[RELEASE] Hyperspace Hangar OXP

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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Ok. I didn't mean the maintainer had to be you. Maybe I should post that somewhere else.
As for the bug, I have work right now, but I should be able to get to it this evening.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Could you upload you save and some screenshots?

Nevermind. I found the bugs, and have uploaded a fixed version, 1.14.8, to the OXP manager, as well as here.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Theta Seven »

Thank you! Now it works properly... Up until I switch ships. :? At which point I get back the price of the ship I switched out of...

(Newest version, charging percentage of ship for transferring, lowered down to 0%.)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Theta Seven wrote:
Sat Mar 18, 2017 11:35 am
Thank you! Now it works properly...
:)
Theta Seven wrote:
Sat Mar 18, 2017 11:35 am
Up until I switch ships. :? At which point I get back the price of the ship I switched out of...

(Newest version, charging percentage of ship for transferring, lowered down to 0%.)
:(

...Sorry about that. I'm a bit out of practice. I'll get working on a fix.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Alright, so I fixed the bug, and also solved a longstanding mystery about this oxp. Basically, a function was getting called twice due to ship storage helper triggering an event.
You can get version 1.14.9 here or using the expansion manager.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by phkb »

Ramen has very kindly allowed me to take over as maintainer of this OXP. Version 1.14.10 is now available in the manager. Credit reset bug should be fixed in this version.

Also, I discovered an issue with cargo and passengers. In previous versions, You could store your ship and all it's cargo and passengers, and recall it with all those things still in place. I'm not sure how the passengers took it. In any case the problem lies in that fact that, when you purchase a new ship, Oolite will sell any cargo you have on board and include the credits as part of the sale. So you we getting paid for cargo you didn't actually sell, as you could recall your ship and, bingo! all your cargo magically returns.

My solution to the problem was simple: cargo won't be stored with ships any more, and neither will passengers. They will be removed before the ship is stored.

My thanks to Ramen for building this OXP in the first place.

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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Just posting to tell you that what phkb says is correct, not that we don't all trust him anyway. ;)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by BlackWolf »

I have been noticing some rather odd occurrences in using the Hyperspace Hanger.
First, when purchasing a new ship and storing the old, I end up making money. Don't know how, but I do. Racked up 4 mill just in the hanger...
Secondly, I seem to end up with and extra ship every now and then. Bought and Asp II sg, put it in hanger swapping out to cruzer to load up escort deck and looky there I have two Asp II's although one looks like the one I bought but before the respray to sg. So I take that one out, respray it to match the first and put it back, now I have another. Sold the third one.
So somewhere it is duplicating ships. No a big issue just ends up as free creds for me, but might not appeal to others the same way.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by phkb »

I’ll have a look, thanks. Could you pm me a copy of your save game? Thank might help a bit.

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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

This has been a problem in the past. IIRC it had something to do with the way the OXP confirms ship storage. Could be different this time though.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by BlackWolf »

phkb wrote:
Fri Oct 19, 2018 7:29 am
I’ll have a look, thanks. Could you pm me a copy of your save game? Thank might help a bit.
Email with saved game file sent.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by phkb »

OK, new version of of Hyperspace Hangar is now available. There was a fairly significant bug where the trade in value of your ship was not being deducted when a ship was stored, resulting in $$$ for everyone. Fixed a couple of other problems as well. You'll need the latest version of Ship Storage Helper for this update.

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Re: [RELEASE] Hyperspace Hangar OXP

Post by dybal »

Cmdr. Aiden Henessy wrote:
Mon Dec 12, 2016 7:30 pm
phkb wrote: ShipComparison doesn't do anything with the current player ship, or with the menus in HH, so I'd be very surprised if it was the cause of the conflict. But I'll check out the combination and get back to you.
Well what happened was that when I'd buy a ship, a screen would pop up detailing all the schematics of the ship, all the attached gear, etc, then ask if I wanted to confirm. There was never any option afterwords that asked if I wanted to store my old ship in the hanger, which is what the Hyperspace Hanger is supposed to do. After I removed the Comparisons mod, though, the Hanger functioned as normal and asked me if I wanted to store or re-sell my old ship.
I've experienced something like this with the HyperSpace Hangar v1.15, and I also have quite a lot of mods installed.

ShipVersion is the culprit... I put a lot of traces in the code and from the Latest.log I infer this happens:

- player selects new ship from Shypyard screen
- core game considers that player bought that ship, changes ships, deduct price, adjusts the clock, changes the screen to the Status screen and calls the playerBoughtNewShip event handlers
- ShipVersion's playerBoughtNewShip event handler is called first and it changes the screen to a Mission screen with the already bought ship specs and asks if the player really wants to buy the ship - if the player says no it re-instates the old ship, refund the price (but can't take the clock back...so, no window shopping while parcel delivering! :P )
- meanwhile, HyperspaceHangar's guiScreenChanged event handler was called when ShipVersion changed the screen and zeroed this._actuallyBought
- then HyperSpaceHangar's playerBoughtNewShip event handler is called and does nothing because this._actuallyBought was zeroed when ShipVersion changed the screen - which is fortunate because if the player doesn't choose to buy the ship at ShipVersion's mission screen things would get messy...

I think the fix is better done in ShipVersion because of the possibility that the player doesn't confirm the buy... I have some code to fix it, after testing it a bit more I will send it to Norby

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Re: [RELEASE] Hyperspace Hangar OXP

Post by dybal »

The game playing session last night had some interesting lessons that I feel I should share...

Some days ago I got pretty banged up by a Cobra Mark III that reduced my 350% shields (Shield Boosters, Military Shield Enhancement, Shield Capacitors, naval Energy Unit, naval Energy Grid...) to nothing in a blink... gone were the Shield Boosters, ECM, Telescope, and 6 other pieces of gear, and, even if it wasn't listed as damaged, Scanner Targeting Enhancement was gone... I had no reticle around the target and could not see it against the sun glare (I was heading sunwards)... so I ran...

I started thinking about how my shields were depleted so fast... by the color the Cobra had military lasers, but even so it was too fast... then I remembered the Cobra Mark III has three mounting points for guns in the forward position, so I checked and found shipdata-overrides defining mount_mode=multiply for it in Multiple Lasers OXP... I was hit by 3 Military Lasers...

Looking at those overrides, I saw that the Iguana had overrides for a quad forward weapon, and I remembered that I have one in the garageHyperSpaceHangar (I started a ship collection after discovering HyperSpaceHangar :P )

So yesterday I took it for a ride to see how the quad Military Laser performed... Oh boy! I thought my main ship was an Iron-Ass... I was wrong...

Anyway, I got back into station, switched to my main ship and got on the business of salvaging derelicts (and creating them if pirates insisted on attacking me, otherwise just collecting the ones I found) in Raleen (G1 SE, near the Devil's Triangle)... I had almost a full load in the EscortDeck when I found a Pirate Cove near the WitchPoint and set about harvesting the pirates that launched form the Rock Hermit... a Fer-de-Lance did their usual: launched a hardhead at me... I didn't want to run, so I pressed the fast-activating key I had configured to the Cloaking Device and ... KABUUUUM goes the energy bomb!

Gone were the 5 derelicts I had on the Escort Deck, the usable derelict Mamba I had following me as an escort, the 5 just-harvested pirates, the Pirate Cove... and, I found out later reading the Latest.log, a police Manta Ray :cry:

The next thing I know there was a Police Barracuda shooting at me and I had a Fugitive status... since the Barracuda was alone I fought and won the first two or three rounds, she fled then came back, until she was able to wear my shields down and started inflicting damage (should've ran)... only then I remembered my interception missiles and those got she running far enough to loose me, but by then I had quite a list of damaged equipment for Repair System to deal with, but it can't repair what was destroyed: the Fuel Scoops were gone... and I run HardWay, everything uses fuel...

I found the nearest Rock Hermit and docked there, but it doesn't have Fuel Scoops to sell (even if it's a TL11 system), so will have to risk a run into the main station, or jump to another system with a lesser police presence.

But the lesson is: I had Telescope and Cloaking Device configured to my fast-activating keys, then I switched to the Iguana, who hasn't a Cloaking Device, the fast-activating key was automagically redefined to the Energy Bomb, I switched back to my main ship and didn't check the fast-activating keys definition, then later I pressed the key to activate the Cloaking Device...

So beware when switching ships with different equipment sets installed!

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