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LordGaara
Joined: 09 Feb 2010
Location: Bulgaria
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Posted: Fri, 8. Jun 12, 10:01 Post subject: |
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Wow, impressive changelog TECSG!
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Added the option to buy any ship (for much more than they are worth) from the MPW.
Implemented Abandoned Station Claiming. |
Any ship? What about rare/unique and game/mod dependant ships (XRM, ToTT, etc.)? That would be so awesome. Oh yes, SCS works perfect on ToTT so far.
Can you elaborate on the station claiming please? What do you mean exactly?
Also, about the credits given, you forgot to mention me for my constant nagging, pushing and putting strain on you! This is outragious!
Keep up the good work,
Cheers
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Fri, 8. Jun 12, 10:12 Post subject: |
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Hi LordGaara,
*Any Ship* (at least, most of them!) Plus a few specials from the SCS scripts.
If a station is abandoned, you can (as of v4.10) claim and then sell, scrap or repair the station. Someone posted a while back that they got a message (from the SCS Network Newsletter) saying an abandoned station had been found as I'd already added the 'detection' routines, now I added the routines to actually claim the found station.
I have not implemented the code to make the 'owners' abandon the station though, I was hoping ThisIsHarsh would add that 'feature' to his NPC Bailing mod!
However, if he doesn't, and I can get the time (and my head around it) I may do it myself at some point.
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Osiris454
Joined: 04 Jan 2011 Posts: 727 on topic

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Posted: Mon, 11. Jun 12, 02:41 Post subject: |
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| Quote: |
| Someone posted a while back that they got a message (from the SCS Network Newsletter) saying an abandoned station had been found |
Yay me!
I have 1 option request. Could you please make the navigation relay satellite an option when calling the salvage Hyperion? I have the sector completely covered so, I don't need them. I also didn't realize that they are not removed when the salvage operation is completed. Oh, well. I just blow them up. 
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Mon, 11. Jun 12, 07:25 Post subject: |
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Hi Osiris454,
Thanks for the reminder!
I can add in a check to see if there's already a satellite within scanner range of the debris you are salvaging and only deploy a new satellite if there isn't one.
You should be able to use the 'Collect Satellite' command to reclaim the marker satellite if it is no longer needed though.
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Osiris454
Joined: 04 Jan 2011 Posts: 727 on topic

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Posted: Mon, 11. Jun 12, 07:49 Post subject: |
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Cool. Thank you!
Oh, yeah, I forgot one more thing. When you press 'v' (SCS hotkey for me) on a damaged ship, it sends in the MRS and tells you so via a little message at the bottom of your screen. However, you can cancel the request by pressing 'v' again (before the MRS arrives) but there is no message telling you that the MRS repair has been called off. Also, can the Salvage Hyperion have this ability? As of 4.07 you can only call in a Hyperion but you can't call it off (unless you destroy it ). Pressing the hotkey on the wreckage again after the Hyperion is called in would cause the Hyperion to jump out and call off the salvage. Perhaps even add a little 'fee' for wasting the pilot's time. 
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 12. Jun 12, 02:24 Post subject: |
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Hi Osiris454,
That's a good point, I'll see if I can squeeze that in to v4.10 before it's released.
I've added in the checks for the satellite already, that's good to go!
Thanks for the suggestion!
UPDATE:
Okay, found a really weird (and annoying) bug in TC...
I modified the Salvage Debris routine so trying to salvage the same debris twice would call a library routine to pop-up a window asking if you want to cancel the first salvager, that worked fine...
Then I added the same call to the hotkey command to salvage the debris... and that sort of worked... a bit...
For some reason, the same routine called from two different scripts (even with the same parameters passed) has different results.
If called from a standard script (ie, running on a ship), the window pops up fine, but if called from a script tied to a hotkey, a menu is opened instead of the pop-up window.
I'll have to write a new 'mini-menu' routine that can replace the built-in command, unless someone knows what the heck is going on (and more importantly, how to solve it)!
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LordGaara
Joined: 09 Feb 2010
Location: Bulgaria
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Posted: Tue, 12. Jun 12, 08:05 Post subject: |
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| Osiris454 wrote: |
Cool. Thank you!
Oh, yeah, I forgot one more thing. When you press 'v' (SCS hotkey for me) on a damaged ship, it sends in the MRS and tells you so via a little message at the bottom of your screen. However, you can cancel the request by pressing 'v' again (before the MRS arrives) but there is no message telling you that the MRS repair has been called off. Also, can the Salvage Hyperion have this ability? As of 4.07 you can only call in a Hyperion but you can't call it off (unless you destroy it ). Pressing the hotkey on the wreckage again after the Hyperion is called in would cause the Hyperion to jump out and call off the salvage. Perhaps even add a little 'fee' for wasting the pilot's time.  |
This is really weird, as I get sort of "non-targetable" Hyperions. I mean I can target them, but all weapons pass through them, like they are with No Collision ON. Tried crashing into one - same result.
@TECSG
How can I use the "Jump ship to station" command? I cant find it anywhere.
There are several others like that missing.
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 12. Jun 12, 09:16 Post subject: |
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Greetings LordGaara,
whilest you are in the same sector as the Salvage Hyperions, their collision detection is deactivated, otherwise they spend ages trying to get a firing line on the debris you have them salvaging.
The 'Jump to Station' and 'Jump to Position' commands are (as it says in the manual) only available under certain conditions:
| Quote: |
| This command is for non-movable ships (such as the Orbital Weapons Platform). You can use this command to jump the ship to the station of your choice, the ship must have a jumpdrive installed and enough energy cells to jump to the desired station. If the ship can dock at the station (and there is a docking bay free) the ship will jump directly into the docking bay, otherwise, the ship will jump to the approximate position of the station. |
None of the commands are missing, you just don't have the right criteria for them to be displayed!
All the commands are listed in the manual and it also lists what criteria (if any) is required to see/use the manual!
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LordGaara
Joined: 09 Feb 2010
Location: Bulgaria
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Posted: Tue, 12. Jun 12, 09:25 Post subject: |
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Thanks, TECSG. My bad.
I read the manual long time ago and forgot about the requirements.
Education time.
EDIT: Another question, TECSG.
Yesterday I used the MPW for the 1st time... and they pulled a fast one on me! I think this is unacceptable, you cant cheat a customer on his 1st visit!
From the MPW menu I ordered 30 cyclone missiles, payed about 700K and received a smile and goodbye-wave in return.
Am I missing something? Where is the order delivered to? It wasnt in my cargo bay for sure.
Re-EDIT: Nothing on the manual for this menu either.
Last edited by LordGaara on Tue, 12. Jun 12, 09:38; edited 3 times in total |
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Tue, 12. Jun 12, 09:28 Post subject: |
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If in doubt... RTFM...

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LordGaara
Joined: 09 Feb 2010
Location: Bulgaria
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Posted: Tue, 12. Jun 12, 09:57 Post subject: |
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| TECSG wrote: |
If in doubt... RTFM...
 |
Yep, doing it atm. The only thing that is not included there is the option to make orders from the MPW, as per my edit above.
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Wed, 13. Jun 12, 13:09 Post subject: |
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Any orders (of wares) from the MPW will be packaged into containers and dropped in space at/near the location of the ship that places the order, you can then use the 'Collect Ware' commands (I'd recommend the SCS commands as they will prevent wares being destroyed because the ships cargo bay is full) to pick up the container.
Once you gain Remote Access to the MPW, you can place orders from anywhere, in that case, there is a delivery fee, but a transporter will jump in and drop off the container(s) of goods you purchased.
Other orders (ships for example) will jump in to your location once they have been retrieved from the Pirate's (non-mobile) warehouse.
Will update the manual for that!
EDIT:
| In the manual 'tis wrote: |
| Once a purchase is completed, the items you bought will be transported into space near to the MPW for you to collect. Packages will be split into a maximum of 4,000 cargo units to allow for easy collection. |
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Fri, 15. Jun 12, 16:52 Post subject: |
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Okay, V4.10 is now with the Beta Testers, all going well, the scripts will be released soon!
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jerry7890
Joined: 13 Oct 2008
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Posted: Fri, 22. Jun 12, 00:27 Post subject: |
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Hi TECSG,
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| Okay, V4.10 is now with the Beta Testers, all going well, the scripts will be released soon! |
I. Any chance for link to v4.10beta for others?
Scripts & Modding Forum is visited mostly from "beta testers" and many SCRIPTs a beta, and if somebody didn't RTFM its his fault, (you site counter list ~400 downloads small beta testing group)
II. Wish list:
1) Upgrade to Stealth Sat renames the SAT to "You Stealth ..."(MARS deployed sat name ~"Adv Sat - 1 Gate".
Can you just add blue [STEALTH] at the beginning of old name w/out changing it? ("Adv Sat - 1 Gate" -> "[STEALTH] Adv Sat - 1 Gate")
2) Using "1MJ Shield" for stealth sat in XRM is kind of silly for me. The "Cargo Bay Shielding" was good enough.
- the 2 db in stock is solvable w CLS2 buying it (just use some M5 with small cargo bay);
- ~800 kCr per Stealth Sat is normal comparing w other prices in XRM (~ 1 Sat / Sector ; 10-30 enemy sectors = ~30-100 mil Cr not that much)
Probably option in config menu: default - cargo bay shielding, changeable to any other tech ware: if somebody want to change it;
Thx
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TECSG

Joined: 17 Feb 2004 Posts: 1443 on topic Location: Aberdeen

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Posted: Fri, 22. Jun 12, 08:30 Post subject: |
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Hi jerry7890,
I will post a link shortly, but got sooooo much work on at the minute I only get an hour or two a day to work on the scripts.
I don't think *most* people in the S&M forum read the manual, but generally, neither do I!
I can put in an option for the colouring the names of sats, shouldn't be a problem.
The XRM shield/CB Shielding swap was done purely to try to balance the SCS scripts across mods, given that the satellites cost the same, it seems only fair that the additional wares needed do too. The 2 unit limit is also a problem given that it takes (currently) 4 to make a Stealth Satellite, it would take ages to gather enough even to light up just a few sectors and I think I would get quite a few complaints if people had to spend ages gathering CB Shielding before they could place any Stealth Satellites.
The required ware could be added as an option so you can change the ware (from a list of 'appropriate' wares) if requested by several people.
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