Search found 2675 matches

by phkb
Wed Apr 08, 2015 4:47 am
Forum: Expansion Pack
Topic: Email System (Release)
Replies: 171
Views: 74729

Re: Email System (Release)

Version 1.4.5 has been released. In this version: Added some more equipment key exclusions for the maintenance email (ShipVersion OXP items) Added some special cases for ShipVersion repair equipment items. Switched from shipKilledOther to shipTargetDestroyed to better monitor for ships destroyed by ...
by phkb
Tue Apr 07, 2015 7:04 am
Forum: Suggestion Box
Topic: Arrivals and departures
Replies: 160
Views: 52781

Re: Arrivals and departures

like_ship the thing you're trying to launch When you say that, how does that work in practice? I know I can create a shipdata.plist file and put the data in there, but I don't want to hard code anything if I don't have to. In fact, hardcoding will be the end of this concept in my view. Is it possib...
by phkb
Tue Apr 07, 2015 1:41 am
Forum: Suggestion Box
Topic: Arrivals and departures
Replies: 160
Views: 52781

Re: Arrivals and departures

Remember that for subentities like docks the position and orientation are reported relative to the parent entity. So to get the docks actual position would that be station.position.add(dock.position) ? I tried this with pos = (station.position.add(dock.position)).add(dock.heading.multiply(1000)); t...
by phkb
Mon Apr 06, 2015 1:40 am
Forum: Suggestion Box
Topic: Arrivals and departures
Replies: 160
Views: 52781

Re: Arrivals and departures

Ah. Thought so. This rabbit hole sure is deep. :) Edit: So, thinking of the best way to push out a bunch of launched ships. Would player.ship.vectorForward coupled with a random selection of player.ship.vectorUp/vectorDown/vectorRight do the job? Is player.ship.vectorForward accurate at the shipWill...
by phkb
Sun Apr 05, 2015 7:24 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 402037

Re: Scripters cove

It's actually a pretty simple mistake, and one I often make: system.government = 7 should read as system.government == 7 . In Javascript, the "=" sign on its own is used for assigning values (ie. var x = 1; ) In an "If" statement, you need to use "==" or "===". Either should do the trick. It also lo...
by phkb
Sun Apr 05, 2015 6:41 am
Forum: Suggestion Box
Topic: Arrivals and departures
Replies: 160
Views: 52781

Re: Arrivals and departures

Thanks cim. Another issue: the ten minutes between pressing F1 and being in space. If I have 5 ships who are due to launch inside those 10 minutes I'd expect to see them in space after I launch. However, I can't just launch them all in the shipWillLaunchFromStation - they still end up launching afte...
by phkb
Sat Apr 04, 2015 5:33 am
Forum: Suggestion Box
Topic: Arrivals and departures
Replies: 160
Views: 52781

Re: Arrivals and departures

With escorts, there doesn't appear to be a way for me to create them manually. I can set them up, but the "escortGroup" property of a ship is read only - I assume because normally an escort group is created on the fly as defined in the shipdata.plist file. Given that what I am trying to achieve here...
by phkb
Sat Apr 04, 2015 4:00 am
Forum: Expansion Pack
Topic: [Release] Nova Lux HUD
Replies: 35
Views: 25623

Re: [Release] Nova Lux HUD

:oops:
by phkb
Sat Apr 04, 2015 1:40 am
Forum: Expansion Pack
Topic: [Release] Nova Lux HUD
Replies: 35
Views: 25623

Re: [Release] Nova Lux HUD

You might like to make your HUD compatible with the HUD Selector . It's pretty simple: 1. Rename your hud.plist to NovaLuxHUD.plist 2. Add a "script.js" file to the Config folder and add the following code to it: "use strict"; this.name = "NovaLuxHUD"; this.startUp = function () { player.ship.hud = ...
by phkb
Fri Apr 03, 2015 11:03 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 402037

Re: Scripters cove

Question: what is the official rate at which ships can be launched from a station? 2 per minute? 3 per minute?
by phkb
Thu Apr 02, 2015 12:32 am
Forum: Expansion Pack
Topic: [Release] Nova Lux HUD
Replies: 35
Views: 25623

Re: [Release] Nova Lux HUD

I like the fact that the docked hud leaves out all the dials. The only important items, once docked, are fuel, missiles, time and destination. You've got it all covered. Everyone's preferences are different, so some will like it and others won't. But I definitely do.
by phkb
Wed Apr 01, 2015 2:02 am
Forum: Expansion Pack
Topic: Email System (Release)
Replies: 171
Views: 74729

Re: Email System (Release)

Thanks Wildeblood and Norby. I'll check it out.
by phkb
Wed Apr 01, 2015 1:53 am
Forum: Testing and Bug reports
Topic: Is this a bug?
Replies: 4
Views: 3639

Re: Is this a bug?

Another in the "Is this a bug" items... Again, in the oolite-populator.js file, in the this._addIndependendPirate function, there is this code: if (!pos.isStation && !pos.isPlanet) { pg.ships[i].setCargoType("PIRATE_GOODS"); <snip> } And in the this._addPiratePack function, there is this code: if (!...
by phkb
Wed Apr 01, 2015 1:45 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 218416

Re: Scripting requests

In the oolite-populator.js file, there are a number of instances of something like this: eg[i].bounty |= 3+Math.floor(Math.random()*12); My apologies if this is an obvious line of code, but I'm not sure what the "|=" is doing. My research says it's doign a bitwise OR with a mask, but I'm afraid I ca...
by phkb
Tue Mar 31, 2015 10:38 pm
Forum: Expansion Pack
Topic: Email System (Release)
Replies: 171
Views: 74729

Re: Email System (Release)

How about sending an email when getting Cargo, Passenger Parcel contracts? The contracts should already be creating emails for Oolite 1.81 Wildeblood is correct, you'll get emails about contracts (and scooped escape pods) in 1.81. Sends email to archive I'm not sure about the archive function. The ...