(Release) Ship Configuration
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- phkb
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Re: (BETA) Ship Configuration
Or at least I should check for zero cargo space, eh? Thanks, Norby. Fixed in the next version.Norby wrote:Asp need an EQ_EQUIPSPACE_0 equipment.
Hmm. Yes, I just checked, and you're right, but I kind of thoughtNgalo wrote:it does nothing unless you also set player.ship.thrust=0.
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.- Norby
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Re: (BETA) Ship Configuration
After eject:
The last is repeated hundred times.
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.
- phkb
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Re: (BETA) Ship Configuration
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" ).
...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" ).
- phkb
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Re: (BETA) Ship Configuration
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
Yeah, I thought so too until I wondered why my Rocket Projectiles kept slowing down and started playing around with the debug console.phkb wrote:[...] I kind of thoughtthrust
was likespeed
, in that speed is what the ship is doing right now. I expectedthrust
to be the amount of thrust being applied right now, up to a maximum ofmaxThrust
.
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...
Equal Rights for NPCs!
- phkb
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Re: (BETA) Ship Configuration
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!
*sigh* Ah well. Looks like the copy/paste gremlin has struck again. It shall be fixed shortly.
[Edit]: And done. Thanks for the report!
- CaptSolo
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Re: (BETA) Ship Configuration
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.
One minor niggle is the misspelling of energy in the Ship Configuration description on the F3 screen.
- phkb
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Re: (BETA) Ship Configuration
Thanks, Captain Solo! spelling was never my strong suite. Thanks for the report.
- phkb
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Re: (BETA) Ship Configuration
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.
- Amah
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Re: (BETA) Ship Configuration
I'll give it a ride, and report bak if I find something not working.
Thanks for your work on this
Thanks for your work on this
Amah
- about Amah: wiki
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Re: (BETA) Ship Configuration
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
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):
Code: Select all
//was:
initial = (info.scriptInfo.energy_banks * 64);
//Now:
initial = (parseInt(info.scriptInfo.energy_banks) * 64);
- phkb
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Re: (BETA) Ship Configuration
Thanks, Ngalo! I'll get the fix into the next version.
- CaptSolo
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Re: (BETA) Ship Configuration
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?
- phkb
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Re: (BETA) Ship Configuration
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:Just curious what happens in the event of a bus overload.
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.CaptSolo wrote:Release date anytime soon?