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Advanced Navigational Array - a few suggestions

Posted: Thu Aug 01, 2013 6:34 am
by Neo
Hi

I really like the Advanced Navigational Array, however, it lacks a few features which would be nice to have:

1. an option to choose safer routes ie. I would like to my route from A to B not to pass through planet systems where the government is for example worse than Multi-Governmental (which would exclude: Feudal and Anarchy).

2. Ability to save a course so all I need to do is to make sure to refuel at spacestation without having to remember which spacestation is next - this will be very handy when one is doing cargo, parcel or passenger delivery tasks.

I think these additions should be an upgrade to the Advanced Navigational Array - Advanced Navigational Array MK2 perhaps, so we have some more items to spend our hard-earned CR on (I would suggest a price in the neighbourhood of about 3.000 CR).

What do you all think about my suggestions ?

Re: Advanced Navigational Array - a few suggestions

Posted: Thu Aug 01, 2013 8:15 am
by Eric Walch
At least 2 should be possible by an oxp that remembers the route and sets a new target system after every jump.

Re: Advanced Navigational Array - a few suggestions

Posted: Thu Aug 01, 2013 9:38 am
by JazHaz
The forthcoming X-mapping extension to [EliteWiki] BGS OXP will improve route mapping somewhat. Svengali asked recently for testers of this before the next release.

Re: Advanced Navigational Array - a few suggestions

Posted: Thu Aug 01, 2013 11:39 am
by Diziet Sma
I'd love the ability to set waypoints..

Re: Advanced Navigational Array - a few suggestions

Posted: Wed Sep 18, 2013 10:45 pm
by Svengali
JazHaz wrote:
The forthcoming X-mapping extension to [EliteWiki] BGS OXP will improve route mapping somewhat. Svengali asked recently for testers of this before the next release.
For BGS 1.10 I've added now a way to mark specific systems based on users choices. By default nothing is done, but the player can configure the options via Interface screen. Economy, government and techlevel are used and can be compared against a value. Operators for every check are: equal, not equal, greaterthan and lessthan.

If there's need to expand it, let me know.
Oh, and I guess it makes sense to store this as well...

Re: Advanced Navigational Array - a few suggestions

Posted: Sat Sep 21, 2013 11:38 pm
by Svengali
Diziet Sma wrote:
I'd love the ability to set waypoints..
Could be interesting... The only thing is that player.ship.targetSystem is readonly inflight (for a good reason), but it can be set when docked.

I've implemented the handling on the LRC now. Route plotting is already there, but this needs some finetuning. The plan is to use Oolites route generation with the possibility to move points after creating the route.
Image

Re: Advanced Navigational Array - a few suggestions

Posted: Sun Sep 22, 2013 3:06 am
by Diziet Sma
'Tis sounding good! 8)

Re: Advanced Navigational Array - a few suggestions

Posted: Sun Sep 22, 2013 12:49 pm
by JazHaz
Svengali wrote:
Image
That purple coloured diamond, marked "Nova", does that automatically pick up any system that has gone nova in the galaxy?

Re: Advanced Navigational Array - a few suggestions

Posted: Sun Sep 22, 2013 1:45 pm
by Svengali
JazHaz wrote:
That purple coloured diamond, marked "Nova", does that automatically pick up any system that has gone nova in the galaxy?
Yes, I think it's required for route planning.

Re: Advanced Navigational Array - a few suggestions

Posted: Mon Sep 23, 2013 9:08 pm
by Cpt
I like knowing when not to jump somewhere, although I would like a more dynamic system where new system stars and planets can be generated to make up for Novas and things like government, tech level rather than being generally constant, would be more dynamic with snoopers reporting a revolution or corporate state collapse or take over it would be more true to life though with in game balances I am sure that the more things change the more they stay the same overall... Know this would be a dynamic OXP!

Re: Advanced Navigational Array - a few suggestions

Posted: Tue Sep 24, 2013 11:05 am
by Svengali
Cpt wrote:
I like knowing when not to jump somewhere, although I would like a more dynamic system where new system stars and planets can be generated to make up for Novas and things like government, tech level rather than being generally constant, would be more dynamic with snoopers reporting a revolution or corporate state collapse or take over it would be more true to life though with in game balances I am sure that the more things change the more they stay the same overall... Know this would be a dynamic OXP!
This is already possible, although it is currently not clever to do it.

Some OXPs are storing data, usually to speed up later processing, or to have an easier anchor. If OXPs are changing system data the stored data is just plain wrong. What these OXPs would need is a notification (a handler) about changes to system settings. Without this handler it would only force OXPs to run slow code again and again.