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[SCR] [X3:TC/AP] [v1.8.9.7_fixed] [05/09/2013] MK3 Improvement Reloaded
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Nicoman35





Joined: 17 Nov 2005

Location: Bochum

PostPosted: Thu, 28. Jun 12, 12:40    Post subject: Reply with quote Print

Oh, sry, I have XRM too, there it has 6x 200MW. And no, he did not sell any of them, he just started collecting more and more.

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gnasirator





Joined: 13 Dec 2004
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PostPosted: Thu, 28. Jun 12, 12:50    Post subject: Reply with quote Print

Thanks for the report. I already found and fixed the error!

Couldn't you have reported that 30 mins earlier? I could've packed that into the last release then ... I'll have to do another one now Smile

-> alright, v1.8.3 is out. Have fun everybody!


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Nicoman35





Joined: 17 Nov 2005

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PostPosted: Thu, 28. Jun 12, 13:50    Post subject: Reply with quote Print

I am skripting around on the SerialKicked's anarkis defence system. That thing is draining SO MUCH of my brainpower, that all other tasks run rather slow. Laughing
Nice work gnasirator! Thanks for the update.

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gnasirator





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PostPosted: Thu, 28. Jun 12, 19:02    Post subject: Reply with quote Print

You are welcome!

I know well about that draining brain power stuff. Used to be that way in the beginning of my MK3 scripting before I did a complete rebuild.
Now maintaining the code is easy as it is all sorted, tidy and clean Smile

May I recommend using my breakpoint scripts for your work? They make debugging a hell of a lot easier Wink

I can send you the scripts, if you like. Or you can code that yourself. Basically, a breakpoint is simply a 20 sec wait in the code which gives you time to activate trace debugging.
If you then play a nice alarm sound, too and rename the ship plus kill all other tasks except the one with the breakpoint, you have the whole package.

Or I'll simply publish them in another thread...


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Nicoman35





Joined: 17 Nov 2005

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PostPosted: Fri, 29. Jun 12, 08:09    Post subject: Reply with quote Print

Help is always welcome Smile. Feel free to post, I will have a look and maybe I use them.

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Happyblue





Joined: 14 Mar 2004
Posts: 137 on topic

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PostPosted: Fri, 29. Jun 12, 21:30    Post subject: Reply with quote Print

Nicoman35 wrote:
I am skripting around on the SerialKicked's anarkis defence system. That thing is draining SO MUCH of my brainpower, that all other tasks run rather slow. Laughing
Nice work gnasirator! Thanks for the update.


I would love if someone updated ADS. I so miss those scripts. Sad


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DrBullwinkle





Joined: 17 Dec 2011
Posts: 3350 on topic
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PostPosted: Fri, 29. Jun 12, 21:34    Post subject: Reply with quote Print

Happyblue wrote:
I would love if someone updated ADS. I so miss those scripts. Sad


Why do you miss Anarkis Defense System? Are you not using it for some reason?

What needs to be updated?


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Etyneo





Joined: 25 May 2012
Posts: 107 on topic

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PostPosted: Sat, 30. Jun 12, 00:31    Post subject: Reply with quote Print

DrBullwinkle wrote:
Happyblue wrote:
I would love if someone updated ADS. I so miss those scripts. Sad


Why do you miss Anarkis Defense System? Are you not using it for some reason?

What needs to be updated?


I'd heard ADS had some bugs in it, primarily dealing with stations. I had been hoping to experiment with it, but the bugs put me off....plus it was made for an ancient version of TC...

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DrBullwinkle





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PostPosted: Sat, 30. Jun 12, 01:23    Post subject: Reply with quote Print

Etyneo wrote:
I'd heard ADS had some bugs in it, primarily dealing with stations. I had been hoping to experiment with it, but the bugs put me off....plus it was made for an ancient version of TC...


Why not just try it?

Nothing about the game has changed since "ancient versions of TC", so there is nothing that requires updates. ADS - Anarkis Defense System works fine, as far as I know. A lot of people use it.

I do not see any serious bug reports in the thread. There are a couple of "rumors" -- but no real reports of substantial bugs.

There is one very minor bug report that might affect some carriers which have Carrier Command Software built in. The fix is very simple, and an even simpler cure is to use a different carrier. I have not experienced the problem in my own tests with ADS.

Also, most ADS features are unrelated to stations. It is completely usable even if you do not use the station features at all.

I am not saying that ADS is bug-free; I am only saying that I do not see any substantial bug reports, and that it is very popular in its current state.

So don't "miss" ADS -- use it!
.


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Etyneo





Joined: 25 May 2012
Posts: 107 on topic

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PostPosted: Sat, 30. Jun 12, 03:29    Post subject: Reply with quote Print

DrBullwinkle wrote:
Etyneo wrote:
I'd heard ADS had some bugs in it, primarily dealing with stations. I had been hoping to experiment with it, but the bugs put me off....plus it was made for an ancient version of TC...


Why not just try it?

Nothing about the game has changed since "ancient versions of TC", so there is nothing that requires updates. ADS - Anarkis Defense System works fine, as far as I know. A lot of people use it.

I do not see any serious bug reports in the thread. There are a couple of "rumors" -- but no real reports of substantial bugs.

There is one very minor bug report that might affect some carriers which have Carrier Command Software built in. The fix is very simple, and an even simpler cure is to use a different carrier. I have not experienced the problem in my own tests with ADS.

Also, most ADS features are unrelated to stations. It is completely usable even if you do not use the station features at all.

I am not saying that ADS is bug-free; I am only saying that I do not see any substantial bug reports, and that it is very popular in its current state.

So don't "miss" ADS -- use it!
.

Now I just have to get over my love affair with CODEA...I do love having a squad or eight of M8s onboard...they tend to wreck capital fleets...any nearly anything else...

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Nicoman35





Joined: 17 Nov 2005

Location: Bochum

PostPosted: Sat, 30. Jun 12, 12:52    Post subject: Reply with quote Print

Don't want to hijack gasinators thread, continuing discussion here.

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gnasirator





Joined: 13 Dec 2004
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PostPosted: Sat, 30. Jun 12, 16:48    Post subject: Reply with quote Print

Thanks, appreciated Smile


edit: new version 1.8.4.

fixed a bug where traders would not jump if attacked but instead just fly away into a neighboring sector! -> really not favorable.

also changed the status message in the pilot's log to give credit to me, instead of burnit & mkess (finally). I think, I can do this now, after I have completely rewritten almost everything Smile
This message now only comes once after starting a NEW mk3 trader for the first time.
I was annoyed by the whole logbook being spammed by that stuff.

finally, I changed script version numbers to match the release version.


I hope, you enjoy!


edit2: v1.8.5 is out.

Now new traders with experience lvl 1 will try to buy (or get delivered) the amount of energy cells set in cargo bay manager. Only energy cells, because they might be needed for jumping to the first levelling sectors.

Also, traders will now buy all missing wares from cargo bay manager directly after one another.

fixed some null vars in buyhardware script which didn't have any impact, though.

Also, the delivery script now chooses a station in the center between trader and nearest gate as a meeting point which reduces overall delivery time (sometimes a lot).

And some small fixes.


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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Thu, 5. Jul 12, 06:30    Post subject: Reply with quote Print

Download link seems to be broken.

Also, I had an anomaly in v1.80. You may have already fixed this, but I have a Discoverer named: "Delivery Ship: Fighter Drone MK-II (-86)".

Obvsiously, a Discoverer is too tiny to deliver anything. It is currently full of energy cells and does not have room for even a single MK-II drone.

I thought that delivery ships were always Goner Rangers? No?

In any case, it is not moving and has no current Cmd or Action. It's stack on Task 0 is:

1) plugin.autotrade.delivery.go
2) !move.jump
3) !move.stay

It appears to be confused. (As am I). Smile


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gnasirator





Joined: 13 Dec 2004
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PostPosted: Thu, 5. Jul 12, 07:49    Post subject: Reply with quote Print

Yes, I already reported to SS_T. I broke the page by reuploading the file twice to avoid the file renaming. I hate that Smile

I already put a mirror up for that.

And I think, I really fixed that delivery problem. In 1.8.5. The script reduced the delivered amount of a ware according to the Gained amount of a trader. This was to make sure, a trader didn't order huge amounts of expensive wares in the beginning of a game which could else use up all of the player's money.

Oh no, I just double checked it: the bug is still not 100% fixed. I corrected that. I'll release v1.8.6 soon today.

If you want, you can already try the changes. I have to go to university now.

And delivery ships are not always rangers, no. They are chosen according to needed cargo bay size. This works well for me but obviously negative values mess that up...

Please report back if the bug is fixed!


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DrBullwinkle





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PostPosted: Thu, 5. Jul 12, 09:00    Post subject: Reply with quote Print

gnasirator wrote:
delivery ships are not always rangers, no. They are chosen according to needed cargo bay size.


OK. Obviously, Discoverers don't have enough cargo bay to carry anything. They don't even have enough capacity to carry a jump drive and energy cells. Certainly not drones.

Quote:
Please report back if the bug is fixed!


I don't know how to test whether the bug is fixed. I have the saved game with the strange Discoverer, but I do not know how to reproduce it.

I will wait until you're ready with a full update. Is autotrade.delivery the only script you have edited in the last six versions?


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