[SCRIPT] Satalite Early Warning Network : V1.22 : 03/06/2009
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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I tried, but it still doesn't work. If I uninstall SEWN, remove the setup script from the scripts directory and reinstall SEWN, it does not install the setup script for me. It's also not listed as part of the package in the plugin manager as per the screenshot below.
[ external image ]
Edit: I just added the setup script manually, and that works as intended. The resulting .spk is ~1.5kb larger than your version. Am I downloading the newest version from the right place: http://cycrow.thexuniverse.us/tcscripts ... 6.2009.spk ? I notice that the 1.20 version is bigger than the 1.22 version, most likely because of the missing setup script.
[ external image ]
Edit: I just added the setup script manually, and that works as intended. The resulting .spk is ~1.5kb larger than your version. Am I downloading the newest version from the right place: http://cycrow.thexuniverse.us/tcscripts ... 6.2009.spk ? I notice that the 1.20 version is bigger than the 1.22 version, most likely because of the missing setup script.
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With regards to the performance of this script:
Does it go by the amount of satalites that are available or the number of sectors with satalites in them?
Let me clarify.
Would for example, a sector with 4 sats in using SEWN be any more demanding than a sector with a single sat?
The reason i ask, is that i am currently using the excellent Universal explorer script:
http://forum.egosoft.com/viewtopic.php?t=248033
And i have it set to cover all gates and the middle of a sector, in some cases i can get 5 sats in one sector.
I have uncovered pretty much all of the galaxy, but using sewn really does have an impact on my game performance, especially in SETA.
Any thoughts would be appreciated
Does it go by the amount of satalites that are available or the number of sectors with satalites in them?
Let me clarify.
Would for example, a sector with 4 sats in using SEWN be any more demanding than a sector with a single sat?
The reason i ask, is that i am currently using the excellent Universal explorer script:
http://forum.egosoft.com/viewtopic.php?t=248033
And i have it set to cover all gates and the middle of a sector, in some cases i can get 5 sats in one sector.
I have uncovered pretty much all of the galaxy, but using sewn really does have an impact on my game performance, especially in SETA.
Any thoughts would be appreciated

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are you using the latest version and still getting the performance problem ?
each satalite in the network has its own script running for detecting ships, there is 2 main reasons for this, first is that it uses the range of the satalite, so each satalite will have different ships in range, and each satalite can have different settings, ie they can be used to detect different ships.
the question is, do you really need sewn activated on every satalite ?
the performance will only effect those satalites that are added to the network, so if you use alot of satalites for other reasons, u can simply not add them
each satalite in the network has its own script running for detecting ships, there is 2 main reasons for this, first is that it uses the range of the satalite, so each satalite will have different ships in range, and each satalite can have different settings, ie they can be used to detect different ships.
the question is, do you really need sewn activated on every satalite ?
the performance will only effect those satalites that are added to the network, so if you use alot of satalites for other reasons, u can simply not add them
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Yes i am using the latest version.
Looks like i am going to have to get out of the habit of "add all to sewn" hehe.
On a similar note, i was wondering if it would be possible to filter the satalites by sector instead of placement order to easily keep track of what sectors has sewn enabled.
Or as a suggestion.. would it be possible to have an option to "link" all satalites in a sector so they act as one?
I'll take your suggestion and only activate one per sector
Looks like i am going to have to get out of the habit of "add all to sewn" hehe.
On a similar note, i was wondering if it would be possible to filter the satalites by sector instead of placement order to easily keep track of what sectors has sewn enabled.
Or as a suggestion.. would it be possible to have an option to "link" all satalites in a sector so they act as one?
I'll take your suggestion and only activate one per sector

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Hi Cycrow.
I would like to inform you that i have translated your script into german and opened a thread for it.
http://forum.egosoft.com/viewtopic.php?t=251078
Cheers.
I would like to inform you that i have translated your script into german and opened a thread for it.
http://forum.egosoft.com/viewtopic.php?t=251078
Cheers.

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i receive several warning messages that a claimable ship is in the sector.
i jump there but i find no ship without pilot.
i jump away, and the message for a claimable ship returns.
I jump back there and nothing.
Are claimable ships that SEWN is detecting also outside the satellite range?
Could this ship be also very far away from the center of the sector (like the "standard" claimable ships are ?
Other question, how can there be claimable ships?? (other than the standard in game build claimable ships?) are they randomly generated in TC ? or do pilots abbandon the ship also if they are fighting against non player ships?
i jump there but i find no ship without pilot.
i jump away, and the message for a claimable ship returns.
I jump back there and nothing.
Are claimable ships that SEWN is detecting also outside the satellite range?
Could this ship be also very far away from the center of the sector (like the "standard" claimable ships are ?
Other question, how can there be claimable ships?? (other than the standard in game build claimable ships?) are they randomly generated in TC ? or do pilots abbandon the ship also if they are fighting against non player ships?
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SEWN 1.22 runs fine for me with ~100 satellites active unless I'm running on SETA.Cycrow wrote:are you using the latest version and still getting the performance problem ?
each satalite in the network has its own script running for detecting ships, there is 2 main reasons for this, first is that it uses the range of the satalite, so each satalite will have different ships in range, and each satalite can have different settings, ie they can be used to detect different ships.
the question is, do you really need sewn activated on every satalite ?
the performance will only effect those satalites that are added to the network, so if you use alot of satalites for other reasons, u can simply not add them
Is it possible to increase the wait interval during SETA or is SETA not detectable by scripts?
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This looks pretty cool.
Question, does it only detect enemy ships? I would love something like this to detect say. . . ANY TL.
Question, does it only detect enemy ships? I would love something like this to detect say. . . ANY TL.
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
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Ok, so would setting everyone to foe on the satellite only have any dire consequences. . . . . . would everything attack it? I don't think so but not sure!
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
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No, no more than usual. Friend/Foe setting apply to your side only, no matter what. They never cause attacks UNLESS one ofyour ships start it. However, SEWN only alerts you when an enemy ship is in a SEWN satellite's sector...so the result would be your satellites telling you whener there is a ship in sector.
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