Search found 208 matches

by Bogatyr
Wed Apr 20, 2016 1:55 pm
Forum: Discussion
Topic: where's the big money for a Cobra ship?
Replies: 20
Views: 7475

Re: where's the big money for a Cobra ship?

I'm getting a bit weary of the limitations of the Adder and am really looking forwards to the upgrade to the Cobra MkIII, but I need to earn about 80K more before I can do that deal. Adder to Cobra III is a pretty big leap ... if you maybe thought about Adder > Cobra I > Cobra III, that might be qu...
by Bogatyr
Wed Apr 20, 2016 12:23 pm
Forum: Discussion
Topic: where's the big money for a Cobra ship?
Replies: 20
Views: 7475

Re: where's the big money for a Cobra ship?

No, not UPS... core parcel deliveries found on the F4 screen (example here ). So I invested a serious amount of time in becoming the most famous parcel delivery guy in the galaxy.... in an Adder, no less (fighting off a huge pack of assassins with one pylon [usually reserved for extra fuel tank]) a...
by Bogatyr
Fri Apr 15, 2016 6:33 am
Forum: Suggestion Box
Topic: Assign function keys to prime equipment
Replies: 23
Views: 12084

Re: Assign function keys to prime equipment

I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit! I've done "keyboard remapping" a long time ago in another project. I can say it can be tedious to code. But I know where you're coming f...
by Bogatyr
Thu Apr 14, 2016 7:38 pm
Forum: Suggestion Box
Topic: Assign function keys to prime equipment
Replies: 23
Views: 12084

Re: Assign function keys to prime equipment

I still think a general-purpose, fully programmable in-flight keymap feature solves everybody's problems. And gives everybody full customization. Maximum benefit!
by Bogatyr
Tue Apr 12, 2016 5:02 pm
Forum: Expansion Pack
Topic: [Beta] Vacuum Pump OXP
Replies: 52
Views: 20839

Re: [Beta] Vacuum Pump OXP

With the fixes it works as advertised, and very well I might add. In a 5TC Adder, after 1TC for installation, that leaves 3TCs for accumulating precious metals/gems and 1TC for picking up new ones. I cleared about 3K creds in one run after a bit of pirating and sneaking in to the aftermath of a diff...
by Bogatyr
Tue Apr 12, 2016 2:35 pm
Forum: Expansion Pack
Topic: [Beta] Vacuum Pump OXP
Replies: 52
Views: 20839

Re: [Beta] Vacuum Pump OXP

I have fixed the OXP script typo and it works now, is the original author still around? If not, how to go about getting this version published to replace the buggy one?
by Bogatyr
Tue Apr 12, 2016 10:56 am
Forum: Expansion Pack
Topic: [Beta] Vacuum Pump OXP
Replies: 52
Views: 20839

Re: [Beta] Vacuum Pump OXP

My understanding was incomplete. It looks like the only problem with the OXP is the misspelling of "gemStones" instead of the correct "gem_stones."
by Bogatyr
Tue Apr 12, 2016 10:28 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

OK, thanks. I know obj-C reasonably well, JS passingly, but not the obj-C/JS foreign language interface and how to glean the info I wanted. I kept digging and found the Manifest JS reference (e.g., http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Manifest#Cargo_marshalling which tells m...
by Bogatyr
Tue Apr 12, 2016 10:05 am
Forum: Expansion Pack
Topic: [Beta] Vacuum Pump OXP
Replies: 52
Views: 20839

Re: [Beta] Vacuum Pump OXP

I finally got a debug console up and running and poked around a bit, and it seems that VacuumPump is based on a prior arrangement of the manifest data structure. I noticed that the gems "inHold" count was missing which was probably causing an internal exception or other error when run which is why t...
by Bogatyr
Tue Apr 12, 2016 9:48 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

OK I've browsed that source file and I do not know enough yet to understand how I take that Obj-C code and infer what the correct JS code is to modify the player manifest. Shouldn't that info be in the OOlite JS reference? I haven't found it yet...
by Bogatyr
Tue Apr 12, 2016 8:55 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

Some properties are read-only, some not. Regarding manifest, if you just type PS.manifest in the console, it responds with [object Manifest] . This objects has certain properties and methods that you can access and how you access them depends on the property types and readonly/readwrite status of t...
by Bogatyr
Tue Apr 12, 2016 8:13 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

Also, is it possible to change a particular script while running? Just like > worldScripts["myOXP"].myFunc = function() { /* new version */ } ?? that would make iterating on testing changes very efficient so that you wouldn't have to continually launch, set up the test environment repeatedly just to...
by Bogatyr
Tue Apr 12, 2016 8:07 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

Thanks. I didn't want to accidentally pollute my player file, or have to remember to juggle any files like you mention. p.s. I'm having trouble changing anything by assigning to properties. Are properties read only? How do you do things like change a cargo container's contents, or adjust the player'...
by Bogatyr
Tue Apr 12, 2016 6:58 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

I found PS.target["commodity"] and PS.target["commodityAmount"] but setting them with "=" didn't change the object. Is there a way to change an existing object? I found a workaround that helps, but still isn't ideal, it's just to repeatedly use: :tnearest cargopod PS.target.explode(); until I found ...
by Bogatyr
Tue Apr 12, 2016 6:29 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 14425

Re: Hints and tips for using the debug console

Is there a way to spawn a cargo pod with specified contents? Or to modify the contents of an existing container? I'm trying to explore/tweak the VacuumPump OXP and I need to create only gold/gems/platinum cargo containers, spawning random ones and hunting around for the right type is inefficient.