[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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This relates to how FDN works now, not adding extra sectors to a single FDN-N.Johanus wrote:I noticed yesterday that FDN has scripts inside of it that allow you to add a sector and change sector settings.
Do these scripts work at all?
This will all be changing. Adding a Sector happnes when an FDN is started and only relates to the sector which is home to the FDN-N.
The sector setting relate to the sector supply tasks (Pri, Sec, Eng, Missiles & Ammo).
LA
Last edited by Logain Abler on Tue, 13. Jan 09, 13:47, edited 1 time in total.
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Update from Marodeur who has been translating FDN to German but who has also provided hosting. File contains both English & German.
Many thanks Marodeur
Many thanks Marodeur

Marodeur wrote:Hi.
German version ready for download. Maybe i have a v3.01 if some words have to be corrected.![]()
If you want you can use my downloadlink as a mirror. The english t-file is in there, too.
http://www.marodeur.com/x3tc/FDNv3.zip
About the SPK:
Maybe you should left it that way without the mod-files in the SPK. That way i have the spk for the skripts and can place the mod-files wherever i want.
Greetings
Markus
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Just D/L v3 at work and I may have been a complete arse and missed some fileLogain Abler wrote:Strange! I'm at work now but will be able to check in about 2 hours.
It's an AL Plugin so make sure you have it turned on.
Try turning it on (or if on, then off & on again), save game and then reload.
LA

I will update hopefully within the hour by posting the missing files.
Sorry all

Update: Jumped the gun there, all the files are there so should be okay!
LA
Last edited by Logain Abler on Tue, 13. Jan 09, 18:42, edited 1 time in total.
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If you have installed it with the plugin manager you have to copy the .cat/.dat files into the mods directory or rename them as a false patch. The Mod-files are not inside the spk and without them: No stations. I made the same mistake as i tried it first. 
With the script-files inside the spk und the mod-files separately you dont need a profile in the manager. Thats good if you use more than one mod and have one already installed with the plugin manager (like me
).

With the script-files inside the spk und the mod-files separately you dont need a profile in the manager. Thats good if you use more than one mod and have one already installed with the plugin manager (like me

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Top pointMarodeur wrote:If you have installed it with the plugin manager you have to copy the .cat/.dat files into the mods directory or rename them as a false patch. The Mod-files are not inside the spk and without them: No stations. I made the same mistake as i tried it first.
With the script-files inside the spk und the mod-files separately you dont need a profile in the manager. Thats good if you use more than one mod and have one already installed with the plugin manager (like me).

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waw this is wired
i just got back and after trying like 10 times this morning
i copy all the files over and tryed agin it works now
well the station is in the shipyard now
gona set one of them up and see if it works ok
sorry to get everone workt up this the second script i add to the game not much exp with it:P
i just got back and after trying like 10 times this morning
i copy all the files over and tryed agin it works now
well the station is in the shipyard now

gona set one of them up and see if it works ok
sorry to get everone workt up this the second script i add to the game not much exp with it:P
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Not a problem, glad it's getting there. Let me know if you have any other issues or how you get on.c5123 wrote:waw this is wired
i just got back and after trying like 10 times this morning
i copy all the files over and tryed agin it works now
well the station is in the shipyard now
gona set one of them up and see if it works ok
sorry to get everone workt up this the second script i add to the game not much exp with it:P
LA
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- Joined: Mon, 31. Oct 05, 08:44
Question: string manipulation
Hi All,
Is there any guide to string manipulation?
What I'm looking for is a way to add 'spaces' to strings that are sent as %s to the text page.
So if I wanted to space a header I would send:
'Header1 ' ' ' ' ' ' ' ' ' ' ' ' Header2 (' ' = a space).
Not tried yet as I'm at work but wondered if it's already been done?
Cheers
LA
Is there any guide to string manipulation?
What I'm looking for is a way to add 'spaces' to strings that are sent as %s to the text page.
So if I wanted to space a header I would send:
'Header1 ' ' ' ' ' ' ' ' ' ' ' ' Header2 (' ' = a space).
Not tried yet as I'm at work but wondered if it's already been done?
Cheers
LA

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- Joined: Mon, 31. Oct 05, 08:44
Hi all,
Quick update on progress.
I'm in the process of re-building FDN from the ground up to ensure it's in better shape for what I want it to do now and going forward.
Most of the scripts will be revisited and redone so FDN can support a more scalable functionality.
The menu system is going to be totally re-designed and re-structured.
aXel_UK is kindly looking into a new model for the planned FDN-Relay
On the FDN-Relay, I'm sticking with the concept discussed but I've been putting some thought into scalability. To this end I'm looking at and planning the following:
The FDN-Relay will be a mini-station and will operate in two modes.
FDN-N Integrated - The Relay will be integrated with an FDN-N which will control the ware distribution across all sector that are integrated to that particular FDN-N.
Standalone - The Relay will only manage in-sector distribution with no FDN-N interaction (there will be no central storage capability, think v2.1).
This will give the player more options and provide them with a scaleable solution that is capable of growing to the players needs and changing situations.
Again, all open to discussion
I've also written down some notes on the background/origin of FDN to provide a bit of fluff around the concept.
In summary the technology around FDN is the offshoot of an abandoned military project undertaken by Logain Industries. The project involved experiments around an new technology called PTP-FTL-T (Point-to-Point Faster Than Light Transference) and it's military application.
LA
Quick update on progress.
I'm in the process of re-building FDN from the ground up to ensure it's in better shape for what I want it to do now and going forward.
Most of the scripts will be revisited and redone so FDN can support a more scalable functionality.
The menu system is going to be totally re-designed and re-structured.
aXel_UK is kindly looking into a new model for the planned FDN-Relay

On the FDN-Relay, I'm sticking with the concept discussed but I've been putting some thought into scalability. To this end I'm looking at and planning the following:
The FDN-Relay will be a mini-station and will operate in two modes.
FDN-N Integrated - The Relay will be integrated with an FDN-N which will control the ware distribution across all sector that are integrated to that particular FDN-N.
Standalone - The Relay will only manage in-sector distribution with no FDN-N interaction (there will be no central storage capability, think v2.1).
This will give the player more options and provide them with a scaleable solution that is capable of growing to the players needs and changing situations.
Again, all open to discussion

I've also written down some notes on the background/origin of FDN to provide a bit of fluff around the concept.
In summary the technology around FDN is the offshoot of an abandoned military project undertaken by Logain Industries. The project involved experiments around an new technology called PTP-FTL-T (Point-to-Point Faster Than Light Transference) and it's military application.
LA
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Very niceIn summary the technology around FDN is the offshoot of an abandoned military project undertaken by Logain Industries. The project involved experiments around an new technology called PTP-FTL-T (Point-to-Point Faster Than Light Transference) and it's military application.

Most of what I do has a creative start to it, that puts its context in focus using creative narative. So I'm always glad to see people do the same.
I also recommend that your entity name goes on the in game stations, so that your in game entity can be seen ingame.
As in "Logain Industries FDN Node".
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Test file for station ID's & description already doneapricotslice wrote: I also recommend that your entity name goes on the in game stations, so that your in game entity can be seen ingame.
As in "Logain Industries FDN Node".

First post will also get a face lift with Logain Industries branding.
v3.1 will hopefully have Logain Industries Shipyards that sell L-FDN, and later maybe more.
LA
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This script is exactly what I need. Unfortunately, I seem to be having issues with it. I installed it using the SPK file and that indicated a successful install. I restarted X3 and checked the AL Settings and it indicates that the script is "ON" However, for one reason or another, the FDN's do not show up at the Argon Shipyards for me to buy. Did I perhaps do something wrong?