Attempting to make the AI Galaxy Trade
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It does appear that this.ship.galaxy is no longer an option. I'm trying 'player.galaxy' as the range definition instead - will likely require some time with game running to see if it actually works, but no errors are thrown at least...
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Split irritate visiting pilot with strange vocal patterns.
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lol or in fact very little time :
https://docs.google.com/file/d/0BzGfezj ... I1UkU/edit
Rahanas jump gate ram raid party! Some do get through but mostly they are just ramming eachother around the area... Most amusing but not very effective
At least the range works though.....
EDIT : 5 mins later...
https://docs.google.com/file/d/0BzGfezj ... hIRFk/edit
https://docs.google.com/file/d/0BzGfezj ... I1UkU/edit
Rahanas jump gate ram raid party! Some do get through but mostly they are just ramming eachother around the area... Most amusing but not very effective

EDIT : 5 mins later...
https://docs.google.com/file/d/0BzGfezj ... hIRFk/edit
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Split irritate visiting pilot with strange vocal patterns.
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Both of them. Need to get on to bed, but some fiddling with move.generic.xml might help the jams as it houses the specifics for jump gate travel.
It gets funnier when ships start coming the other way too and go 10 pin bowling with the queued rahanas'
It gets funnier when ships start coming the other way too and go 10 pin bowling with the queued rahanas'

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Yea looks like it would be best to mod ships to jump since most gates have the beacon except for eternal dawn I think in Clime with Silent Void being the gate.
Example Albion>Devries ship would jump from AE to Bleak Pebble/Twilight where the gate is the beacon is right there. Molten Archon>Wavy Haze and so on. Seems like an easier job than setting up some sort of system where the ships use the actual gate.
Example Albion>Devries ship would jump from AE to Bleak Pebble/Twilight where the gate is the beacon is right there. Molten Archon>Wavy Haze and so on. Seems like an easier job than setting up some sort of system where the ships use the actual gate.
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Wow, it's nice to see that they are tending my stations now, the gate pile up isn't bad if you arent watching the gates. Even better though, they are tending the DeVries stations, who obviously need a lot of attention.
thank you so much for your help Yorrick!
thank you so much for your help Yorrick!
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that could work, not sure on how to do it. Maybe there is a way to make the exit from the jump gate offset from the current position?Yea looks like it would be best to mod ships to jump since most gates have the beacon except for eternal dawn I think in Clime with Silent Void being the gate.
Example Albion>Devries ship would jump from AE to Bleak Pebble/Twilight where the gate is the beacon is right there. Molten Archon>Wavy Haze and so on. Seems like an easier job than setting up some sort of system where the ships use the actual gate.
Trying to fix X Rebirth....one trader at a time
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I don't know if this is in xml or the exe, but it occurs to me over morning coffee that the most elegant solution would be to expand the trigger point of the gate so the freighters are not all jostling for that perfect position and then waiting to jump.
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I think that position may be hard coded in, my team and I will look around for anything that could reference or maybe define it.
One lesson I learned last night...don't make the freighters insta-jump after going through the gate...40 freighters jumping at once caused a CTD...after a bit of hilarity.
One lesson I learned last night...don't make the freighters insta-jump after going through the gate...40 freighters jumping at once caused a CTD...after a bit of hilarity.
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YorrickVander wrote:I don't know if this is in xml or the exe, but it occurs to me over morning coffee that the most elegant solution would be to expand the trigger point of the gate so the freighters are not all jostling for that perfect position and then waiting to jump.
<part name="triggerpart_eventhorizon"> in the gate component (NOT macro) xml files.SilverXarrow wrote:I think that position may be hard coded in, my team and I will look around for anything that could reference or maybe define it.
However, the horribly slow "everyone get to the exact approach position for the gate, line up, then move to the gate and wait until we're through" is in the "move.generic" script.
Sadly, the slowest part, namely the "get to the approach position" is pretty much needed if we're to prevent ships ramming into each other.
The approach position on this side is set so it's opposite the exit position of ships coming from the other side.
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It may be possible to force a more orderly queue with code from move.nearby.xml :
I'm looking forward to seeing what solutions we can come up with 
Code: Select all
<!-- only move if we're outside the tolerance distance-->
<create_position name="$pos" object="this.ship" space="$destination" />
<create_position_outside_boundingbox name="$pos" distance="this.ship.size" component="$destination">
<position value="$pos" />
</create_position_outside_boundingbox>
<do_if value="this.ship.position != $pos">
<move_to object="this.ship" destination="$destination" finishonapproach="true" forceposition="false">
<position value="$pos" />
</move_to>
</do_if>

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Watching the pile up again, then jumping through albion > devries it seems that being in sector is actually a large part of the problem. as soon as I jumped in a cluyster of 15+ rahanas arrived too (possibly more, just counting jump flashes) that were likely freed up as soon as I left the zone and freed up the collision detection.
I tried a direct mod on the gate aperture size but no effect, the ships appear to want to hit center to start the jump not the edge
I tried a direct mod on the gate aperture size but no effect, the ships appear to want to hit center to start the jump not the edge

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