[Script][V3.03] Taxi-Software MK1
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Could we get a better explanation of how the ranks work? I was looking at the "range" code for the TS ships, and the taxi's range increases with the amount of experience, but how are we supposed to know what the range is? According to the original post, you can't change the range until he starts using Software MK 2. The code, however, says his range increases after a specific number of runs, and continues to increase. Thanks.
-G
EDIT: As an example, at rank 2 (Trainee) I was able to order him to move between 3 sectors: Priest Rings to Empire's Edge. Shouldn't they expand their range automatically if able, as long as adjacent sectors contain the properly named satellites?
-G
EDIT: As an example, at rank 2 (Trainee) I was able to order him to move between 3 sectors: Priest Rings to Empire's Edge. Shouldn't they expand their range automatically if able, as long as adjacent sectors contain the properly named satellites?
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The satellite naming:
For the ones who understand what I post now:
-> The first four characters of the satellite must be "Taxi". Nothing more required. In my current code, I also couldn't find a single return-statement (the one that terminates the script) without a logbook message before it.
The ranking is based on flights. As the pilot has done so many flights, his rank increases. With this, for:
MK1 M5: The number of possible destination sectors increases by and increase of the jump range: Rank 0-2 will be 0 jumps, 3 will be 1 jump, 4 - 6 will be 2 jumps. In this time, the pilot will always return to his start sector. Then, the pilot will start moving around: 7-8 will be 1 jump, 9 will be 2 jumps, 10-... will be max 3 jumps. There is no satellite required for these M5.
MK1 TP: Nothing will happen in regard to jumprange, as the jumps the ship is going to make are pre-set by the route it is about to fly. Sats are necessary at start and end sector.
MK2 TP: The jumprange you type in is the maximum jump range. The actual range this ship look for destinations is smaller or equal to this range. If rank is 7, jumps will be 1. If rank is 8, jumps will be 4. If rank is 9, jumps will be 9. Else, jumps will be 20. A satellite is not required (if I remember correctly^^).
For the ones who understand what I post now:
Code: Select all
014 $Position[0] = 0
015 $Position[1] = 0
016 $Position[2] = 0
017 $Position[3] = $Sector
018 $flags = [Find.Multiple] | [Find.Nearest]
019 $ShipArray = find ship: sector=$Sector class or type=Erweiterter Satellit race=Player flags=$flags refobj=null maxdist=10000 maxnum=20 refpos=$Position
020 $j = 0
021 $i = size of array $ShipArray
022 while $j < $i
023 $cShip = $ShipArray[$j]
024 $Ship = $cShip -> get name
025 $Ship = get substring of $Ship offset=0 length=4
026 if $Ship == 'Taxi'
...
035 end
036 inc $j =
037 end
038 @ = wait 200 ms
039 write to player logbook: printf: pageid=$pageid textid=6, [THIS], $Sector, null, null, null
040 play sample 924
041 @ = wait 200 ms
042 play sample [IncomingTransmission.Message]
043 return null
The ranking is based on flights. As the pilot has done so many flights, his rank increases. With this, for:
MK1 M5: The number of possible destination sectors increases by and increase of the jump range: Rank 0-2 will be 0 jumps, 3 will be 1 jump, 4 - 6 will be 2 jumps. In this time, the pilot will always return to his start sector. Then, the pilot will start moving around: 7-8 will be 1 jump, 9 will be 2 jumps, 10-... will be max 3 jumps. There is no satellite required for these M5.
MK1 TP: Nothing will happen in regard to jumprange, as the jumps the ship is going to make are pre-set by the route it is about to fly. Sats are necessary at start and end sector.
MK2 TP: The jumprange you type in is the maximum jump range. The actual range this ship look for destinations is smaller or equal to this range. If rank is 7, jumps will be 1. If rank is 8, jumps will be 4. If rank is 9, jumps will be 9. Else, jumps will be 20. A satellite is not required (if I remember correctly^^).
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Perhaps I need to explain my question better. According to the code:
For TP, it's obvious that after 7 flights, his range is increased by 1. My question is this: Since we can now set a range of 3 sectors instead of the initial 2 that he starts out at, does he make more money by traveling farther, or is it just a waste of time to change his route before he becomes "Experienced Chaufer"?
-G
Code: Select all
If $NumofFlights < 7
$RangasNum = 1
else
If $NumofFlights < 16
$RangasNum = 2
etc...
-G
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The route on MK1 is not influenced by the range.
However, if you have more flight time/distance, the pilot will earn more money for jumpgate passes and km, it will however land less often. As a certain area can only "produce" so-and-so many passengers at a time, this means that more passengers can take the ride, because the more often TPs dock at a sector's trade station, the less passengers will be there to actually take the ride.
However, if you have more flight time/distance, the pilot will earn more money for jumpgate passes and km, it will however land less often. As a certain area can only "produce" so-and-so many passengers at a time, this means that more passengers can take the ride, because the more often TPs dock at a sector's trade station, the less passengers will be there to actually take the ride.
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I love this script! I already have many more Taxis than I do Sector or Universe Traders. 
I have a few suggestions, if it's possible:
1. Race notoriety is increased when the Player purchases from race, or race purchases from Player (with regard to ST/UT buying and Factories/Complexes selling). Since the race is purchasing transport, perhaps Taxi service could in some small way effect race notoriety?
2. Some way to generate a report of how many runs and how much money each Taxi has made.
3. Some way to send the Player an "incoming message" when Taxi driver reaches "Experienced Chauffer" level, so you don't have to manually keep checking each Taxi to see when they're ready to use MK 2.
4. Make the Taxi ship names shorter. "Sector-Sector Shuttle 8864 Paranid Prime" is so long that it covers up shield and hull information in the Property screen. Maybe "Shuttle 8864" for MK 1, and "Taxi 8864" for MK 2.
Just suggestions off the top of my head. I have no idea how difficult, or even feasible any of those things are. Again, thanks for an awesome script!
-G

I have a few suggestions, if it's possible:
1. Race notoriety is increased when the Player purchases from race, or race purchases from Player (with regard to ST/UT buying and Factories/Complexes selling). Since the race is purchasing transport, perhaps Taxi service could in some small way effect race notoriety?
2. Some way to generate a report of how many runs and how much money each Taxi has made.
3. Some way to send the Player an "incoming message" when Taxi driver reaches "Experienced Chauffer" level, so you don't have to manually keep checking each Taxi to see when they're ready to use MK 2.
4. Make the Taxi ship names shorter. "Sector-Sector Shuttle 8864 Paranid Prime" is so long that it covers up shield and hull information in the Property screen. Maybe "Shuttle 8864" for MK 1, and "Taxi 8864" for MK 2.
Just suggestions off the top of my head. I have no idea how difficult, or even feasible any of those things are. Again, thanks for an awesome script!
-G
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Re: [Script][V2.3][10.03.07] Taxi-Software MK1 & MK2
Thanks for the quick reply. I have another question. 
If I use route#1, the pilot will complete it faster and make more trips per hour than if I use route#2. So the question is, is it always more profitable to use the maximum jump range, or more profitable to make the maximum number of trips per hour?
-G
Edit: Does MK 2 not require you to rename satellites to "Taxi"? I renamed satellites in 4 sectors, then told my Experienced Chauffeur to use a jump range of 3, and he went to a sector that had a normal satellite instead of a renamed one.

As stated above, once you can use MK 2 you can set a larger jump radius. Payment depends (in part) on distance and number of passed jump gates. How do we determine what is the best way to make money? For example, I could have him travel from Kingdom End to Ringo Moon (4 sectors, 3 gates - route#1), or have him travel from Kingdom End to Ore Belt (7 sectors, 6 gates - route#2).SymTec ltd. wrote: Taxi Software MK2 with TP - travel service
Starting from rank "Experienced Chauffeur", the Taxi Software MK1-Pilot is able to use the Taxi Software MK2. Now, the ship offers journeys to other sectors. To start, select a sector to start as well as the jump radius. Payment depends on distance, rank of the pilot, passengers and number of passed jump gates.
If I use route#1, the pilot will complete it faster and make more trips per hour than if I use route#2. So the question is, is it always more profitable to use the maximum jump range, or more profitable to make the maximum number of trips per hour?
-G
Edit: Does MK 2 not require you to rename satellites to "Taxi"? I renamed satellites in 4 sectors, then told my Experienced Chauffeur to use a jump range of 3, and he went to a sector that had a normal satellite instead of a renamed one.
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Re: [Script][V2.3][10.03.07] Taxi-Software MK1 & MK2
You have to find out yourselfGraxster wrote:[...]As stated above, once you can use MK 2 you can set a larger jump radius. Payment depends (in part) on distance and number of passed jump gates. How do we determine what is the best way to make money? For example, I could have him travel from Kingdom End to Ringo Moon (4 sectors, 3 gates - route#1), or have him travel from Kingdom End to Ore Belt (7 sectors, 6 gates - route#2).
If I use route#1, the pilot will complete it faster and make more trips per hour than if I use route#2. So the question is, is it always more profitable to use the maximum jump range, or more profitable to make the maximum number of trips per hour?

To be exact: There is a paymant table somewhere inside the code. I think it even made it into the German manual, which was just before I got lazy...
Table looks as follows:
Code: Select all
Pricelist: cr/Person*... per Rank per km per Jump per Flight
Taxi 10 2 10 25
TP-Shuttle 2 1 1 2
TP-Travel 10 2 10 50
* Even if a M5-taxi carries more than 2 passengers, only 2 will be charged
No, just the TP-MK1. Another thing I might wanna change; I only introduced this to make life harder for youGraxster wrote:Does MK 2 not require you to rename satellites to "Taxi"? I renamed satellites in 4 sectors, then told my Experienced Chauffeur to use a jump range of 3, and he went to a sector that had a normal satellite instead of a renamed one.

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Renaming the satellites is good, because it means you can limit the Taxi to "safe" sectors. If with MK 2 he goes wherever he wants to, it could be dangerous.
I'm having a problem with my MK 2 "bus". He reached "experienced chauffeur", so I gave him the command Nav > Taxi MK 2 and selected a sector and jump range. Now he is landing in stations, idling, flying to another sector/station, etc... he's "acting" like a Taxi, but he never has any Passengers in his cargo hold.
-G
I'm having a problem with my MK 2 "bus". He reached "experienced chauffeur", so I gave him the command Nav > Taxi MK 2 and selected a sector and jump range. Now he is landing in stations, idling, flying to another sector/station, etc... he's "acting" like a Taxi, but he never has any Passengers in his cargo hold.
-G
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Graxster wrote:I love this script! I already have many more Taxis than I do Sector or Universe Traders.
I have a few suggestions, if it's possible:
1. Race notoriety is increased when the Player purchases from race, or race purchases from Player (with regard to ST/UT buying and Factories/Complexes selling). Since the race is purchasing transport, perhaps Taxi service could in some small way effect race notoriety?
2. Some way to generate a report of how many runs and how much money each Taxi has made.
3. Some way to send the Player an "incoming message" when Taxi driver reaches "Experienced Chauffer" level, so you don't have to manually keep checking each Taxi to see when they're ready to use MK 2.
4. Make the Taxi ship names shorter. "Sector-Sector Shuttle 8864 Paranid Prime" is so long that it covers up shield and hull information in the Property screen. Maybe "Shuttle 8864" for MK 1, and "Taxi 8864" for MK 2.
Just suggestions off the top of my head. I have no idea how difficult, or even feasible any of those things are. Again, thanks for an awesome script!
-G
I second all these suggestions. SymTec, your point that (1) is not possible, where did you get that idea from? Whats the problem with adding notoriety? I think that would be a very useful addition.
Also: I'm a little concerned about the use of Slaves as the ware... Surely since 2.0 the police will now scan your taxis and shoot them down if they have slaves?
Even saying this, I really like the idea of this script. I simply could not fathom what the hell use owning a TP is. Excellent work!
Dave.
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Oh, yes, I read "trade rank" - but still I won't do it, for balancing reasons.DangerDave wrote:[...]SymTec, your point that (1) is not possible, where did you get that idea from? Whats the problem with adding notoriety? I think that would be a very useful addition.
Either one or the other disadvantage: In previous versions, I renamed camera drones to resemble passengers. That added incompatibility/problems with other scripts.DangerDave wrote:Also: I'm a little concerned about the use of Slaves as the ware... Surely since 2.0 the police will now scan your taxis and shoot them down if they have slaves?
So, did you ever get scanned yet? I coud change it again...
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Isnt there a ware like 'VIPs' or something, I'm sure I've seen them when I've scanned like casinos and stuff.
Actually, to be honest, I havn't tested the scanning in practice, but I heard about the change, so I checked out the police script and according to my understanding it will scan all ships, not just the player like before.
Actually, to be honest, I havn't tested the scanning in practice, but I heard about the change, so I checked out the police script and according to my understanding it will scan all ships, not just the player like before.
Dave.
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Some very weird activity with MK 2. I set his homebase to one of my factories, turned off trading, turned off auto-transfer money to player account. Ordered all my other ships in the game to idle.
Ordered the Experienced Chauffeur to use Taxi MK 1 between Argon Prime and Ringo Moon. He made several trips, had passengers each time, and my factory had money added to it. Worked good.
Ordered him to use Taxi MK 2, using Argon Prime and a jump range of 2. He still had passengers from his last taxi run. He landed in a station in Argon Prime, then landed in another station in Argon Prime, went east and landed at two stations in The Wall. Went from there to Herron's Nebula. Up until this point: He had passengers every trip, but made no money. After 4 trips with passengers (I tested this twice), he never has any passengers, and never makes money.
If I put him back on Taxi MK 1, between Argon Prime and Ringo Moon, he starts to have passengers and make money again.
One other weird behavior he had once. While on taxi Mk 2, he flew from Argon Prime to Herron's Nebula, and as soon as he exited the jump gate, he turned around and went back to Argon Prime without landing at any stations.
I tested him for about 30 minutes with SETA x10.
-G
Edit: There is a ware, "Very Important Passengers" size 4 L
Ordered the Experienced Chauffeur to use Taxi MK 1 between Argon Prime and Ringo Moon. He made several trips, had passengers each time, and my factory had money added to it. Worked good.
Ordered him to use Taxi MK 2, using Argon Prime and a jump range of 2. He still had passengers from his last taxi run. He landed in a station in Argon Prime, then landed in another station in Argon Prime, went east and landed at two stations in The Wall. Went from there to Herron's Nebula. Up until this point: He had passengers every trip, but made no money. After 4 trips with passengers (I tested this twice), he never has any passengers, and never makes money.
If I put him back on Taxi MK 1, between Argon Prime and Ringo Moon, he starts to have passengers and make money again.
One other weird behavior he had once. While on taxi Mk 2, he flew from Argon Prime to Herron's Nebula, and as soon as he exited the jump gate, he turned around and went back to Argon Prime without landing at any stations.
I tested him for about 30 minutes with SETA x10.
-G
Edit: There is a ware, "Very Important Passengers" size 4 L
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Yes, I know about VIPs, and use passengers in TP, as you can see.
But passengers are L-size, and M5 can't load L. That's the main problem.
@Graxster: It may happen that the ship goes somewhere and immediately turns around: This is a "sector visit", one of the travel specials. But the ship should stay in that sector for longer, that assured.
I have to look for the problem with the getpassengers-script... tomorrow^^
btw: post 2.000
But passengers are L-size, and M5 can't load L. That's the main problem.
@Graxster: It may happen that the ship goes somewhere and immediately turns around: This is a "sector visit", one of the travel specials. But the ship should stay in that sector for longer, that assured.
I have to look for the problem with the getpassengers-script... tomorrow^^
btw: post 2.000

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Two other things of note, that may or may not make any difference:
When I turn on Taxi MK 2, he always lands in 2 stations per sector.
When using Taxi MK 1 (or giving commands to just about any other ship), you can select them in the Sector map and scroll down to see Cmd and Action. Using MK 1 for example, when he picks up passengers in Argon Prime, it will say "Current Action: Entering Warpgate" Command: "Landing in Station - Free Argon Trading Station" Destination: " Ringo Moon" or something to that effect.
When using MK 2, he leaves the second station then is "idling" for 30 seconds or so, then his command is "Taxi Software MK 2" Action: "Entering Warpgate". But he has no destination or other command.
-G
Edit: I don't understand how you coded the money transfer, and can't tell if it's working properly. I set homebase for a taxi and a UT, because I wanter to compare how much money they make. I ran the game for 5 minutes on SETA 10x and the taxi never deposited any money. Once I told him to standby, ejected his passengers, and re-started him, he made a run and paid me. I only have money added if I stop and restart them it seems. Or do you have them waiting 10 minutes or something?
When I turn on Taxi MK 2, he always lands in 2 stations per sector.
When using Taxi MK 1 (or giving commands to just about any other ship), you can select them in the Sector map and scroll down to see Cmd and Action. Using MK 1 for example, when he picks up passengers in Argon Prime, it will say "Current Action: Entering Warpgate" Command: "Landing in Station - Free Argon Trading Station" Destination: " Ringo Moon" or something to that effect.
When using MK 2, he leaves the second station then is "idling" for 30 seconds or so, then his command is "Taxi Software MK 2" Action: "Entering Warpgate". But he has no destination or other command.
-G
Edit: I don't understand how you coded the money transfer, and can't tell if it's working properly. I set homebase for a taxi and a UT, because I wanter to compare how much money they make. I ran the game for 5 minutes on SETA 10x and the taxi never deposited any money. Once I told him to standby, ejected his passengers, and re-started him, he made a run and paid me. I only have money added if I stop and restart them it seems. Or do you have them waiting 10 minutes or something?
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I bought a Discoverer S (which I renamed but changed back in the hope it would help) for which I purchased Explorer Software, Navigational and flight command software, and other basic upgrades which shouldn't affect the taxi service.
I am in Ceo's Buckzoid, though I've tried this in several surrounding sectors as well as Argon Prime. When I choose the Taxi Software MK1, the computer says Command Accepted, and at the same time I hear a "beep" which I assume means there was a problem, and the command changes to [None] and he just sits there.
What could I be doing wrong, or how can I find out what the error is about? I must be doing something wrong, but for the life of me I cannot figure it out and I'm getting frustrated! I really want to run some taxis! Thanks a lot for any assistance you can provide.
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RESOLUTION: Even M5 class ships need a cargo life support system. I got the impression this was not necessary based on the description of the script, but after purchasing one for my Discoverer it is now working as a taxi.
I am in Ceo's Buckzoid, though I've tried this in several surrounding sectors as well as Argon Prime. When I choose the Taxi Software MK1, the computer says Command Accepted, and at the same time I hear a "beep" which I assume means there was a problem, and the command changes to [None] and he just sits there.
What could I be doing wrong, or how can I find out what the error is about? I must be doing something wrong, but for the life of me I cannot figure it out and I'm getting frustrated! I really want to run some taxis! Thanks a lot for any assistance you can provide.
-----------------------------------------------
RESOLUTION: Even M5 class ships need a cargo life support system. I got the impression this was not necessary based on the description of the script, but after purchasing one for my Discoverer it is now working as a taxi.
Last edited by broken85 on Tue, 29. May 07, 14:24, edited 1 time in total.
Ben
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Ist the solution you gave the answer for the problem below, or are those two different things?
For some reason, I often have problems with my software myself - but I think it's because all my taxis have got wrong variables from my betatesting. So, what I'll do is, I'll buy me a new fleet and sell the old one.
For some reason, I often have problems with my software myself - but I think it's because all my taxis have got wrong variables from my betatesting. So, what I'll do is, I'll buy me a new fleet and sell the old one.

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Sorry, guess I should have put that in a logical order. Yes, that's the answer for my problem. I actually found that out by deciphering just enough of the text in the German version's description which implies you need the life support system in m5 taxis as well. Other than that discrepancy your descriptions are basically the same.
I have another problem now though. Both my taxi and my shuttle have been running for several in-game hours and neither of them have progressed from level 1, even though I frequently see different numbers of passengers (or none at all) in the shuttle, and the taxi is always making runs. I haven't done any scripting myself but maybe this is something I can easily correct in the code? Just wondering if you've seen this before.
I haven't even figured out if it's making me any money yet because I just recently started my first universal trader so I'm getting a lot of money that way and it's hard to gauge. If I see any problem there I'll let you know but I assume that's fine.
Thanks, and overall a very nice script!
--
Ben
Ps. Doesn't it seem slightly odd that the only way to get a taxi business running is by purchasing pirate slave equipment? I know your script is ported from the german one, but have you considered making a taxi upgrade available instead of the cargo life support systems? Or putting some sort of taxi headquarters in Argon Prime or something who also carries the life support system. Just for the sake of realism (I know, in a space shooter...).
I have another problem now though. Both my taxi and my shuttle have been running for several in-game hours and neither of them have progressed from level 1, even though I frequently see different numbers of passengers (or none at all) in the shuttle, and the taxi is always making runs. I haven't done any scripting myself but maybe this is something I can easily correct in the code? Just wondering if you've seen this before.
I haven't even figured out if it's making me any money yet because I just recently started my first universal trader so I'm getting a lot of money that way and it's hard to gauge. If I see any problem there I'll let you know but I assume that's fine.
Thanks, and overall a very nice script!
--
Ben
Ps. Doesn't it seem slightly odd that the only way to get a taxi business running is by purchasing pirate slave equipment? I know your script is ported from the german one, but have you considered making a taxi upgrade available instead of the cargo life support systems? Or putting some sort of taxi headquarters in Argon Prime or something who also carries the life support system. Just for the sake of realism (I know, in a space shooter...).
Ben