Search found 2507 matches

by phkb
Mon Feb 24, 2020 6:16 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

I've tested all the "Investigate" missions in v0.5.9, in a variety of different locations, and in each instance I started receiving notifications of an unidentified beacon not long after passing the reference point the source was behind (ie. when it was "behind the witchpoint from the sun", it was a...
by phkb
Sun Feb 23, 2020 8:17 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

It shouldn’t matter - the code that generates the beacon is the same no matter which end point is selected. I’ll do some more tests and see what I find.
by phkb
Sat Feb 22, 2020 11:12 pm
Forum: Expansion Pack
Topic: [Split] Fuel Tweaks
Replies: 34
Views: 12124

Re: [Split] Fuel Tweaks

How do you monitor the amount of fuel in the QFSU? At the moment, there is no visual element that shows how full the QFSU is, but neither am I sure what the best approach is. I could add an entry to the manifest/mission (F5F5) page, and it would certainly be the simplest solution. An MFD is another...
by phkb
Sat Feb 22, 2020 11:05 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

v0.5.9 has been uploaded, which has all the recent bug fixes in it, including the issue with timers being recycled, as noted by gilhad. Thanks, everyone, for reporting all the issues.
by phkb
Sat Feb 22, 2020 12:07 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Bernd1983 wrote:
Sat Feb 22, 2020 10:52 am
It works :D
Tried the Special Delivery Mission and Com Relay Mission.
Both times the waypoint was shown on my ASC.
Thank you very much phkb
Awesome! Thanks for testing and confirming.
by phkb
Sat Feb 22, 2020 5:58 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Thanks for the reports, gilhad. One of the reasons I added the Range Finder as part of this OXP was to handle these sorts of situations. Were you using it?
In any case, it looks like there are a couple of faults with timers I need to sort out. I’ll post an update shortly.
by phkb
Sat Feb 22, 2020 4:46 am
Forum: Expansion Pack
Topic: Show and Tell (new ships/ ships in progress)
Replies: 764
Views: 156330

Re: Show and Tell (new ships/ ships in progress)

Very nice ships! I added a "gloss = 0.7" value to the TEC Apep materials to make it shinier.

Also, I'm very happy to add these to the manager for you, if you wish.
by phkb
Fri Feb 21, 2020 9:30 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Bernd1983 wrote:
Fri Feb 21, 2020 3:54 pm
Unfortunately, the waypoint is still not generated.
Thanks for the log. I found the bug. A case of it staring me in the face. New version (0.5.8 ) ready for a test via the links above. If you can confirm the issue is resolved I'll put this version into the download manager.
by phkb
Fri Feb 21, 2020 1:03 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

OK, new test version (v0.5.7) available here (ZIP/OXP or OXZ). Can you give this one a spin?
by phkb
Thu Feb 20, 2020 9:42 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Hmm. Do you have the latest.log file from one of those runs where the issue occurred?
Sorry, just ignore me. I should've checked first before I spoke. You've included the latest.log files. Thanks!
by phkb
Thu Feb 20, 2020 7:24 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Brilliant. Thanks for testing it so well.
by phkb
Wed Feb 19, 2020 1:08 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 386164

Re: Scripters cove

any ideas yet what could be the reason for the problem ? OK, back in the saddle! Sorry the the break in transmission! Right, market scripts for new commodities. If I understand the logic correctly, you're trying to make the main station (or any neutral or GalCop station) deal with artefacts as ille...
by phkb
Mon Feb 17, 2020 7:28 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

Hi phkb, I've tried a few other missions. Whenever I encountered a ship in a system, I couldn't find it. For example on a delivery mission I waited "forever" at the waypoint and nobody came to collect the cargo pods. Other missions, like hunter or recovery, seem to work without any problems. I've g...
by phkb
Mon Feb 17, 2020 6:14 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.101
Replies: 133
Views: 81451

Re: [RELEASE] Towbar OXP v0.99

I am still finding that if I use the towbar to mine a derelict using ship miner and assistant that my injectors instantly break - I suspect that there may be a conflict with ship configuration oxp OK, I did some testing (apologies for how long it's taken!), and it appears that standard fuel injecto...
by phkb
Thu Feb 13, 2020 10:44 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 80924

Re: [WIP] GalCop Missions

The codes are assumed. When you get to the relay they’ll kick in automatically