[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

My Hub has only the first link established and that link is to the other side of the universe (Grand Exchange North Gate).

Hm, i have to establish the link in the relay menu. Maybe the relay doesnt check the distance?
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

apricotslice wrote:Wheres the HUB linking in your game ? Its possible for the hub to change that distance to within node jump range quite easily.
FDN just classes the HUB as another Dock. There are no checks built into FDN to check if the jump distance has been changed, but if the game takes this into account as default I don't see any reason why FDN wouldn't :?:

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:My Hub has only the first link established and that link is to the other side of the universe (Grand Exchange North Gate).

Hm, i have to establish the link in the relay menu. Maybe the relay doesnt check the distance?
The relay should check distance and list all Nodes whose jump range it falls within.

I'll have a look after work.

LA
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

Thx. In the meantime i released the german version in my thread and altered the starting post. ;)
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:Thx. In the meantime i released the german version in my thread and altered the starting post. ;)
Cheers mate :) , I hope to have a fix out tonight or tomorrow but it will be script changes only.

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Nailed the Complex issue :D but I've had to sacrifice some flexibility. Complexes as a whole have to be linked to the Node, not the individual stations. It was just to complex and FDN just throw some weird shit out :x

I'd rather have it stable and lose a feature than never getting it sorted.

Production can still be turned off as can Products passed to the Node, however the Node will override this setting if the Complex itself uses the product as a resource.

Also, I've changes it so only the Complex Hub itself needs to be within range of FDN, all the child stations will be seen by FDN to.

Script patch will be upload tomorrow evening, just testing on stealthhammers gargantuan warmongering/drug dealing (probably pimping as well) complexes.

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:Yeah, much more... Strange...
Dropped an XL Node in the Unknown Sector and a Relay in President End and they couldn't see each other :!:
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Glade they can be of serves. :lol: lest they will give FDN a good through testing.

I don't think there pimping considering they still look like meat balls.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Well since I had to start over from scratch I don't plan on making complexes now, just dropping stations and letting FDN do its job :D
MOD XR Show Skills

Flying spaceships since 1993.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

[quate="StormMagi"]Well since I had to start over from scratch I don't plan on making complexes now, just dropping stations and letting FDN do its job :D[/quote]

Exactly why I built FDN in the first place :)

I don't use Complexes at all which is probably why I've had so many issues with them. The handful I have in a save game for testing just don't cut it when it comes to stress testing :cry:

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Need more complexes? I can arrange that...
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

Logain Abler wrote:
Marodeur wrote:Yeah, much more... Strange...
Dropped an XL Node in the Unknown Sector and a Relay in President End and they couldn't see each other :!:
I will destroy the Node and script another. Maybe the error is explained by the different updates. Next strange thing i noticed is that i cannot dock 2 big ships at my XL Node.

If it works correct then and i want to use the stations in presidents end i have to build a second node between the sectors and have to link the 2 nodes. Right?
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:
Logain Abler wrote:
Marodeur wrote:Yeah, much more... Strange...
Dropped an XL Node in the Unknown Sector and a Relay in President End and they couldn't see each other :!:
I will destroy the Node and script another. Maybe the error is explained by the different updates. Next strange thing i noticed is that i cannot dock 2 big ships at my XL Node.

If it works correct then and i want to use the stations in presidents end i have to build a second node between the sectors and have to link the 2 nodes. Right?
What ships are you docking at the XL node :?: I tested with the Terran Carrier.

The nodes will need to be within range, so if its two XL its 6 jump, but if its a XL & S then its 3 jumps.


LA
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

The ships are a Argon TL and Split M7. M7 is docked at the node and the TL cant dock (tried it OOS).
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote:The ships are a Argon TL and Split M7. M7 is docked at the node and the TL cant dock (tried it OOS).
[ external image ]

Docked two TL's with no issues OOS :?:

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

FDNv3.2.01 Patch (12/03/2009)

Post by Logain Abler »

FDNv3.2.01 is a patch rather than a fix.

There has been issues with FDN and large Complexes, to fix this I have had to remove the ability to link Stations within Complexes to different Nodes/Relays.
I'd rather have FDN stable and lose a feature, so now Complexes as a whole have to be linked to the Node, not the individual stations.
Production can still be turned off as can Products passed to the Node, however the Node will override this setting if the Complex itself uses the product as a resource.
Also, I've changes it so only the Complex Hub itself needs to be within range of FDN, all the child stations will be seen by FDN.

Again there are no changes to the mod files, this is purely a script change, however both have been updated.

:arrow: Please see first page for download links

LA
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Having all stations in a complex linked to the same node is logically correct.

To do otherwise is a major logistical nightmare (in the real world) so doesnt make sense in X either.

If one wanted to do it, its easier to make 2 complexes.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

Well I have some complexes saved (but the complex calculator went down :evil: ) that had upwards of 300 stations. Was designing it to be an M6 self sustained outfitting factory
MOD XR Show Skills

Flying spaceships since 1993.
Marodeur
Posts: 1349
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Marodeur »

Logain Abler wrote:
Marodeur wrote:The ships are a Argon TL and Split M7. M7 is docked at the node and the TL cant dock (tried it OOS).
[ external image ]

Docked two TL's with no issues OOS :?:

LA
Maybe i found the reason for the error.

Someone asked in the german thread about the difference in the 3.1 und 3.2 hq.xml file. To compare them i tried to extract both cat-files with the modmanager. 3.1 worked but as i tried the 3.2 cat file i got an crc error with the scene file of the xl node.

I will download and test them again. ;)


EDIT:
Downloaded it again and got another error. Looks like "FDN_nodeXL.pbb" is corrupt. Can you confirm that?
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

Marodeur wrote: EDIT:
Downloaded it again and got another error. Looks like "FDN_nodeXL.pbb" is corrupt. Can you confirm that?
Testing now.

Edit:
Got the same error when I try and extract my in-game cat :evil: but can still dock 2 TL's :?:

Will rebuild and re-upload.........

If it's not urgent I may leave it a couple of days. I'm working on the supply logic, stealthhammers save as provden FDN's ware overhead (what it passes to a station to maintain production) is a hungry beast.
I have now included remaining time in the calculation and its saving around 10% to 20% depending on when in production cycle FDN resupplies.

So if not urgent I'll update the mod, supply logic and setting ware limit on the Node at the same time?

LA

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”