[Beta] Release of Telescope 2.0

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cag
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[Beta] Release of Telescope 2.0

Post by cag »

What started as frame rate optimization has turned into a full re-write! (I kept breaking things :cry: )

I ended up creating not one but two additional oxp's <sigh> (when I go off on a tangent, I can become obtuse :roll: )
There's fps_monitor, which I use to mimimize impact by scaling operations based on the PC's current frameate. (25 kB)
https://www.dropbox.com/s/msqb9tdg7fo8 ... .oxz?dl=0

There's also Station Options. Telescope has over 40 user options to play with and I needed simple, accessible interface. With this, I can break up the options by subject into pages (ie. screens) and have over 20 single click options per page, unlimited options/page as it can scroll. It supports 7 types plus an optionless text which I used for the readme, so there's no reason a player has to open the oxz! Clicking on an option opens up its own page and those support scrolling text too. (35 kB)
https://www.dropbox.com/s/zpjhpz38dxpb ... .oxz?dl=0
These are both required oxp's for Telescope.

Anyway, I need some guinea pigs intrepid pilots to test fly this new version. Especially important is testing with oxp's that require telescope compatibility.
I believe I have preserved compatibility w/ Rescue Stations, Stealth, Vector, Planetary Compass, Q-charger & TorusToSun (I'm not that familiar with them) but may have missed some. (257 kB)
https://www.dropbox.com/s/swfwx5klha3d ... .oxz?dl=0

The Extender was also updated. (6 kB)
https://www.dropbox.com/s/5zr915xhdk6f ... .oxz?dl=0

This new version is about 35% faster than 1.13 (14% faster than 1.15) but I gave up 8% of the gain over 1.15 to reduce the amount of garbage produced, to lessen the frequency of 'stutter's.

Garbage production was decreased by over 70% vs 1.15 (1.13 & 1.15 have similar rates) causing a stutter once every 2 min vs twice/min.

features changed:

- direction marker now have emphasis, eg. with heading of 65° ^>, you only knew which quadrant to steer into. Now you'd get 65° ^^> if it mostly up, 65° ^>> if mostly right.

- FarStatus now requires scanner detection before showing offender status; status will be retained until no longer detectable

- the gravity scanner now required for detection through planetary objects (gravity waves travel through planets like neutrinos); detection of beacons (radio waves) & planetary bodies (intergalactic space almanac) is unaffected
(I detect whether line of sight is obscured by a planet, moon or station)

new features:
- Telescope now has over 40 options and they are now all available when docked at a station (F4). There you will also find the documentation (readme, quick start, etc.), so there is no need to crack open the oxz!

- the extender now captures cargo pod data for extended detection
- pods must first be detected normally, then are tracked from 0-16 km beyond scanner range (filtering ambient noise & employing backscatter analysis and advanced AI trajectory prediction \_0_/); if contact is lost, it must be re-aquired in normal scanner (errors grow exponentially if data is not constanly updated, so it all gets purged from the telescope's db).

- filtering added for MFD (limit targets displayed based on 16 characteristics) plus an auxilary MFD, with its own filter
eg. miner/bounty hunter may set up one for rocks/criminals, one for defense,navigation
Pilots employing smart HUDs could use these to have a single MFD swap filters based on the situation.
If both MDF filters are identical, the auxilary MFD becomes a continuation of the primary.

- new option: can remove in-flight configuration options, leaving just 4 commands modes (this removes the 6 configuration modes)

- new options: masslock rings can be displayed based on alertCondition, weaponsOnline; restricted to any views

- new options: sniper ring & 3D model ring color can be set to better match your hud

- 3 new options to tailor console messages, that while useful during familiarization, can cause cluttering of console message display
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.

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Norby
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Re: [Beta] Release of Telescope 2.0

Post by Norby »

Thank you for your enormous work! After checking through your code I realized that you created about 5 times more new lines to reach this level of updade than me in total anno in this oxp. :shock: If we would have a list of oxps ordered by js length or developing hours then I think that your project would jump into the top few. Nice job! :)

cag
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Re: [Beta] Release of Telescope 2.0

Post by cag »

Norby wrote: Nice job! :)
Thanks.

version 2.0.1: added compatibility fixes for Carriers (thanks Rustem), EscortDeck & Towbar
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.

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phkb
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Re: [Beta] Release of Telescope 2.0

Post by phkb »

I got these errors in my log file after installing Telescope 2.0.1:

Code: Select all

10:33:11.694 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "balloon" specifies non-existent model "balloon.dat".
10:33:11.910 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_cobra_III_(alt)_subent_missile" specifies non-existent model "griff_normalmapped_cobraIII_missile.dat".
10:33:12.122 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "manta_wings" specifies non-existent model "dttmantawings.dat".
10:33:12.366 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_planet_express" specifies non-existent model "dtt_planet_express.dat".
10:33:12.639 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dttmanta" specifies non-existent model "dttmantabody.dat".
10:33:12.892 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "accessories" specifies non-existent model "accessories.dat".
10:33:13.167 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER_clean" specifies non-existent model "griff_normalmapped_cobra_III_(alt).dat".
10:33:13.405 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_alt_cobra_mkIII_NPC_aft_gun_scuffed" specifies non-existent model "griff_normalmapped_cobra_III_(alt)_aftgun.dat".
10:33:13.623 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dttwraith_player" specifies non-existent model "wraith01.dat".
10:33:13.838 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_galaxy_liner" specifies non-existent model "dtt_galaxy_liner.dat".
10:33:14.055 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_heart_of_gold_player" specifies non-existent model "dtt_heart_of_gold.dat".
10:33:14.278 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_space_zeppelin" specifies non-existent model "gondola.dat".
10:33:14.496 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_space_zeppelin_player" specifies non-existent model "gondola.dat".
10:33:14.713 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_galaxy_liner_player" specifies non-existent model "dtt_galaxy_liner.dat".
10:33:14.950 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtttomahawk_player" specifies non-existent model "tomahawk.dat".
10:33:15.168 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_planet_express_player" specifies non-existent model "dtt_planet_express.dat".
10:33:15.396 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtt_heart_of_gold" specifies non-existent model "dtt_heart_of_gold.dat".
10:33:15.611 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dtttomahawk" specifies non-existent model "tomahawk.dat".
10:33:15.900 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dttmanta_player" specifies non-existent model "dttmantabody.dat".
10:33:16.220 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_cobra_Mk3_alt_trader-NPC_scuffed" specifies non-existent model "griff_normalmapped_cobra_III_(alt).dat".
10:33:16.464 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "dttwraith" specifies non-existent model "wraith01.dat".
10:33:16.686 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_alt_cobra_mkIII_Multidecal_PLAYER_scuffed" specifies non-existent model "griff_normalmapped_cobra_III_(alt).dat".
10:33:16.906 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_cobra_Mk3_alt_pirate-NPC_scuffed" specifies non-existent model "griff_normalmapped_cobra_III_(alt).dat".
10:33:17.122 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_cobra_Mk3_alt_trader-NPC_clean" specifies non-existent model "griff_normalmapped_cobra_III_(alt).dat".
(Although it says shipData, I actually think it's effectdata that's to blame)

cag
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Re: [Beta] Release of Telescope 2.0

Post by cag »

(Although it says shipData, I actually think it's effectdata that's to blame)
You're quite correct, it is the effectdata. If you look inside the oxz, there is an entire folder devoted to the subject (/effect data). The tl;dr version is that oolite cannot create visual effects from shipdata, so I have to supply the data for whatever oxp's you decide to load! This is to support the 3D model of your ship's target.

If it's just the error messages, they can be ignored or suppressed by setting

Code: Select all

shipData.load.error = no;
(near line 360) in your logcontrol.plist file, though that's not ideal for an author.

Otherwise, there are a number of sample effectdata.plist files included you can try and a Python3 script that will generate a customized version for your installed oxp's. There is also a 'effectdata.required.plist' file that has no shipdata, if you decide not to use the 3D model option. If you're on Windows, there is an executable version of that script (.exe) that you can download here:

https://www.dropbox.com/s/i2diyvg240hr5 ... a.exe?dl=0

(it's a separate DL as it almost 6 MB)

The Telescope oxz ships with the 'core, Griff & DTT ships' version installed in its Config folder and since you don't use all the Griff & DTT ship, you get errors.
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.

private_lock
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Re: [Beta] Release of Telescope 2.0

Post by private_lock »

Hello cag,

Quite a few questions:
  • What's the status of this rewrite?
  • Is it already good enough for regular players to use it?
  • Are there any known limitations?
  • Is the transition between the regular 1.15 and your version smooth?
  • What have you been up to lately?
  • Have you seen the report of Milo?
If you've been playing this beta for a whole year now, maybe it's time you get it out into the ingame oxz manager ...

Thanx
private_lock

cag
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Re: [Beta] Release of Telescope 2.0

Post by cag »

private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]What's the status of this rewrite?
Stable, pending any evidence to the contrary :)
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]Is it already good enough for regular players to use it?
I believe so, but with any Beta, you should backup your saved games, just in case. It should work fine going forward but if you decide to revert back to 1.15, I'm not so sure. I didn't test that much.
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]Are there any known limitations?
Aside from the rash of "[shipData.load.error]" messages in the log mentioned above, I don't think so. They can be ignored, or turned off (see my prev. post) or, if you're not installing/uninstalling different ships all the time, you can use the utility I wrote to build a personalized ship data file. This only effects the graphics of the 3D model of the ship you're targeting, so if you don't use that option, it's a non-issue.
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]Is the transition between the regular 1.15 and your version smooth?
It should be. The rewrite was mostly a proof of concept wrt performance (higher frame rate, less garbage collection pauses). I tried to stick to the original's functionality and have tested the other oxp's that interact with it. I did tweak a few things but nothing major.
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]What have you been up to lately?
I've been up to my eyeballs in an unrelated project in Python (& tkinter :cry: ). Thankfully that's coming to an end and I look forward to getting back into space.
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]Have you seen the report of Milo?
I read it. I experienced it too when I started flying and had to choose between the 2 oxp's; telescope won, no contest. They both have auto-steer, so were bound to clash. Besides, manual docking is fun! Do keep the ILS installed though; it speeds up traffic (the NPCs use it) and there's always the auto-dock.
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
If you've been playing this beta for a whole year now, maybe it's time you get it out into the ingame oxz manager ...
That would be premature for a couple of reasons. I need feedback from adventurous pilots to iron out the wrinkles (there are always wrinkles). Also, the project I mentioned monopolized my time and it wouldn't be right to publish and not be available to address any issues. That project is nearly done, so all I have to do is rewire my brain from Python to Javascript.

So, if you like using telescope, give 2.0 a try. Just remember to make backup copies of your saved games, in case you, um, mount it backwards and it melts your computer when you fly close to a sun.
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.

dybal
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Re: [Beta] Release of Telescope 2.0

Post by dybal »

cag wrote:
Sat Apr 20, 2019 5:16 am
private_lock wrote:
Wed Apr 17, 2019 5:04 pm
[*]Have you seen the report of Milo?
I read it. I experienced it too when I started flying and had to choose between the 2 oxp's; telescope won, no contest. They both have auto-steer, so were bound to clash. Besides, manual docking is fun! Do keep the ILS installed though; it speeds up traffic (the NPCs use it) and there's always the auto-dock.
The problem goes beyond ILS and it's steering (I like manual docking too).

The autolocking makes getting a lock to a dockable to ask for docking clearance very hard, if not impossible, when there are other ships flying around/behind the dockable... the only option left is "speed docking" (Shift-c) for those with a docking computer, and pay the time penalty.

I have been using Telescope 2.0 for two weeks, and yesterday I noticed that I'm not seeing a sniper ring any more... should I?

cag
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Re: [Beta] Release of Telescope 2.0

Post by cag »

dybal wrote:
Sun Mar 08, 2020 5:23 pm
The autolocking makes getting a lock to a dockable to ask for docking clearance very hard, if not impossible, when there are other ships flying around/behind the dockable...
The autolock feature is part of telescope's 'Navigation Mode'; just toggle your weapons on ('_' key) and you leave navigation mode, which should fix the problem.

If you wish to remain in navigation mode (or it'd be unwise to enable weapons), another solution is to hit the ident key ('r') when the dockable becomes a target. That locks the target (temporarily suspends navigation mode in preparation for auto-steer on the next hit of 'r') - just don't hit that second 'r' for auto-steer, as it will release the lock once steering is completed.
dybal wrote:
Sun Mar 08, 2020 5:23 pm
I have been using Telescope 2.0 for two weeks, and yesterday I noticed that I'm not seeing a sniper ring any more... should I?
Next time you're in station, check out F4 - Telescope Options. Near the bottom of the 1st page, verify that your SniperRingSize is not zero and SniperRingColor is not all zeros (black). On the 2nd page, check the min/max range settings for the Sniper Ring. If they're equal or min > max, it shuts off. My min range is 5000, so I see the Sniper Ring every time I launch (and don't steer right away - the beacon gets targeted).

Also, the 1st item on the 2nd page, 'Keys', explains what I just wrote above in the 1st paragraph. FYI, the entire readme file is available on the 3rd page, in 5 sections.

P.S. the detection cones can be tweaked on the 1st page, see AutoLock, GravLock & IdentLock. The one for navigation mode is GravLock (not NavLock for example) for historical reasons (the option names are taken from the scripts variable names)
"Better to be thought a fool, boy, than to open your trap and remove all doubt." - Grandma [over time, just "Shut your trap... fool"]
"The only stupid questions are the ones you fail to ask." - Dad
How do I...? Nevermind.

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