[S] Station-Exterior Warehouse V 1.5.0 [18.07.07]
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You wanted the script for the actually Version (1.4.0) of the Exterior Warehouse, to transfer the wares faster (complete difference between station and value adjusted) as original (Bit by bit, as in the real life) between station and warehouse?
Is it right then try this: 1.40 Fast Transfer
Extract and overwrite the existing file in the scripts-Directory.
In the game you must restart (switch off and switch on again) the Warehouse.
This script is not included in the package because this is me a bit too fast. cheat ?
Is it right then try this: 1.40 Fast Transfer
Extract and overwrite the existing file in the scripts-Directory.
In the game you must restart (switch off and switch on again) the Warehouse.
This script is not included in the package because this is me a bit too fast. cheat ?
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Hi Flybye,
Bad timing.... I saw your post after the server was taken down. I have checked, and I still have a copy of the modified script, which I could have sent to you ( I will not post it for general use, as it is not my script - it is Blacky's).
I now see that Blacky_BPG has released the "official" version - a much better option than my hacked script.
Boron - Ol Fh'art
Bad timing.... I saw your post after the server was taken down. I have checked, and I still have a copy of the modified script, which I could have sent to you ( I will not post it for general use, as it is not my script - it is Blacky's).
I now see that Blacky_BPG has released the "official" version - a much better option than my hacked script.
Boron - Ol Fh'art
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Hi Blacky_BPG,
No - I really mean a much better option... it is properly written by the original author, and - even better - is supported by the author. My hack was OK for me, as it did a job for me in the way that I wanted it to.. and it was fun to do.
The problem with any script of this type (yours, Ben2006, Maintain Product Quantity etc) is that the player cannot immediately see what total stock of a ware he has. The only real option so far is a modified HQ with a larger cargo bay - then everything can be seen immediately (if the bay is large enough).
I prefer your Bank script to this one - it is nearer to my heart - all that lovely money... must have Teladi blood somewhere (apart from on my windscreen).....
Boron - Ol Fh'art
No - I really mean a much better option... it is properly written by the original author, and - even better - is supported by the author. My hack was OK for me, as it did a job for me in the way that I wanted it to.. and it was fun to do.
The problem with any script of this type (yours, Ben2006, Maintain Product Quantity etc) is that the player cannot immediately see what total stock of a ware he has. The only real option so far is a modified HQ with a larger cargo bay - then everything can be seen immediately (if the bay is large enough).
I prefer your Bank script to this one - it is nearer to my heart - all that lovely money... must have Teladi blood somewhere (apart from on my windscreen).....
Boron - Ol Fh'art
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Here is how it works...
Lets say your station only holds 2x1GJ shields. It will STILL show that it only holds 2x1GJ shields. In order to transfer, lets say 6, you set the command to the warehouse to 0% (so it holds nothing in available station stock and all of it in the warehouse). Then you transfer 2x1GJ shields. You will see the station stock filled up at 2, and in less than a second, it goes back to 0 stock. Your 2x1GJs shields have been transfered to the warehouse. Keep doing this until you have moved all your wares from the ship to the station. Once you are finished, you set the warehouse command back to 100%, and stock is completly filled up.
How would an AI like an External Commodity handle it? I have no clue. But it will be a neat little test
The only thing I can think of is you need to keep the warehouse command at 50%, then inventory will only show half full, and your trader will probably keep filling it up until he is empty.
Lets say your station only holds 2x1GJ shields. It will STILL show that it only holds 2x1GJ shields. In order to transfer, lets say 6, you set the command to the warehouse to 0% (so it holds nothing in available station stock and all of it in the warehouse). Then you transfer 2x1GJ shields. You will see the station stock filled up at 2, and in less than a second, it goes back to 0 stock. Your 2x1GJs shields have been transfered to the warehouse. Keep doing this until you have moved all your wares from the ship to the station. Once you are finished, you set the warehouse command back to 100%, and stock is completly filled up.
How would an AI like an External Commodity handle it? I have no clue. But it will be a neat little test

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Thanks for the assistance Flybye [ external image ]
Perhaps my bad English would not have been understandable enough.
@Boron - Ol Fh'art
Thus looked you are right of course.
Yes, I know the problem with the overview.
I do not know it whether for the improvement contributes, but, otherwise, I could insert an option to the hourly announcement of the total stock for a ext.warehouse.
One could effect this option then like the percent information with the input just with the call of the reportfunction.
Provided that it is wished.
Perhaps my bad English would not have been understandable enough.
@Boron - Ol Fh'art
Thus looked you are right of course.
Yes, I know the problem with the overview.
I do not know it whether for the improvement contributes, but, otherwise, I could insert an option to the hourly announcement of the total stock for a ext.warehouse.
One could effect this option then like the percent information with the input just with the call of the reportfunction.
Provided that it is wished.
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- Joined: Sat, 21. Feb 04, 02:15
Hi Blacky_BPG,
As I said, it is not a problem with your script, but a limitation on the way that Egosoft have implemented ware space.
You can't just have a quick look and say 'Oh I am short of xxxx' - getting any sort of report takes time...
The only way that I have found - for the way that I play - is to add the HQ to the shipyards so that it is buyable, and have the storage space at the 2 billion maximum... (I like a lot of storage space) then you can easily see what is in stock.. but that is not to everyone's taste..
What is really needed is a complexable (so you could join it to stations) set of huge cardboard boxes in space, so we can store anything. (Or possibly a huge filing cabinet.?? - or pigeon holes ?? All deliveries by my favourite Freelancer mod - the FedEx space truck...???)
That will have to wait for someone to do it properly...
Meanwhile, your script is very good, and does what it says.
Boron - Ol Fh'art
As I said, it is not a problem with your script, but a limitation on the way that Egosoft have implemented ware space.
You can't just have a quick look and say 'Oh I am short of xxxx' - getting any sort of report takes time...
The only way that I have found - for the way that I play - is to add the HQ to the shipyards so that it is buyable, and have the storage space at the 2 billion maximum... (I like a lot of storage space) then you can easily see what is in stock.. but that is not to everyone's taste..
What is really needed is a complexable (so you could join it to stations) set of huge cardboard boxes in space, so we can store anything. (Or possibly a huge filing cabinet.?? - or pigeon holes ?? All deliveries by my favourite Freelancer mod - the FedEx space truck...???)
That will have to wait for someone to do it properly...
Meanwhile, your script is very good, and does what it says.
Boron - Ol Fh'art
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- Joined: Mon, 23. Feb 04, 23:42
Yes, I understand you, and also it does not lie especially with my Script. This is the limited X3-Engine, i know.
In the German Thread we have already talked about that. Whether it was possible to bring an external cargo container (or similar) near the station to it to work as an external warehouse.
But we have found no reasonable way.
One would have to put basically a little bit like an external HQ without dockingpoints beside the station to realise this.
Indeed, one would have to bring a new HQ into the game, otherwise the present one becomes useless.
Besides, the storage capacity would be lower there (also with 2 billion storage capacities) than with the momentary solution of the exterior warehouse, however, this is still to be got over, perhaps.
If I found a possible way, I would want to insert it also in X3.
Only therefore because you can see that an exterior warehouse is of use. (Realism, you understand ; I like realism, but I hate restrictions. Contradiction in itself, I knows.)
In the German Thread we have already talked about that. Whether it was possible to bring an external cargo container (or similar) near the station to it to work as an external warehouse.
But we have found no reasonable way.
One would have to put basically a little bit like an external HQ without dockingpoints beside the station to realise this.
Indeed, one would have to bring a new HQ into the game, otherwise the present one becomes useless.
Besides, the storage capacity would be lower there (also with 2 billion storage capacities) than with the momentary solution of the exterior warehouse, however, this is still to be got over, perhaps.
If I found a possible way, I would want to insert it also in X3.
Only therefore because you can see that an exterior warehouse is of use. (Realism, you understand ; I like realism, but I hate restrictions. Contradiction in itself, I knows.)

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Now I have understood you.
Even faster then the performance of X3 would bend too strongly.
In addition I would have to shorten the Wait's even further or remove partially.
But it is not good for the performance! For this reason it is as well as it is with the " Faster transfer ".
I have personally meanwhile already again 8 complexes, there it comes along immediately sensibly in the Game, therefore, the settings are chosen thus.
It is not only a value that would have to be "adapted", these are all wait's. The transfer mode is already on maximum.
Should be called: the difference of the wares is already completely transferred. In the original package these are transferred morsel-wise, like the reality.
Even faster then the performance of X3 would bend too strongly.
In addition I would have to shorten the Wait's even further or remove partially.
But it is not good for the performance! For this reason it is as well as it is with the " Faster transfer ".
I have personally meanwhile already again 8 complexes, there it comes along immediately sensibly in the Game, therefore, the settings are chosen thus.
It is not only a value that would have to be "adapted", these are all wait's. The transfer mode is already on maximum.
Should be called: the difference of the wares is already completely transferred. In the original package these are transferred morsel-wise, like the reality.
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- Posts: 2030
- Joined: Mon, 23. Feb 04, 23:42
[S] Station-Exterior Warehouse V 1.4.1 [01.04.07]
UPDATE
With every activation of the exterior warehouse gets an announcement with the options to the displaysettings.
- Cost script fixed, the display was ok but no booking (1.4.1)
- Cost display options changed - now with automatic for all warhouses (1.4.1)
With every activation of the exterior warehouse gets an announcement with the options to the displaysettings.
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Hello, I am having a bit of a problem with the script, and was wondering if anyone can shed some light on this. I used this script on some of my complexes (all of them are either space fuel or space weed fabs only), and activated the warehouse without problems. After I decided to deactivate the warehouse by removing the "activate exterior warehouse" command from the console, it continued to charge me for the warehouse. I even removed the script from the game and it still charges me. Anyone know what is going on?
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Ok, I know its not evening but ...
SORRY, my mistake.
The calculation of the costs finished to themselves at the earliest after 1 hour because I in the time loop the query had forgotten.
Fixed in 1.4.2
And for the 1.4.2 Version: If you deactivate the Exterior Warehouse the calculation stopped after 15 Minutes (As well as it should already be, actually, sorry over again).
SORRY, my mistake.
The calculation of the costs finished to themselves at the earliest after 1 hour because I in the time loop the query had forgotten.

Fixed in 1.4.2
- Cost script fixed, the scripts closed after 1 hour after deactivate the ExWH
And for the 1.4.2 Version: If you deactivate the Exterior Warehouse the calculation stopped after 15 Minutes (As well as it should already be, actually, sorry over again).