[SCR] Commodity Logistics Software [2009-11-22 - X3TC 3.2.04]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Storm666
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Post by Storm666 »

@BeidAmmikon
Sector trader pilots and CA/CLS pilots are not the same... if you start a fully trained sector pilot with CA or CLS they start at the lowest level.
sky669
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Post by sky669 »

... and cls is working with x3tc v1.3 AND ABOVE. (means 1.4, 2.0, 2.1 ...)

wolf
DrwHem
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question with internal suppliers and CLS

Post by DrwHem »

I dont remember how i did it but last time i used this mod i was able to have my ship based at my ore mine do this:
Ore mine-> grab 500 ore for free
Factory-> drop off 500 ore for free
pick up 3000 free energy cells
Ore mine-> drop off 3000 free energy cells

this would then just loop. i cant seem to figure it out. can anyone help me do this again?


{[url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] Rule #0. Merge. jlehtone}
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Jabberwok
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Post by Jabberwok »

Is it possible to force a CLS trader to always leave a certain amount of a product in a factory, for example in a crystal or energy cell closed loop complex?
jlehtone
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Post by jlehtone »

CLS2: I don't think so.

CLS1:
Lets say your complex can hold 10.000 Crystals.
And you want to keep 2.000 at all times.
And your Freighter can hold at most 3.000 Crystals.

If you set the CLS1 to deliver only when the Supplier has at least 50%, then it will not load before there is 5.000 in stock, and since it can load only 3.000, that should leave 2.000 at the Complex.
sky669
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Post by sky669 »

hi,

@drwhem...
yep, that's possible with the external cls (cls mk2). this is the thing with the waypoints... just take a look at page 1 to settle your trader up to this...

@jabberwok
with the internal, no problem. in the menu 'supply conditions --> minimum storage filled (supplier)' you can figure out the right number of percentage with the cargo space of your freigther.

with the external - i do it like this ... load max. crystals (i.e.), then unload 100 crystals back. this works quite good...

wolf
jlehtone
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Post by jlehtone »

sky669 wrote:with the external - i do it like this ... load max. crystals (i.e.), then unload 100 crystals back. this works quite good...
:oops: :headbang: :bow: <reminder to self: THINK>
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Jabberwok
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Post by Jabberwok »

DrwHem
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Post by DrwHem »

im having a strange issue with one of my CLS Mk2 suppliers. Its a mistral super freighter that transfers ore to a complex and takes energy on the way back. all the setting are default. the waypoints are such
Home Base: load 300 ore
Complex:unload 300 ore
load 2000 energy
Home Base: unload 2000 energy

sometimes he does his run but sometimes he dosnt. sometimes pirates run through the sector and he refuses to move till i kill them. lately he has been "idle" no matter how many times i tell him to start external and ensure its pirate free. while he is "idle" he continually loads 300 ore if at the mine or 2000 energy if at the complex. all he does is sit there till his cargo bay is full and then my whole supply chain crumbles and i have to manually have him deliver ore for energy. what is going on?
his gear is this:Trade 1+2
Boost extension
CLS MK1 + 2
Docking computer
duplex + triplex scanner
fight 1 +1
jumpdrive
SETA
nav 1
Trade extention
kelmen
Posts: 308
Joined: Tue, 9. Dec 08, 15:11

Post by kelmen »

Can I use EST to train the agent up to Trader that capable to use jump drive, then start this CLS but the Trader will be equivalent as Messenger Cargo ?
Storm666
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Post by Storm666 »

DrHem wrote:sometimes pirates run through the sector and he refuses to move till i kill them.
Thats normal... if he continually refuses to move... search further out in the sectors for enemies
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Lucike
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Post by Lucike »

DrwHem wrote:Home Base: load 300 ore
Complex:unload 300 ore
load 2000 energy
Home Base: unload 2000 energy
Also you can use the point "Manual input up to".
kelmen wrote:Can I use EST to train the agent up to Trader that capable to use jump drive, then start this CLS but the Trader will be equivalent as Messenger Cargo ?
Yes, of course. That is the pilots union.

A very nice tool for the pilot union is the Personnel Transporter. You can start the PT at a ship of TP class. You can move, collect and transfer the personnel.
-> Personnel Transporter (Version 3.2.04)
-> Necessary Libraries (You must install these !)

Required: X³ Terran Conflict Version 2.1 or higher (not compatible with X³ Reunion) !!
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kelmen
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Post by kelmen »

Lucike wrote: ...
A very nice tool for the pilot union is the Personnel Transporter. You can start the PT at a ship of TP class. You can move, collect and transfer the personnel.
-> Personnel Transporter (Version 3.2.04)
-> Necessary Libraries (You must install these !)

Required: X³ Terran Conflict Version 2.1 or higher (not compatible with X³ Reunion) !!
...
Is there a thread for this one? I can't find it
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Lucike
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Post by Lucike »

kelmen wrote:Is there a thread for this one? I can't find it
Only a german thread. The English thread comes later ...

Regards
Lucike
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TestingTesting
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Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

hi i seem to have trouble,


using latest version, game 2.5 RC3

i am using some extra mods and stuff,

Script Packages:
AP Libraries :: 7ate9tin11s :: Yes :: 2 :: 10/08/2009
Cheat Collection Package :: Cycrow :: Yes :: 1.50 :: 02/06/2009
Cmod3 for Terran Conflict :: Ulfius & SSwamp_Trooper :: Yes :: 1.03 :: 08/05/2009
Community Plugin Configuration :: Cycrow :: Yes :: 1.20 :: 03/06/2009
LazCorp Military Scanner - X3TC :: Lazerath :: Yes :: 1.01 :: 04/11/2008
Low Poly 'Roids - medium quality :: halo :: Yes :: 2.04 :: 03/05/2007
Military HUD for Terran Conflict :: Ulfius :: Yes :: 1.0 :: 25/10/2008
Resource-Free Factory :: arcana75 :: Yes :: 205 :: 06/09/2009
Signal Boost for TC v1.4 :: Ulfius :: Yes :: 1.4 :: 11/01/2009
Universe Explorers :: 7ate9tin11s :: Yes :: 2.4.0 :: 05/09/2009

I'm also using,

Combat Mod 3 - Full v1.03
M6NormandyByTenk1.3
Military Hud for TC
TCM_Tubeless_Complex_Mod (excellent mod this)
jump
Factory_Complex_Constructor_4.01
02 Apricot-Extended-PHQ-Patch-v3
auto-aim
warp.to.target
Befehlsbibliothek_X3TC_V3304
Handelsvertretung_X3TC_V3214
Warenlogistiksoftware_X3TC_V3112
Wirtschaftshaendler_X3TC_V3104


ok, i will explain the best i can, clearly as i can,


i have 4 TS ships,

51 Elysium HQ <> Hub 01
52 Elysium HQ <> Hub 02
53 Elysium HQ <> Hub 03
54 Elysium HQ <> Hub 04

now for the waypoints,

51 Hub Load Silicon Full
52 Hub Load Ore Full
53 Hub Load Ice Full
54 Hub Load Silicon Half, & Ore Half

now 2nd part,

51 HQ Unload Silicon Full
52 HQ Unload Ore Full
53 HQ Unload Ice Full
54 HQ Unload Silicon & Ore Full

i have created 7 asteroids, (yes i cheat, please don't judge)

3 ore yield 250
3 silicon yield 250
1 ice yield 250

energy resource requirement removed on all asteroids,

all asteroids joined into a Hub,

Hub is working fine,


now, ships 52, 53, and 54 working fine,

ship 51 is not working, what happens is, ship leaves HQ, goes to Hub,
picks up a full load of Silicon, (cargobay showing 14,973 units out of 15,000, Using mistral super) but the ship goes into standby mode, and stays in that mode, parked at the Hub, and does not move, (CLS In Standby)

but the other ships are OK, only ship 51 is stuck,,

i tried adding another ship, but again, picks up at the Hub, then gets stuck,

only Ice, and Ore ships are functioning,
and strangely ship 54 also works even though it also picks up silicon, but also picks up ore too,

could you advise on this problem, could this be a conflict with one of the scripts I'm running or a problem with something i may be doing, i assume it's not a problem with the CLS script as something like this would of been spotted a long time ago, but i am at a loss,


oh, and for the record, i have noticed that i can't access the "Artificial Life" option, in the option screen,

it's there, but grayed out, can't select it, not sure if that is relevant or not, but is sure concerning.




EDIT *** I've actually decided to stop playing the game for fun, and start investigating this problem further, it's got me curious why only the ships picking up the silicon is being affected, and not the others Strange, as i would of thought if it is a conflict of some kind, it wouldn't be so specific in what type of cargo is being picked up, i assume all the ships would be experiencing the same problem,
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

already looking into the problem, i can see that i am no longer able to freight exchange with any station with that ship,

the ships that are still working, when they are at a station the "Freight exchange with" is selectable,

but the ship that is stuck on "CLS in standby", i am unable to exchange the freight with any station, the option "Freight Exchange" and "Freight exchange with" is darkened, if the ship is unable to exchange freight of any kind with any station, then i assume this would definitely break the CLS2,

but again I'm still puzzled why the ships is fine to begin with, but as soon as the ships CLS2 picks up silicon from the Hub, then it seem to break the ship,?

i will continue to try different things, my first thought is to attempt to tell the CLS2 to only pick up 90% of cargo capacity as apposed to filling right up, as ship 54 (picks up 50% silicon and 50% ore) work fine? or perhaps this is only self evident at this time, if it's a conflict, then perhaps in time other CLS2 ships will become affected, only the silicon CLS2 seems to become affected immediately,

i know the right thing to do would be to load the game with one script at a time, and each time turn the next one on, but the variables has to be set up, and save game compatibility is always a concern when adding scripts, especially mods in particular.

if only i could connect my bloody HQ to my Hub, then i wouldn't have a problem, and i wouldn't have a problem as i wouldn't need CLS2,
TestingTesting
Posts: 46
Joined: Sun, 8. Aug 04, 03:05

Post by TestingTesting »

well, i reinstalled everything from scratch,

my scripts,

Script Packages:
AP Libraries :: 7ate9tin11s :: Yes :: 2 :: 10/08/2009
Cheat Collection Package :: Cycrow :: Yes :: 1.50 :: 02/06/2009
Community Plugin Configuration :: Cycrow :: Yes :: 1.20 :: 03/06/2009
Factory Complex Constructor :: Dusty :: Yes :: 4.01 :: 25/10/2008
Low Poly 'Roids - medium quality :: halo :: Yes :: 2.04 :: 03/05/2007
Resource-Free Factory :: arcana75 :: Yes :: 205 :: 06/09/2009

warp.to.target
Warenlogistiksoftware_X3TC_V3112
TCM_Tubeless_Complex_Mod
jump
Handelsvertretung_X3TC_V3214
Dockwarenmanager_X3TC_V3103

installed dockware hoping that may help,

Befehlsbibliothek_X3TC_V3304
auto-aim
02 Apricot-Extended-PHQ-Patch-v3
01 M6NormandyByTenk1.3 2.1 repack,


and that is it, i have removed excess fat from last time,


spent the last couple of hours setting everything back up again,

same thing happened,

my 53 (this time) Elysium HQ <> Hub 03 Silicon,
is stuck with a full load of cargo at the hub,
and again, the ship is locked out, i can't manually exchange with any where,

the only way i can get rid of the cargo of silicon, is by ejecting it into space,

I'm not bothered about getting any help now, screw it, I've had enough, I'm just going to give my self unlimited stock in the HQ of all three of those wares, but limit the salesman exporting from the HQ,


but i figured i should share the latest info i had, before disappearing,

thanks anyway,

right, time to have some fun with the game, I'm back at work in 8 days, need to make the most of it, LOL,
kelmen
Posts: 308
Joined: Tue, 9. Dec 08, 15:11

Post by kelmen »

what's the difference between "manual input" and "manual input up to"?

unload 10 ore
unload up to 10 ore

aren't both also will unload 10 ore? if the ship only has less than 10 ore, it will unload whatever it has, right?
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Saetan
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Post by Saetan »

@kelmen

unload 10ore: The CLS will unload exactly 10 ore anytime he visits his waypoint and there is space left in the cargo bay of the station.

unload up to 10 ore: The CLS will unload up to 10 ore, if there are less than 10 ore in stock of the station. He will unload exactly as much ore, as there is missing to reach the selected amount of ware.
This could be a amount which is larger as the CLS' cargo bay anyway, he would deliver then as long as the amount got reached an stops then.

First command would deliver ore infinitly until there is no space left.
kelmen
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Post by kelmen »

Saetan wrote:...unload 10ore: The CLS will unload exactly 10 ore anytime he visits his waypoint and there is space left in the cargo bay of the station.

unload up to 10 ore:...
so, using "unload", if the recipient doesn't have enough space, the delivery will wait there until the EXACT 10 ore are unloaded?

"unload up to", delivery boy will drop in whatever the recipient can take and whatever he can deliver, then straight to next task and no waiting/holding?

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