[SCRIPT] [2012.01.21] Automated Satellite Network v2.00
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2 questions:
Any special issues on XRM compatibility? I presume not but never hurts to ask.
Is it possible for ship to prioritize player owned adv. sat fab for just taking, not purchasing sats? Well I'm guessing this is irrelevant, I sell those things expensively.
How's the "enemy evading" logic? Is it at least in rank of CAG? Will deployer, for example, try to put satelite in sector where xenon invasion is in progress? Will he use JD if attacked? I'm planing to use TLS (for vanilla it's an equivalent of SB, fast spacious and shielded ship)
Perhaps it would be best if he would just skip any sector with red marks (or make option to turn this off) and re check after 10 minutes.
Any special issues on XRM compatibility? I presume not but never hurts to ask.
Is it possible for ship to prioritize player owned adv. sat fab for just taking, not purchasing sats? Well I'm guessing this is irrelevant, I sell those things expensively.
How's the "enemy evading" logic? Is it at least in rank of CAG? Will deployer, for example, try to put satelite in sector where xenon invasion is in progress? Will he use JD if attacked? I'm planing to use TLS (for vanilla it's an equivalent of SB, fast spacious and shielded ship)
Perhaps it would be best if he would just skip any sector with red marks (or make option to turn this off) and re check after 10 minutes.
Updated version available
A while ago I updated this script and fixed the outstanding bugs that I could track down. I contacted Alex2069 and got his permission to alter and release his work, but never did get around to uploading it.
I've since gotten back into X with the release of AP, so I'll upload it now. I've been using it without issue in my TC and AP games, but let me know in this thread or by PM if anything goes horribly wrong.
Changes I made:
(zip file)
[ external image ]
I can also make an .spk version if there's demand.
I've since gotten back into X with the release of AP, so I'll upload it now. I've been using it without issue in my TC and AP games, but let me know in this thread or by PM if anything goes horribly wrong.
Changes I made:
- - Now uses Explorer Command Software so it can find new sectors on its own without cheating.
- Now shows currently active tasks. A task of "Automated Satellite Network" means it's thinking about its next move.
- No longer stalls while scanning the entire universe after deploying a satellite. Instead, it looks at the closest sectors first, then expands its scan range if it can't find a sector to deploy in.
- Tries to find a station to shelter in when it is attacked or otherwise has problems or things to consider, instead of just sitting in space.
- No longer jumps directly to undiscovered sectors when in explore mode, and flies through gates the long way instead. This should allow all sectors it discovers to be connected on the map.
- Now bypasses its safe path check if it is capable of jumping, to speed up the decision-making process.
- "Illuminate Gates" now works with single centre deployment, and will deposit one satellite over each gate.
- Route finding algorithm has been cleaned up a bit.
(zip file)
[ external image ]
I can also make an .spk version if there's demand.
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- Joined: Mon, 28. Feb 11, 19:50
Re: Updated version available
Amriel wrote:A while ago I updated this script and fixed the outstanding bugs that I could track down. I contacted Alex2069 and got his permission to alter and release his work, but never did get around to uploading it.
Wow! This is more awesome news then I dared to hope in my wildest dreams : )
This script was originally well thought-out and designed but had some serious issues which you've hopefully solved. Perfect.
SPK version would be welcome cause XRM prefers that kind of install.
EDIT: Disregard that, I thought this was plugin managar version, it aint
Run away when attacked is great (fast ships for the job are preferred anyway) maybe using JD as well ... bah forget it, it's good as it is!
Thanks again, this was exactly something I've wanted.
Last edited by deca.death on Sat, 21. Jan 12, 22:12, edited 1 time in total.
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I think I have a slight issue but it could be idiotic user error!
I packaged this up as an .spk for use in Cycrows plugin manager.
all seemed to working correctly except that instead of 8 satellites in 4 x 2 grid arrangement (rectangle) it is deploying 8 satellites in a 2 x 2 arrangement (square) with 2 satellites on top of each other.
any ideas?
I packaged this up as an .spk for use in Cycrows plugin manager.
all seemed to working correctly except that instead of 8 satellites in 4 x 2 grid arrangement (rectangle) it is deploying 8 satellites in a 2 x 2 arrangement (square) with 2 satellites on top of each other.
any ideas?
Just tested this, seems to work fine for me. Keep in mind that it's actually a 4x4 cube, in 3d space. You can hit the insert key to rotate the map axes to confirm this.all seemed to working correctly except that instead of 8 satellites in 4 x 2 grid arrangement (rectangle) it is deploying 8 satellites in a 2 x 2 arrangement (square) with 2 satellites on top of each other.
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http://img502.imageshack.us/img502/4206 ... ent111.pngAmriel wrote:Just tested this, seems to work fine for me. Keep in mind that it's actually a 4x4 cube, in 3d space. You can hit the insert key to rotate the map axes to confirm this.all seemed to working correctly except that instead of 8 satellites in 4 x 2 grid arrangement (rectangle) it is deploying 8 satellites in a 2 x 2 arrangement (square) with 2 satellites on top of each other.
I was just going by this shot where you get a top and bottom row of 4 each in a line where when I deploy I only get the inner "square" but with 2 on corner.
I'll have a double check tonight to see if they are on a different plane.
{Oversize image changed to link - Terre}
I'm pretty sure those extra 4 on the sides are the gate illumination satellites (named "AdvSat" without a position code), one above and below each gate.Metamartian wrote:I was just going by this shot where you get a top and bottom row of 4 each in a line where when I deploy I only get the inner "square" but with 2 on corner.
I did notice in my testing that sometimes the deployer ship gets a bit excited after dropping the main payload and illuminating one of the gates, and decides to dash through that gate instead of finishing all the gates in the sector. Not ideal, but it should eventually come around to finish everything up when it's done the rest of its deployment.
It always finishes the main cube payload though, unless it needs to go fetch more satellites and tethering is turned off.
Edit - Ah right, if a gate is already illuminated by the main cube, it doesn't drop extra sats over it. Clever little thing.
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Clever little things but they drop down like flies. And more annoying every time full cargohold of satellites (my own) goes with em. I hate to be one of those guys always naggin for something but if you thinking of introducing some additional features: avoid enemy: on/off flag would be more then welcome. On every sector entry check for red dots, if present, skip that sector. Even on entry would be head saver for 90% of situations, but if checked every minute or so, even better.
Clever little things but they drop down like flies. And more annoying every time full cargohold of satellites (my own) goes with em. I hate to be one of those guys always naggin for something but if you thinking of introducing some additional features: avoid enemy: on/off flag would be more then welcome. On every sector entry check for red dots, if present, skip that sector. Even on entry would be head saver for 90% of situations, but if checked every minute or so, even better.
this works in X3AP ?
EDIT: Version History
v2.00 - 2012.01.21 (by Amriel)
Albion Prelude Tested.
I should have read the 1st page better .. thanks for the script !
EDIT2: I have tried this script and I just cant get them to lay 8 in 1 sector my 5 sat laying m3s just place one sat in the top right corner of the sector , I have the option set to true on all except 1 ship for tethered return and all have the shine gate set to on too
EDIT: Version History
v2.00 - 2012.01.21 (by Amriel)
Albion Prelude Tested.
I should have read the 1st page better .. thanks for the script !
EDIT2: I have tried this script and I just cant get them to lay 8 in 1 sector my 5 sat laying m3s just place one sat in the top right corner of the sector , I have the option set to true on all except 1 ship for tethered return and all have the shine gate set to on too
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had a problem with this as well, XRM 1.18, the ship being used had seven sats on boards, yet the ship just sat at a station for ages, just sat there doing nothing, this was quite soon in the beginning of the game aswell.
shame because this one definitely has great potential, only thing i noticed though is it happens to have a lot of SCRIPTS, 46 to be exact..... that is quite a lot (makes it quite a complex little system with so many files to keep an eye on)
one last concern is, i have downloaded several times now, the file stamps don't seem to match version 2.00, what i mean is the latest modification dates of the files go back too "30/11/10", that corresponds with version 1.33, but the changes made in 2.0 were done after "Albion Prelude" was released right?
but AP came out way after "30/11/10", am i missing something, if i didn't know any better i would say that i have version 1.33 not version 2.0!!!
EDIT, i read back some post, i can see that the changes you made to this script were done a long time ago, only now have you actually released the script with those changes...... i see....
question, XRM does now allot fighters to have JD's, could that cause an issue with this script!!!
shame because this one definitely has great potential, only thing i noticed though is it happens to have a lot of SCRIPTS, 46 to be exact..... that is quite a lot (makes it quite a complex little system with so many files to keep an eye on)
one last concern is, i have downloaded several times now, the file stamps don't seem to match version 2.00, what i mean is the latest modification dates of the files go back too "30/11/10", that corresponds with version 1.33, but the changes made in 2.0 were done after "Albion Prelude" was released right?
but AP came out way after "30/11/10", am i missing something, if i didn't know any better i would say that i have version 1.33 not version 2.0!!!
EDIT, i read back some post, i can see that the changes you made to this script were done a long time ago, only now have you actually released the script with those changes...... i see....
question, XRM does now allot fighters to have JD's, could that cause an issue with this script!!!
I can't get this to work.
How hard can it be to copy a few files?
I've done it a few times now just to make sure, removed the files in script folder starting with "a" somthing, installed best buys locator again, then this sattelite script (as stated by script author some posts back). Still no menu where I can access the script.
I have changed name to Thereshallbewings.
I dropped the content in the zip file directly in my (steam) install of TC+AP (I'm playing AP now), so that it would overwrite the same named folders.
How hard can it be to copy a few files?
I've done it a few times now just to make sure, removed the files in script folder starting with "a" somthing, installed best buys locator again, then this sattelite script (as stated by script author some posts back). Still no menu where I can access the script.
I have changed name to Thereshallbewings.
I dropped the content in the zip file directly in my (steam) install of TC+AP (I'm playing AP now), so that it would overwrite the same named folders.