[SCRIPT]Advanced HyperDrive(AHD) v2.0 [Apr.09.2009] with video demo TC2.0a compatible

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SilverStar95
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Post by SilverStar95 »

So... is this supposed to work with universal traders, to allow quantum jumping to get them through a sector at top speed, as well as let them jump around? Because I have my entire fleet of traders outfitted with all 3 components and the best they're doing is normal jumps to the sector and not quantum jumping to their target base.
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spacefueladdict
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Post by spacefueladdict »

Hi loki, i'm having real problems d/loading of mediafire, :evil: could upload elsewhere or e-mail me a copy please mate? :)

Cheers.
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X2-Eliah
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Post by X2-Eliah »

SilverStar95 wrote:---
Do you have the Autojump command activated on them?
SilverStar95
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Post by SilverStar95 »

X2-Eliah wrote:
SilverStar95 wrote:---
Do you have the Autojump command activated on them?
Yes, autojump is enabled. They'll jump just fine, but they won't do the quantum jump. It might be an OOS issue, since they ARE universal traders and I'm not in the sector they're in. Let me jump to one to see.

...or not. looks like there's a 200-ship-deep traffic jam at both of my major stations.

I'll try to check later.
Loky77
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Post by Loky77 »

SilverStar95 wrote:---
Are you sure it has energy cells to engage quantum jump and maintaining it during the trip ?


@SFAddict

Mirrored both version on filefront :P

Enjoy

Loky
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spacefueladdict
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Post by spacefueladdict »

Loky77 wrote:
SilverStar95 wrote:---
Are you sure it has energy cells to engage quantum jump and maintaining it during the trip ?


@SFAddict

Mirrored both version on filefront :P

Enjoy

Loky
Just D/loaded, thanks mate, much apprieciated. :thumb_up:
Alkaiser
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Game Freeze

Post by Alkaiser »

I'm having some trouble... I have the steam version of TC, and even on a clean install the game freezes up as soon as I start a new game or load a saved game. I tried both the EMP and non EMP versions, but got the same result. The game acts like it is trapped in an infinite loop. If I bring up the task manager, it shows X3TC gradually using more and more memory and consumes 100% CPU time.
Loky77
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Re: Game Freeze

Post by Loky77 »

Alkaiser wrote:I'm having some trouble... I have the steam version of TC, and even on a clean install the game freezes up as soon as I start a new game or load a saved game. I tried both the EMP and non EMP versions, but got the same result. The game acts like it is trapped in an infinite loop. If I bring up the task manager, it shows X3TC gradually using more and more memory and consumes 100% CPU time.
Read the opening post and install the community plugin manager.
RTFM !! :P
Alkaiser
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uhh...oops

Post by Alkaiser »

Heh, I guess I thought the Community Plugin Configuration and the Plugin Manager were the same thing... they're not.
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Predator02
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Post by Predator02 »

I am having an issue where, on some ships, with the SSTC, autojump on and autodrive on, the ship won't jump when ordered to follow me or dock. On some ships it works fine on, others it doesn't work unless I force it to hyperjump jump via the nav menu. Put of my currently small fleet, the Aquillo and Vulture tanker won't hyperjump automatically while the Vidar, Caiman hauler and all my M3's have no problems.



*Running Steam version of TC, fully updated.
atroav
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Post by atroav »

@ SilverStar95
You have to have auto drive switched on in the extra slot part of your ships menu.
Even with this on though I noticed my traders were sometimes "flying" to there destinations.
Usually it was because they sold all their E-cells :oops:
However I have no problems now since I equipped them all with the
"slope conversion tension thingy"

You said that your traders were "Universe Traders".... maybe the way it orders traders around causes them not to use Hyper and Quantum drive properly?
I use EST (economy supply trader) script.
With this script if you have trader mk3 software you can activate it in the EST menu (under trading conditions).
This will let your traders automatically buy and sell whatever wares they want just like Universe Trader (only far more efficiently)

ATM my traders spend no more than 3 minutes in a sector they are selling in(OOS it is even less).
When I bring up my property page the ship I want to check on is usually in a different sector by the time I click on its command console :D

Now I just have to limit the SSTC to my traders and a few of my military ships for fear I cause mass unemployment in the energy sector of the X universe!!
MutantDwarf
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Post by MutantDwarf »

I've been playing around with this script and have run into a little problem - the quantum jump command doesn't work very well at all in Terran sectors. The Terran stations are way, way too large and the collision avoidance bit seems to go off even when you're, say, fifty kilometers away from hitting the station.

So, I was playing around with it trying to get the script to not stop if it got too close to a station - and have failed utterly. I tried deactivating collision detection on the ship - didn't work. And I don't see anything else in the script that might be turning it off if it gets too close to a station.

Any ideas on how to get it to work at least a little better?
semiliterate
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Post by semiliterate »

Terran station collision areas for the autopilot are MAHOOSIVE.

i don't think anything can be done about it...
MutantDwarf
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Post by MutantDwarf »

So, no way to make it move without using the autopilot, and no way to make the autopilot ignore collision detection? That sucks:(

I haven't looked at models in this game yet - is it possible to make the collision regions smaller without altering the asthetics of the station?
Loky77
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Post by Loky77 »

MutantDwarf wrote:So, no way to make it move without using the autopilot, and no way to make the autopilot ignore collision detection? That sucks:(

I haven't looked at models in this game yet - is it possible to make the collision regions smaller without altering the asthetics of the station?
Nope nothing can really be done in Terran sectors except if egosoft get a patch to reduce collision detection. :cry:
The intents of this script is not to dig that far trying to replace every station models.
I know the collision detection is not optimal in Terran sectors but you'll have to live with it unfortunately.

About disabling collision detection from auto pilot .. Yes it is possible, :twisted: however i won't do it as if you plan a course for quantum jumping that go through some solid object like station or asteroids or another vessels you'll end up like Han solo said about plotting a FTL course for the Millennium Falcon "Toasted into a star", for instance crushed into a station or asteroid or another vessels ..maybe of your own. Double loss in that case :(
MutantDwarf
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Post by MutantDwarf »

Loky: How do you disable auto pilot collision detection, then? You can always disable collisions entirely on the ship while it's quantum jumping, and if you do that and remove the collision detection bits then it'd work pretty well, I think.
Loky77
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Post by Loky77 »

MutantDwarf wrote:Loky: How do you disable auto pilot collision detection, then? You can always disable collisions entirely on the ship while it's quantum jumping, and if you do that and remove the collision detection bits then it'd work pretty well, I think.
It will work only for the travel course, as the last position of the ship ( the destination point) collision needs to be active as well as collision detection ( if you don't want that, just need to cheat your position). And if user lambda set his destination point "inside" a station or asteroid etc .. the travel will go well with all things of collision disabled (bit of kind of a cheat) but on arrival you'll be either stuck in the asteroid/station or crushed into.
Not to speak that the autopilok (when using auto drive) set course to the very point of its destination, you'll end up with ship using autodrive going mass suicide on their destination. Want all of your CAG to go suicide into their customers stations ? ... i don't think so :roll:
MutantDwarf
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Post by MutantDwarf »

Yes, but you can use get size of object to get how big a station is, then have its destination not be in the middle of the station but instead be a few hundred meters or so off. Only problem would be if there's another station right there, but that's relatively unlikely. Still, I only want to use it in Terran sectors right now and haven't the faintest idea of how to turn off the autopilot's collision detection routine. I don't see any script command that would do that, unless you mean to use force position instead of set position? Maybe I'll check that out *shrug*

To clarify: I'm not asking you to edit the mod to do something like this, I'm asking how to do it myself. I just don't know which command to use.
Loky77
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Post by Loky77 »

You got it already: Force position instead of set position, and the disable collision command.

Getting size of object is not really an option, it would mean getting the size of every kind of station, going trial an error to where to put the object based on that, some station are big enough and not "cube" shaped so hundred meters of the center for a particular station orientation could work and for another in a different orientation could end up in a suicide, adding a randomness in here to avoid two objects going on same destination ending on the same spot and crashing into each other.
A hell out of a job i don't want to go into just because the Terran station (particularly one named Saturn Shipyard) have a 50km collision detection sphere :evil:
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Shadow1980
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Post by Shadow1980 »

Just wanted to say that this script has vastly improved my enjoyment of the game.

I don't use (or plan to use) the quantum drive and so far all my ships still use energy as well - but the Hyper drive (and the followers jumping with you) is plain brilliant.

Thanks a lot :)
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