 |
View previous topic :: View next topic |
 |
|
|
|
|
Author |
Message |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

 |
Posted: Wed, 10. Aug 11, 05:54 Post subject: [SCR] Station Placement Assistance script |
|
|
WillyShop's Station Placement Service
This is a script I created to assist in the placement of stations on a regular lattice. Anyone who has ever completed a few station building missions will know how easy it is to simply
 |
press numpad 5 and then select the placement beacon.
|
|
I decided it made a great deal of sense to use this same mechanic for the placement of your own stations.
This script adds a command to the the special commands menu of TL ships with trade command software mk3 installed, "deploy placement beacons". One navigation relay satellite is required in the cargo of the TL for each nav beacon deployed.
There are two options for station placement.
The first creates a spherical array of nav beacons in a cubic close packed lattice. This is designed to be best for complexes between a few dozen and several hundred stations. There is no hard coded limit to the number of stations, but I make no guarantee of performance beyond a few hundred. If there are less than a few dozen stations, this may look kind of silly as it will be a heavily pixelated sphere.
For smaller complexes, I created the next option: a simple single level hexagonal grid. This is ideal for the placement of most food/bio/energy complexes because the way the nodes are placed on the models will allow for nicely aligned tubes.
There will be 2*(w*h + w + h) stations in such a grid, so for example a one by one grid will have spots for 6 stations.
Uses page ID 9433 and command slot 557.
This is my first script, so feedback both positive and negative is welcome!
[Edit]
If your wondering what sizes are good for the minimum station distances, I've found that 1km is good for small tech fabs, 2km should be sufficient for all the food facilities, M or L, and 4-5 km is sufficient for SPP XL and mines.
There is, of course, nothing stopping from using this script recursively, say to make a lattice with a separation of 20km, then several smaller spheres of hundreds of stations at each of the nodes. Well, nothing but creditsss and your computer
[/Edit]
[Edit 8/10/2011]
New version. Added hex grid placement option, fixed some overflow bugs that led to rounding errors, fixed issue with double placement of a few of the beacons.
[/Edit]

Last edited by willyshop on Thu, 12. Jan 12, 01:05; edited 5 times in total |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Wed, 10. Aug 11, 05:57 Post subject: |
|
|
reserved
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
joelR

Joined: 09 Jul 2007 Posts: 1888 on topic Location: Seattle

|
Posted: Wed, 10. Aug 11, 06:09 Post subject: |
|
|
Nice work. Im surprised this hasnt been done sooner. Thanks for this. Downloading now....
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Thu, 11. Aug 11, 01:11 Post subject: |
|
|
Thanks!
I just uploaded a new version with added features and made a couple bug fixes. Highly recommended, the new hex grid placement option is extremely useful.
[edit]
Updated again. Now allows you to keep track of and delete beacons previously deployed.
[/edit]
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Sorken
Joined: 11 Jan 2012
|
Posted: Wed, 11. Jan 12, 14:37 Post subject: |
|
|
Very interesting. But im wondering if its intended to be used for "stacking" stations of the same type or mixing in the kinds you want into a super-complex that looks good?
The line like type i understand can use all the types listed above that have models suitable for linking in a line. But the other one?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
edwardecl
Joined: 08 Dec 2008 Posts: 92 on topic

|
Posted: Wed, 11. Jan 12, 17:05 Post subject: |
|
|
Seem's like a great idea,
I wonder how hard would it be for a script to somehow copy an existing complex station placements then deploy in a new sector with these beacons complete with names of the factories for the beacons?
I tend to make spaceweed and fuel complexes to fill a XL power plant as tightly packed as possible in 3 dimensions while retaining straight tube connections.
I always forget which stations go where for it to fit without collisions.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
mcaule

Joined: 11 Jan 2012
|
Posted: Wed, 11. Jan 12, 19:13 Post subject: |
|
|
Does this script work in X3:AP?
_________________ God among men. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Thu, 12. Jan 12, 00:48 Post subject: |
|
|
| mcaule wrote: |
| Does this script work in X3:AP? |
It should, although I haven't tested it yet. My empire in AP hasn't quite gotten to the mega-complex building point yet
| Sorken wrote: |
Very interesting. But im wondering if its intended to be used for "stacking" stations of the same type or mixing in the kinds you want into a super-complex that looks good?
The line like type i understand can use all the types listed above that have models suitable for linking in a line. But the other one? |
I use it for super-complexes.
_________________ Station Placement Assistance Script
"Split alive!"
Not anymore, you're not. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Fri, 13. Jan 12, 02:29 Post subject: |
|
|
| edwardecl wrote: |
I wonder how hard would it be for a script to somehow copy an existing complex station placements then deploy in a new sector with these beacons complete with names of the factories for the beacons? |
That's not a bad idea, and shouldn't be too difficult to implement.
I was thinking it would be cool to design a few standard "boilerplate" complexes and code them in (food chains etc)
I doubt I'll get around to doing any of that, though.
_________________ Station Placement Assistance Script
"Split alive!"
Not anymore, you're not. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
xTemon
Joined: 09 Jan 2007 Posts: 967 on topic Location: The other side of nowhere

|
Posted: Sat, 31. Mar 12, 23:59 Post subject: |
|
|
Comes with a file: DS_Store in both t and main folder.
A few questions:
- What is it?
- Is it needed or required and where should it be?
- Is it actually part of this or an unintended addition?
edit: nvm.. google tells me it's a mac thing. Honestly didn't think it would be that easy. 
_________________
Microsoft |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
mjl1966
Joined: 02 Apr 2010
|
Posted: Fri, 19. Apr 13, 01:52 Post subject: |
|
|
How many hex nodes on the x axis? I give up.
How many hex nodes on the y axis? I really give up.
I know how to spell dodecahedron and can't figure out what these numbers mean except they always want to deploy 12 and 16 satellites when I use numbers like 1, 2 or 6. The one time it did work, my beacons were placed 1500 Km up the y axis (when I input "2" as the separation)
After 30 minutes, I am getting nowhere.
Maybe it's just me, but some sort of write up on what the inputs mean and how to use them would be appropriate.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Thu, 16. May 13, 22:29 Post subject: |
|
|
Hey, Sorry. I've been gone from the forums and the x-universe in general for awhile. I'll see if I can answer your questions, if it really matters a month later
| mjl1966 wrote: |
How many hex nodes on the x axis? I give up.
How many hex nodes on the y axis? I really give up.
I know how to spell dodecahedron and can't figure out what these numbers mean except they always want to deploy 12 and 16 satellites when I use numbers like 1, 2 or 6.
|
I probably could have been more clear. The number of hexes on the x and y axes means the number of full hexagons. So, 1 by 1 would be six stations, 1 by 2 would be two hexagons next to each-other, which works out to 10 stations. The first screenshot would be a 3 by 2 grid.
| Quote: |
| The one time it did work, my beacons were placed 1500 Km up the y axis (when I input "2" as the separation) |
When you run the script, it will ask for a position on the map. It sounds like the one you picked was 1500 m up the y axis. The station separation will be the distance between the stations in meters. So, if you put in two you will get beacons 2 meters apart, which in the x-universe is extremely close. They will look like they're all on top of each other in the station map, and when you plop stations on them the stations will all bang into each other.
You might try putting in separations on the order of 1500 or greater, depending on the size of the stations you want to place.[/quote]
_________________ Station Placement Assistance Script
"Split alive!"
Not anymore, you're not. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
willyshop

Joined: 01 Feb 2011 Posts: 98 on topic Location: Seattle

|
Posted: Thu, 16. May 13, 22:37 Post subject: |
|
|
| willyshop wrote: |
| Sorken wrote: |
Very interesting. But im wondering if its intended to be used for "stacking" stations of the same type or mixing in the kinds you want into a super-complex that looks good?
The line like type i understand can use all the types listed above that have models suitable for linking in a line. But the other one? |
I use it for super-complexes. |
I Just want to clarify: The idea behind "the other one" is to get as many stations as possible into a small volume, so the stations get laid out in a lattice that puts each station the same distance from all it's nearest neighbors. See this wikipedia article
_________________ Station Placement Assistance Script
"Split alive!"
Not anymore, you're not. |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
|
|