[Discussion] Generic X3FL S&M Questions

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Keridos
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Re: [Discussion] Generic X3FL S&M Questions

Post by Keridos » Tue, 11. May 21, 18:18

It seems some people, including me, have an issue with Mouse flight being broken. It was hinted by someone that the issue might be that the Autopilot was in an erronous state due to some Mod/Plugin.
If it really is an issue with the autopilot, it might be fixable with a small script snippet. Is that possible and if it is, where could I find information about the API/script calls used for that?

Here is a link to my issue
viewtopic.php?f=199&t=438478

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Tue, 11. May 21, 19:10

Scripts don't have control over the input API, besides adding or removing hotkeys. If you can provide more information, steps to reproduce are most handy, that would certainly help identify and hopefully fix the bug.
Realspace wrote:
Tue, 11. May 21, 10:48
Maybe I missed it but is there a list of features that were previously covered only by scripts/mods in AP and are already integrated in vanilla FL?
I'm afraid we don't have a full feature list. You could have a look at the main feature list on Steam / GOG and at the Survival Guide to get an idea of the new features.
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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Wed, 12. May 21, 02:41

Two more questions:

On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
Related, I've have discovered both Unclaimed Sector points but can't buy the TOA for them from the guild. How's this supposed to work?
I ask here as the only reason I can think these sectors aren't working is I've added new sectors that connect to them, or I'm misunderstanding the mechanics.

EDIT:Nevermind on the second question, I looked at the guild script, I think I kind of understand what happened, and why it's my fault.

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X2-Illuminatus
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Re: [Discussion] Generic X3FL S&M Questions

Post by X2-Illuminatus » Thu, 13. May 21, 22:06

Aranov wrote:
Wed, 12. May 21, 02:41
On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
Not my area of expertise, but it should be handled in addon2\director\3.10 RSM HSAP Management.xml
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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Thu, 13. May 21, 23:59

to enable the HSAP, you just have to set its status to discoverable. This can be done either by a script command, or via the MD

chip56
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Re: [Discussion] Generic X3FL S&M Questions

Post by chip56 » Sun, 16. May 21, 14:08

Question to Cycrow: Any plans to port over the advanced jumpdrive and salvage claim software? I tried installing the existing versions and the wares did not appear even though the game is modified and my own modifications do load.

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Ketraar
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Re: [Discussion] Generic X3FL S&M Questions

Post by Ketraar » Mon, 17. May 21, 11:15

Aranov wrote:
Wed, 12. May 21, 02:41
On remote system locations, If I understand not all of them spawn in every game? I don't like that, wondering how to change it so they all spawn.
All possible HSAPs are placed beforehand and are not discoverable by default. The the RSM does its thing to shuffle a defined amount to be set as discoverable, as X2-Illuminatus said its in 3.10.

An easy way to make them all be discoverable is to remove the destroy_object in L3M10_Shuffle (make sure to add a dummy action like set_value to a tem variable as the MD wont like empty action nodes) this should result in all the HSAP to be set as discoverable.

MFG

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Mon, 17. May 21, 11:22

chip56 wrote:
Sun, 16. May 21, 14:08
Question to Cycrow: Any plans to port over the advanced jumpdrive and salvage claim software? I tried installing the existing versions and the wares did not appear even though the game is modified and my own modifications do load.
No plans right now, as my focus is on the main game.

once done there though, i will start looking at updating my scripts for FL
however, i think the ware issue might be due to the Plugin Manager, as they used custom wares from the Plugin Manager

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Re: [Discussion] Generic X3FL S&M Questions

Post by chip56 » Mon, 17. May 21, 14:19

Cycrow wrote:
Mon, 17. May 21, 11:22

No plans right now, as my focus is on the main game.

once done there though, i will start looking at updating my scripts for FL
however, i think the ware issue might be due to the Plugin Manager, as they used custom wares from the Plugin Manager
Yeah understandable that your focus is on the main game, thats what everyone profits off (No rep losss with anyone ;) ). One follow up question though: Where could i find the range of the vanilla salvage claim software so that i could increase that one for now? I didnt find any range for claiming in the globals file and just randomly looking at the files i didnt spot any that looked like it was the right file.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Mon, 17. May 21, 14:22

the range is in the actual code, so its not changeable

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Re: [Discussion] Generic X3FL S&M Questions

Post by chip56 » Mon, 17. May 21, 14:26

Too bad. Guess i will have to wait till you have time to check your scripts.
Thanks for the answers.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Wed, 19. May 21, 15:28

It's me again, following up on my question about HQs, with one about factories.

So I've got a script that actually seems to work, in terms of pushing blueprints from the spacelab to all other HQ stations.
Next problem however is arming these ships. Much like the times on the HQ, I find factory build times for weapons unbelievable.
IIRC its a little over 4 hours for a capital gun or two per factory. While it might be more realistic this is a game first and foremost.

Only way I know to change this is via the "relative value" for the ware in question.
Any other known options that don't crash the price of the wares? I know there is the upgrade kits ingame, just looking to fine tune.

And speaking of upgrade kits, anyway to speed the upgrade process?

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Wed, 19. May 21, 15:36

For the production time you need to edit the HQ file, this defines things like time, money and wares needed for production

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Re: [Discussion] Generic X3FL S&M Questions

Post by Aranov » Wed, 19. May 21, 16:00

Maybe a misunderstanding, because I wasn't straight to the point.

For Factories, what can I change reduce the time to build a ware, other reducing it's relative value? Such as reducing the build time for Point Singularity Projectors?
I knew about the HQ file, I've been working with it since I've started modding FL. But I thought it only affected the HQs defined in it, not Factories.

And thank you guys for not only updating X3, but for offering advice to noob modders such as myself.

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Re: [Discussion] Generic X3FL S&M Questions

Post by Cycrow » Wed, 19. May 21, 16:11

Yes the HQ file allows adjusting the time to build a factory

For actually factory production the only way to change this is to edit the relval which will also effect its price. As the whole economy is balanced around the relval.
This also means the consumption time is equal the production time

Ie a cattle ranch will produce at the same rate the cahoona bakery will consume it

The only thing you can do to increase production is to set the upgrade level, the time remains the same, but itll produce more per cycle, so XXL will produce 20 times quicker

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