Search found 2529 matches

by phkb
Tue Mar 03, 2020 5:30 am
Forum: Expansion Pack
Topic: (Release) Ship Configuration
Replies: 222
Views: 104995

Re: (Release) Ship Configuration

OK, v1.3.6 has been released. I could certainly confirm the major crash scenario, but I couldn't work out why it was happening. In the end, I re-engineered the method I was using to deal with expended heat-sinks to the way it should've been done in the first place, so win-win right? :D
by phkb
Tue Mar 03, 2020 5:25 am
Forum: Discussion
Topic: Piloting the Interceptor
Replies: 48
Views: 6232

Re: Piloting the Interceptor

This wiki doc, [EliteWiki] Shipdata.plist is where all the settings for a ship can be found and tweaked. You want to find the ship key of the specific ship you was to tweak, and then edit details as required.

Each OXP that adds ships will have a shipdata.plist file included, so that's where you'd need to look.
by phkb
Mon Mar 02, 2020 2:56 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.101
Replies: 134
Views: 84811

Re: [RELEASE] Towbar OXP v0.101

Okay, I think I'm seeing the problem. It appears that the towbar parcel contracts are getting add to the player when the manifest screen is shown, and then removed again when the manifest screen is closed, to prevent damaging reputation. The Email system doesn't understand that, though. I'll have a ...
by phkb
Mon Mar 02, 2020 1:49 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.101
Replies: 134
Views: 84811

Re: [RELEASE] Towbar OXP v0.101

dybal wrote:
Sun Mar 01, 2020 11:23 pm
The problem is, for each parcel delivery contract I get through SHip Miner I get something like 15 copies of an e-mail form GalCop Parcel Services informing me I accepted a contract.
That seems...excessive!

I've have a quick browse of the code and see why this might be happening.
by phkb
Fri Feb 28, 2020 10:28 pm
Forum: Expansion Pack
Topic: (Release) Ship Configuration
Replies: 222
Views: 104995

Re: (Release) Ship Configuration

the game crashes to desktop Yikes! :shock: I'll get on to that straight away! Here is the log file: Unfortunately that's only the top bit of the log file. There's a limit on the amount of text you can add, so it appears the rest of the log was truncated. accessing the Ship Configuration panel cause...
by phkb
Thu Feb 27, 2020 6:12 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 84946

Re: [WIP] GalCop Missions

Are the Slave Repatriation missions form this OXP? Yes, although the Illegal Goods Tweak OXP does a variation on this theme, by offering to take any slaves off your hands when you dock at main stations. The slaves do not show in my hold anymore, but the Market screen still shows the purchases (I th...
by phkb
Mon Feb 24, 2020 8:25 am
Forum: Expansion Pack
Topic: [Split] Fuel Tweaks
Replies: 34
Views: 13401

Re: [Split] Fuel Tweaks

OK, v1.14.4 now has an entry on the F5F5 Manifest page, displaying the current status of the Quirium Fuel Processor. Available through the manager.
by phkb
Mon Feb 24, 2020 6:16 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 84946

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: 84946

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: 13401

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: 84946

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: 84946

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: 84946

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: 765
Views: 161370

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: 84946

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.