[SCRIPT] [2012.01.21] Automated Satellite Network v2.00

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Robert Foster
Posts: 562
Joined: Wed, 2. May 07, 15:59
x3

Post by Robert Foster » Mon, 30. Nov 09, 20:58

Kosta F wrote:
retardsINspace wrote:Error:
The library files for this script "Automated Satellite Network" are out of date and are very likely incompatible.

Current version: 120
You will need to download the latest version.



I just downloaded this. Other installed scripts:
Apricot Cbeam
Extended Mod Pack
Hotkey Manager
NPC Bailing Addon
Salvage Claim Software
The Marauder Shipyard
Universal Buys/Sells Locator
Advanced Jumpdrive
Hey, having the same issue, tried reinstalling as well as uninstalling uni best buy, but no good.

I dont see the command in special commands.

Could another script be taking it's spot? if so how do I check?
I am having the same issue here too. :(

Image Shown Here

I downloaded the SPK file and I am using Cycrow's Plugin Manager., newest version.
And my game is updated the the latest update "September 2009 Update v2.5"

Whats going on. :?
I Am Currently Playing ( TRANSCEND-II )
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Mon, 30. Nov 09, 23:55

Ok, I tested this on a clean install, and yea, it has a fit - but only the *first* time. So for all those that were getting there error, you shouldn't have received it in future loads, and it should be working fine (since by the second load, the setup lib script would have run). <- Is this not so for anyone?

Apparently setup script order isn't governed entirely by name. A minor update to v1.31 will alleviate this need and forcefully run it if it hasn't run first. Those that aren't having this problem don't need to update.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Tue, 1. Dec 09, 05:21

Critical update v1.32:
To those that downloaded the v1.31 release - I would urge you to download and install v1.32 asap.
There is a critical intermittent bug that will cause a ship to attempt to infinitely jump and cause a script stack overflow issue - you will very quickly notice your game grinding to a halt.
After you have installed the new version, you should probably reapply the command to the problem ships (as in just "start" the deployment on the ship again), as it may not "reload" the updated problem file until it is released from its stack.

Thankfully not many people had a chance to get it, but it will still be an issue for some; sorry. x.x

Edit: Crap, include people who downloaded the v.130 release as well. x.x

Edit again: No point replying again. Minor update to v1.33 - some stupid bug that would only affect clean installs (I'm having a great day today... Gah).

User avatar
Robert Foster
Posts: 562
Joined: Wed, 2. May 07, 15:59
x3

Post by Robert Foster » Tue, 1. Dec 09, 06:39

Move it move it snap snap chop chop..... :P
I Am Currently Playing ( TRANSCEND-II )
I am a Asteroid Miner and I love to Mine - Brine, Nividium, Oil, Tellurium, Plutonium, Tridium, Metal, Tritanium and Gallium Crystals.
Proud owner of Protools|HD3 system.

Aoshi_
Posts: 27
Joined: Thu, 10. Sep 09, 22:45
x3tc

Post by Aoshi_ » Wed, 2. Dec 09, 05:36

Fantastic job. I was waiting for something like this to come along.

Running now with a small fleet of Kestrels. :)

Kosta F
Posts: 41
Joined: Sat, 27. Jan 07, 10:04
x3ap

Post by Kosta F » Wed, 2. Dec 09, 08:41

Yeah thanks so much for the script I've been waiting so long for this!

Aoshi_
Posts: 27
Joined: Thu, 10. Sep 09, 22:45
x3tc

Post by Aoshi_ » Mon, 7. Dec 09, 00:52

Two suggestions;

1) Make it so i can tell if this script is working or not on a particular ship. It just says "None" in the orders, but suddenly the ship jumps to life and runs off. Even if it used Idle or something would be better than none.

2) Please, have the ship return to a safe port when it can't find anything to do. This should include any instance where the ship goes idle. I loose almost all my ships due to the fact they drop a sat, can't find a safe route and just go idle right there in space. It would be great if this worked like the Scan all asteroids in sector command, returning the ship to the nearest safe port when it goes idle.


Other than that, this script has lit up almost every sector. I'm quite happy with it. :)

Relik155
Posts: 2
Joined: Wed, 9. Dec 09, 13:09

Post by Relik155 » Wed, 9. Dec 09, 13:14

I have this script installed and running using the plugin manager. However in-game when I go into the ships orders -> automated sat network, the config screen comes up but I am unable to enter any information, clicking on any of the options cause the config screen to flash back to the orders screen then back to the config screen with no changes at all.

As far as I can tell I have everything installed and functioning properly, just wondering what im missing here?

Thx

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Wed, 9. Dec 09, 14:26

That doesn't sound like any problem I've ever heard of before...
Does the config screen look any different to the front page screenshots? (If it does upload a screenshot)

User avatar
vampirecosmonaut
Posts: 329
Joined: Thu, 17. Aug 06, 21:23
x4

Post by vampirecosmonaut » Thu, 10. Dec 09, 00:58

What does this script do when there is already satellites in the sector?
As in satellites placed by another explorer program or myself.
Do they pick them up and move them to an 8 point config?
Could they move them and rename them as well?

I'm running the Universal Explorer script at the moment, and it's simply too buggy.
Also, the UX pilots place the satellites in positions that enemies can easily destroy.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Thu, 10. Dec 09, 03:32

Currently it will only detect if they're at the 8 points, centre point, or (range / 2) above and below gates.
I have strongly considered adding in something to detect other satellites and reorganise/rename them as I myself had a few littered around, and every time I look at the sector map these "out of place" ones irritate me to no end, lol.
So yes, I think I will get onto implementing something to detect that as well. I've been updating my Universal Locator as of late, but it's at a stable point now so I might do some more on this.

Relik155
Posts: 2
Joined: Wed, 9. Dec 09, 13:09

Post by Relik155 » Thu, 10. Dec 09, 04:45

To much hassle for me to upload a image, it says this though...

MAIN
Start
Stop

DEPLOYMENT CONFIGURATION
Home Sector:null
>Clear Home Sector
Jump Radius:0
Low Credit Threshold:2000000Cr
Minimum Credit Threshold:500000Cr


And thats it, when I click on any of the options it simply flashes back to the orders screen and back again no changes and no activation of any kind. I have redownlaoded and reinstalled the script still same thing, game is fully up-to-date and I am not running any other mods or scripts with this.[/img]

lLongshanks
Posts: 273
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks » Thu, 10. Dec 09, 10:04

This is a really cool script. Iv never bothered with satalites before as they was too much hasstle to keep replacing. Just 1 thing is there anyway to turn the message log spam down?

Thanks
Scripts I use.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Thu, 10. Dec 09, 10:28

@Relik155: I really don't know how you could be getting such a problem. It sounds like you've a button stuck down or something and thus the menu just loops or something.
What other scripts do you have installed? Use the Plugin Manager - Advanced > Export Script List.
Maybe there's something weird playing with it or something.

@lLongshanks: You shouldn't be getting that much spam - you should only get it (for memory) when there are no satellites to buy, all sectors completed, or no safe routes. I'll look into adding something to configure the alerts a little more though.

lLongshanks
Posts: 273
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks » Thu, 10. Dec 09, 10:55

I get a message every 15 mins telling me that all satalites are deployed and its going idle for now. I got 4 ships setting up satalites and after 4 hours of seta it takes ages to look through my log file to find lost ships.
Scripts I use.

alex2069
Posts: 205
Joined: Thu, 22. Dec 05, 21:19
x3tc

Post by alex2069 » Thu, 10. Dec 09, 12:31

Hmmm... I take it you don't have them set to box + gates over entire universe then?
I've never run it not like that, but I can see how with a smaller area/less sats it could get a bit spammy if it's easier for them to maintain.
I'll could either add an option to turn off messaging or increase the messaging delay. Unless you have a preference I'll do whatever is easier, lol.

lLongshanks
Posts: 273
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks » Thu, 10. Dec 09, 12:44

No I dont satalite the universe. i only map sectors where my trade vessels go. I got no prefrences to what you do its a good script thanks.
Scripts I use.

boran_blok
Posts: 82
Joined: Thu, 22. Dec 05, 21:46
x3fl

Problem in lue profit

Post by boran_blok » Sun, 27. Dec 09, 11:56

At the moment I have a problem in blue profit.
I have it set to 8 sats with gate illumination.
The default position of sat 1 is apparently too close to the planet surface, I just lost my dicoverer and a sat there.

OOS it can be placed fine, but once I enter the sector it blows up, I lost my discoverer because it tried to place the sat while I was in sector.

Is there a posibility to check for this or add an exception condition ?

Greetings,

boran_blok
Posts: 82
Joined: Thu, 22. Dec 05, 21:46
x3fl

Made a workaround

Post by boran_blok » Mon, 28. Dec 09, 22:29

I made a workaround for blue profit.

ATM I have not yet tested it but I have faith in my solution since I use the same method you used to work around position problems in Earth and the hub.
I have no place to store the XML, I have copied the inserted code below, if you want the XML just send me a message and I'll mail it to you.

Changes in a2069.satnet.get.positions

Code: Select all

032   * BLB: If Blue Profit do a custom positioning to avoid the planet
033   * The height is 4,5k above the ecliptic since most trafic will occur between gates
034   if $arg.sector == Blue Profit
035   |$bp.pos.t1 =  create new array, arguments=8000, 4500, 25000, null, null
036   |$bp.pos.t2 =  create new array, arguments=-12000, 4500, 25000, null, null
037   |$bp.pos.t3 =  create new array, arguments=-12000, 4500, -25000, null, null
038   |$bp.pos.t4 =  create new array, arguments=8000, 4500, -25000, null, null
039   |$config.positions =  create new array, arguments=$bp.pos.t1, $bp.pos.t2, $bp.pos.t3, $bp.pos.t4, null
040   |$config.gates = [FALSE]
041   end
042   * END BLB
You could place 8 sats but most traffic occurs between 9k and 0k (the height of the gates above the ecliptic)

boran_blok
Posts: 82
Joined: Thu, 22. Dec 05, 21:46
x3fl

Post by boran_blok » Tue, 29. Dec 09, 09:27

After some testing I changed the distances off center of the t2 and t3 to -25k, 12k was too much overlap with the sats on the right.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”