happens in the event of a bus overload.
You can read a brief account of what happens in bus overload here, but in short, bus overload can occur when laser energy hits your shields. The more times your shields are hit, the greater the chance of overload. Even with full shields and full energy.
CaptSolo wrote:
Release date anytime soon?
I have a 0.2.0 release almost ready. Final testing underway. If this release proves to be stable, I'll add it to the download manager.
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