gnasirator wrote:a.ausstatten would be translated as a.fit.ship.
Sorry, I should have been more precise. I meant, "please post a.ausstatten".
I can spawn/destroy ships in large amounts based on type or class
And please post *that*, as well, because that is what I was looking for. You posted code for *a ship*. If I am going to test this, I need code for *ships*. Plural. With a command attached (such as patrol).
or use them for breakpoints in the code...
I thought about creating one for setting breakpoints in code for debugging
I noticed that your scripts have a subroutine for breakpointing. That is far more interesting to me than Galaxy Explorers, TBH.

Lack of a proper debugger is holding me back from doing more scripting. (Also lack of understanding how to best use TC's "debugger"). I would love to hear how you do it.
If I randomize the jump destination, I would surely avoid the get-stuck problem but create others
Why? Why not pick a random destination sector, then apply your usual tests?
so I use get.sector script which basically does as following:
From your description, it would seem that get.sector is gate-centric and based on the current sector. That logic does not really make sense for selecting a jump destination.
sure, after I have this stuff finalized, I will be glad to create some usefull libraries...
But first, I have to get galex and mk3 finished completely
Suggestion: It is easier to develop the reusable code (libraries) *first*. Trying to unravel spaghetti code to convert to libraries later can be ten times more time-consuming. I will say it again:
DESIGN FOR REUSABILITY will make your life easier and your code better.
(It is easier to do with a real editor, which is one of the reasons why I keep saying that I do not think it is possible to write good code with the Script Editor.) (Although you do a better job than most.

)
how can I reproduce the get-stuck between two sectors error? ...
there is always at least 3 gates within two sectors, so this shouldn't occur
How is the number of gates relevant? For jumping, the gates do not matter.
To reproduce, put enemies on both sides of the gate (with the explorer in between).
My test was not very sophisticated. I did not have code to create a sector full of patrolling xenons, so I added wings of static xenons. I kept blocking the explorer's path, hoping to make him jump to a safe sector.
Instead, he just went back and forth through the gate, which had enemies on both sides.
Did you have enough money to afford the satellites?
I had plenty of money in the save that I was playing just before I did the Humble Trader start for testing.
Oh... um... yeah. Never mind.
Thanks for the explanation. I will add some money to my account for the next test.