Search found 89 matches

by cag
Tue May 16, 2017 2:12 am
Forum: Expansion Pack
Topic: [RELEASE] Fighters 1.4
Replies: 31
Views: 14290

Re: [RELEASE] Fighters 1.3

I encountered: Exception: Error: Ship.addDefenseTarget: Invalid arguments (null) -- expected target. Active script: fighters-ship 1.3 fighters-ship.js, line 139: Improbable as it may seem, a fighter can die w/o a ship targetted! I cannot reproduce this as they weren't my fighters. I was waiting to d...
by cag
Wed Apr 05, 2017 12:06 am
Forum: Expansion Pack
Topic: [RELEASE] HardShips OXP v0.89
Replies: 27
Views: 20745

Re: [RELEASE] HardShips OXP v0.89

Ah, the joys of coding in a fluid environment!

I think I'll stick w/ testing for 'drone' in dataKey; dataKey's don't change as often as role's can :D
by cag
Tue Apr 04, 2017 1:36 am
Forum: Expansion Pack
Topic: [RELEASE] HardShips OXP v0.89
Replies: 27
Views: 20745

Re: [RELEASE] HardShips OXP v0.89

Hi, I need your advice again, this time for a test for detecting drones from HardShips OXP In Telescope, you're using ( entity.isPiloted || entity.forwardWeapon ) but I just discovered that navigation buoys also pass that test! It has: forwardWeapon: [EquipmentInfo EQ_WEAPON_NONE "Remove Laser"], Th...
by cag
Mon Apr 03, 2017 2:11 am
Forum: Expansion Pack
Topic: (Release) Fast Target Selector
Replies: 28
Views: 13805

Re: (Release) Fast Target Selector

Oops! I made aw widdle mithake. At the last minute I threw in the check for landed escort deck ships and should have tested more - sorry, no excuse. I checked w/ Norby and he set me straight. Nobody's complained yet, so maybe an update isn't required - your call. All you need to correct my error is ...
by cag
Mon Apr 03, 2017 12:07 am
Forum: Expansion Pack
Topic: [Release] EscortDeck v1.11 and EscortPack v1.2
Replies: 145
Views: 85736

Re: [Release] EscortDeck v1.11 and EscortPack v1.2

thanks, dude - much appreciated!
by cag
Sun Apr 02, 2017 9:01 pm
Forum: Expansion Pack
Topic: [Release] EscortDeck v1.11 and EscortPack v1.2
Replies: 145
Views: 85736

Re: [Release] EscortDeck v1.11 and EscortPack v1.2

in equipment.plist, "available_to_all" = yes; that means NPCs can have them too, right? also, I only want to exclude them when they're attached to the deck, not when they're flying about I dumped the entity and: isDock is false owner is null hence my awkward checking. I just want to make surethat yo...
by cag
Sun Apr 02, 2017 7:41 pm
Forum: Expansion Pack
Topic: [Release] EscortDeck v1.11 and EscortPack v1.2
Replies: 145
Views: 85736

Re: [Release] EscortDeck v1.11 and EscortPack v1.2

I'm trying to detect just my own escorts and just when they're attached to the ship. I want to exclude them from Telescope & Fast Target Selector. I'm currently using: if( entity.dataKey.indexOf( "escortdeck" ) === 0 && ( entity.AIState === 'DECK' || entity.AIState === 'LOCKED' ) && entity.collision...
by cag
Wed Mar 22, 2017 1:07 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

Thanks for all the tips! @Astrobe I use the high fps as a rough benchmark for the oxp's performance hit. You're right in that any frame rate beyond your refresh rate does nothing but generate heat & shorten the life of your graphics card. If you cannot get above 60, check your graphics profile. On m...
by cag
Wed Mar 22, 2017 12:30 am
Forum: Expansion Pack
Topic: (Release) Fast Target Selector
Replies: 28
Views: 13805

Re: (Release) Fast Target Selector

I'm pretty new to oolite but a coder from the dark ages (pre-web) and got the itch to tinker. There's nothing wrong w/ FTS but I found it slow to respond sometimes; turns out I was loading too many oxp's. Before I figured that out, I optimized some of your code and got 15-40% faster, depending on ho...
by cag
Sun Mar 19, 2017 6:30 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

Thanks for the help. Unfortunately, the link for Debug_OXP is broken. I've got the other 2 (OoDebugConsole1.5.zip & Oolite-1.84_x64-Deployment-to-Test-Release.exe) Above, Cody said: I know zilch about coding/audit stuff - I'm merely a dumb pilot. Do I really need all this just to get line #'s in my ...
by cag
Sun Mar 19, 2017 3:40 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

YES, exactly. All I get is: n23:35:09.016 [script.javaScript.exception.notDefined]: ***** JavaScript exception (MFDRestoreAfterLoad 0.1 alpha 1): ReferenceError: junk is not defined I'm using NotePad++ with the JSLint plug-in. That catches all the syntax & variable declaration errors. I've tried the...
by cag
Sun Mar 19, 2017 2:01 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

no oxp: 110-160 fps just sun, planet, station & buoy min oxp: 90-115 fps traffic around station basic oxp: 85-105 fps station stuff, BGS, CCL, all in Ambiences_recommended_by_Norby However, once I get into oxp's w/ framecallbacks (HUDs, MFD's, reverse control, telescope, etc.) I drop into the low 20...
by cag
Sat Mar 18, 2017 11:36 pm
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

Thanks for the heads up. Out of curiosity, who audits the code that goes into OXP's?
My framerate is suffering and that appears to be the culprit.
[I've a quad-core CPU @ 3 GHz, 8 GB RAM, Radeon R7 graphics and run from an SSD]
I even tried wire frames w/ min. detail; made no diff!
by cag
Fri Mar 17, 2017 2:02 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 72
Views: 41933

Re: Reverse up-down control when looking astern?

Norby: I've been playing around w/ your code & this fixes the prob on my rig. Try it out: this.$ReverseControl_FCB = function( delta ) { //FrameCallBack var ps = player.ship; var a, c = null; if( ps && ps.isValid && !ps.docked && this.$ReverseControlOn && ps.AI != "dockingAI.plist" ) { var prevori =...