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Detector v1.17 (Finds Abandoned Ships, Tunings, Hidden Objects) [TC][AP][ALP]
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qwizzie



MEDAL

Joined: 01 Jun 2006
Posts: 465 on topic

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PostPosted: Thu, 16. Aug 12, 21:27    Post subject: Reply with quote Print

just dropping in to say thanks for a great script.. so .. thanks Smile

qwizzie


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somewhere between point A and point B i got lost and became an edit control freak ):
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DrBullwinkle





Joined: 17 Dec 2011
Posts: 3412 on topic
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PostPosted: Thu, 16. Aug 12, 21:59    Post subject: Reply with quote Print

Nacroma wrote:
The pop-up still shows up whenever A.S.S. ... spawns a ship.

Aside of that, 1.06 works properly (even pings recently abandoned ships from fights in an instant).


Before I post yet another update to Detector, would you (or someone) do me the favor of testing this updated version of lib.bw.detector.count?

(By "test", I mean just copy it into your scripts folder and play the game. With any luck, it will stop popping up the emails.)

Hopefully I got it right this time. Rolling Eyes (I am pretty sure that I did, because I was more careful about my own test this time.)

qwizzie wrote:
just dropping in to say thanks for a great script.. so .. thanks Smile


And thank you for saying so!


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Nacroma





Joined: 12 Dec 2008
Posts: 21 on topic
Location: Germany
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PostPosted: Fri, 17. Aug 12, 14:43    Post subject: Reply with quote Print

Unfortunately, no change for me. Didn't play much now, since I need to pack my stuff to be away for the weekend, but I did get a new message.

I renamed the original lib file and put it on my desktop, then I copied the new one (so no mistakes in just putting the original one back by accident; the creation date is also from today while the old one is from the day before yesterday).

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DrBullwinkle





Joined: 17 Dec 2011
Posts: 3412 on topic
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PostPosted: Fri, 17. Aug 12, 16:26    Post subject: Reply with quote Print

Nacroma wrote:
I did get a new message.


OK, thanks. I may have to update both Detector and ASS-AP to completely solve this.


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TheEarl





Joined: 03 Aug 2007
Posts: 258 on topic

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PostPosted: Fri, 24. Aug 12, 15:26    Post subject: Reply with quote Print

Oh no, every script, I have questions about is from you Smile

Are ther options to only beep for the crates and not for nividium ?
At first i don't need them, maybe later in game.
But sometimes it starts beeping and i do a bearing to get direction and then i find a nividium rock (or cluster).
Or is it a diffenet beep, if there is a create ?
I did not find one, so i can't say how it works.

Thanks again !

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DrBullwinkle





Joined: 17 Dec 2011
Posts: 3412 on topic
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PostPosted: Fri, 24. Aug 12, 20:47    Post subject: Reply with quote Print

TheEarl wrote:
Oh no, every script, I have questions about is from you Smile


That's OK; I appreciate the feedback. Some of my scripts have hundreds of downloads with little or no feedback. I'm never quite sure whether that is good or bad. At least I know that you are enjoying my work! Smile


Quote:
Are there options to only beep for the crates and not for nividium?


Yes. The current version allows you to choose which objects you want to detect. The settings are in the t file.


Quote:
is it a different beep, if there is a crate ?


The sounds are the same no matter what the object. If you hear the "tick" (or beep), it means that there is a desirable object in the sector. You will not know whether it is an abandoned ship, tuning crate, or Nividium until you find it. This is intentional; to make hunting a little more fun.

Detector should find objects in this order:

    1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.


Therefore, if you follow the beeps to Nividium, it should mean that there are no tuning crates (or abandoned ships) in the sector.

.


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TheEarl





Joined: 03 Aug 2007
Posts: 258 on topic

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PostPosted: Sun, 26. Aug 12, 21:56    Post subject: Reply with quote Print

I will check settings in t-file. Is it compatible with Pandora Tunings ?
http://forum.egosoft.com/viewtopic.php?t=223681
Maybe I give Pandora a try.

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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Sun, 26. Aug 12, 22:36    Post subject: Reply with quote Print

TheEarl wrote:
Is [Detector] compatible with Pandora Tunings ?


Yes, Detector will find vanilla tuning crates (in AP), Pandora Tunings, and Lucike's Apollo objects.

I use Pandora Tunings myself. Finding tuning crates is much more fun than cheating in a faster ship!


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TheEarl





Joined: 03 Aug 2007
Posts: 258 on topic

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PostPosted: Mon, 27. Aug 12, 11:16    Post subject: Reply with quote Print

In the t-file are only 2 entries.
How can I change it, to not beep for Nividium ?

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DrBullwinkle





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PostPosted: Mon, 27. Aug 12, 13:13    Post subject: Reply with quote Print

TheEarl wrote:
In the t-file are only 2 entries.
How can I change it, to not beep for Nividium ?


Get the current version of Detector. Smile

There should be five entries in the t file. They are all documented so that they are easy to change.


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T3Lunaris





Joined: 23 Jul 2012



PostPosted: Mon, 3. Sep 12, 09:43    Post subject: Reply with quote Print

First off I want to say that this is a great plugin, makes hunting for ships much easier, that being said I have a slight problem, I'm looking for something in Aldrin (which would be impossible to find w/o your script in the first place. I'm attempting to use multiple ships to narrow the search area but sometimes the detector will indicate that the object is in conflicting directions i.e. I'll be facing one of my ships only 1km away which is pointing towards the signal and I'll also be pointing towards the signal like this

---> x <--- but not only is there nothing there but it's only beeping once every 10 seconds or so (not sure but at seta x10 it beeps about once or twice a second)

I also have my view range set at 100 degrees instead of the standard 90 degree (I don't think that matters but it might)

again any help you could provide in this would help and I'm sure this probably is one of those rare cases that this plugin wasn't designed for.

also it might be more helpful to alter the ping signal to work more like a hot/cold signal, so it goes slower the farther away you are and gets faster the closer you are (if that's possible)

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Klord





Joined: 01 Feb 2012

Location: Earth

PostPosted: Mon, 3. Sep 12, 09:52    Post subject: Reply with quote Print

I love the script ! Great job....

Have a little question,

What is the order of the objects being showed...I mean, lets say a sector contains an abandoned ship, nividium & a Pandora tuning.
Which one shows first ?

Can you add an in game configurable menu to change those options. Editing t files is a pain in butt.

Thank you...


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TomRobinson





Joined: 07 Feb 2008
Posts: 150 on topic
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PostPosted: Mon, 3. Sep 12, 11:22    Post subject: Reply with quote Print

How do you edit the t-files?


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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Mon, 3. Sep 12, 12:26    Post subject: Reply with quote Print

T3Lunaris wrote:
First off I want to say that this is a great plugin, makes hunting for ships much easier ... I'm looking for something in Aldrin (which would be impossible to find w/o your script in the first place.

Klord wrote:
I love the script ! Great job....


Thanks for the reports, T3Lunaris and Klord. I'm glad you like Detector!

Yes, Aldrin is a perfect place for Detector. It is such a huge sector that it would be nearly impossible to find an abandoned ship or tuning crate without Detector. Even mapping the entire sector while OOS might not be sufficient, if the object you seek is far off of the ecliptic.



T3Lunaris wrote:
I'm attempting to use multiple ships to narrow the search area


I do not understand how you could do this. Do you change ships? Detector only works on the playership (the ship that you are currently piloting).

Also, Detector will sometimes point at the nearest object (if there is more than one). If you change ships, it is possible that two ships might detect two different objects, which would be very confusing!

Use one ship with Detector. (Preferably a fast scout.)



T3Lunaris wrote:
I also have my view range set at 100 degrees instead of the standard 90 degree (I don't think that matters but it might)


View range does not matter to Detector.



T3Lunaris wrote:
also it might be more helpful to alter the ping signal to work more like a hot/cold signal, so it goes slower the farther away you are and gets faster the closer you are


That is exactly the way that Detector works. Smile

First, do not use SETA while "hunting" for a beep with Detector. SETA will destroy the beep timing that tells you when you are approaching the object. In a huge sector like Aldrin, you may want to use SETA while traveling, but turn SETA off when you change direction to "hunt" for the beep (or when you are near the object = rapid beeps/ticks).

Remember that Detector beeps when your ship is pointed in "approximately the correct direction". Imagine a cone extending from the front of your ship. If you are very far away from the object, then that cone covers a very large area of space.

As you approach the object, the beeps will become more frequent. Also, the size of the cone is smaller as the object becomes nearer. Often the beeps will change to ticks as you approach. This means that the object is no longer inside that cone. Detector is telling you that you must fine-tune your direction, until the ticks change to beeps again.



@Klord: If there are multiple objects in the sector, then Detector should find objects in this order:

    1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.


Yes, I may add a menu to a future version of Detector.



@TomRobinson: Use Windows Explorer to navigate to your t folder (addon\t if AP). Then open the t file with notepad (or any other text editor). I hope that is enough information to help you.

If it is not, then perhaps you can tell me what you are trying to do, and maybe I can help more.

.


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Klord





Joined: 01 Feb 2012

Location: Earth

PostPosted: Mon, 3. Sep 12, 13:25    Post subject: Reply with quote Print

DrBullwinkle wrote:
@Klord: If there are multiple objects in the sector, then Detector should find objects in this order:

    1) Abandoned Ships.
    2) Tuning Crates.
    3) Nividium.


Lets say I jumped in to an UFJD sector & got a beep, then found out that the beep was for a nividium rock cluster.
So this means, that there are no any abandoned ships of Tuning in that sector ?
In other words, we don't get beeping for Nividium or Tuning if there is an abandoned ship in the sector ?
Great...time yo hunt some random tunings.... Pirat

DrBullwinkle wrote:
Yes, I may add a menu to a future version of Detector.

Make that "may" = will ! Cool Cheers...


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