[MOD/Script] LI Freight Distribution Network (FDN) - v7.2 21/11/2010

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

@ LA OK I think I understand.

You have an FDN-N in one sector and the relays will link it to other sectors. But then to have something available to the FDN-N/Relay it has to be within range of the node/relay or an adv satellite in the sector.

Going by this if I wanted to mine out Aldrin I would just need to place adv satellites around the ore belt to make sure all the mines/spps are in range of the satellites and everything would be available to the node at the jump in point (or relay if I wanted to link to an FDN-N in a diff sector)?

If that is the case would I need to make a chain of adv satellites to the FDN-N from the ore belt circle ( so there is a visible path to/from it to the FDN-N) or would that not matter since the mines/spps are already visible to the adv satellites?
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I believe a ring around the belt so that the mines are visible to the relay. not needing a chain to the relay/node. I'm about to try the same thing since I took over a sector, don't worry its not your Aldrin system. Yet...

Also I'm having trouble with my second FDN trade station, its coming back as 0 out of 0 space for wares anyone else have that problem? I have it in a system with it and a relay and also tried this with a second node and both came back as no space for wares.

LA - I found out that I had a couple freighters that did not get recalled I don't know if that would interfere with FDN or not though.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
x4

Post by StormMagi »

I will give it a shot but atm I am waiting till 2.0 before trying it as I don't want to invest in such a plex only to have it broken in 2.0 (because it is Aldrin)
amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite »

stealthhammer wrote:Also I'm having trouble with my second FDN trade station, its coming back as 0 out of 0 space for wares anyone else have that problem? I have it in a system with it and a relay and also tried this with a second node and both came back as no space for wares.
I also had this. Try using DWM to add/remove the ware you're having trouble with. If that doesn't work try using the cheat menu to recreate the station. I forget which of these worked for me but it eventually did.
-TEVE
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I rebuilt it and got the FDN menu to work but still got no space for the ware.

I really hope my game will not brake my game when that becomes download able, I spent to long on those complexes to break em.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

v2 patch, currently still in beta.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Ya, I need to read the X news more often...

Will this have an adverse affect on your FDN when a player builds a Aldrin station?
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

I cant see that it would.

Player stations shouldnt be affected by the plot.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

Ok, I'm not sure how it works. Takes info from an array or so? I was thinking the array would have to be updated with stations that could be built and used. I haven't modded in months, last one I did was Doom 3.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

amirite wrote: EDIT: Okay the problem was having the relays in the same sector with the node. As soon as I removed the two relays, leaving just the node and the dock, everything works fine. So basically this entire thing was never really a bug. My bad, and godspeed on those additions :P
Great news & thanks for the update. Won't get much done this week unfortunately as I'm on late shift and covering on-call :evil:

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

StormMagi wrote: If that is the case would I need to make a chain of adv satellites to the FDN-N from the ore belt circle ( so there is a visible path to/from it to the FDN-N) or would that not matter since the mines/spps are already visible to the adv satellites?
Adv Sats data without them being chained together, same goes for Nodes & Relays.

The only limitations is that the any Station/Complex/Dock need to be within Adv Sat range, so you could have two Station/Complex/Dock at each side of a sector with a Node/Relay in the centre. The Node/Relay doesn’t need to be within Adv Sat coverage but you would need two Adv Sat’s to cover the separate Station/Complex/Dock.

This is all good and will make it into the User Guide’s FAQ :D


LA
Last edited by Logain Abler on Tue, 24. Feb 09, 09:56, edited 1 time in total.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

stealthhammer wrote:Also I'm having trouble with my second FDN trade station, its coming back as 0 out of 0 space for wares anyone else have that problem? I have it in a system with it and a relay and also tried this with a second node and both came back as no space for wares.

LA - I found out that I had a couple freighters that did not get recalled I don't know if that would interfere with FDN or not though.

Is that the in-game trade station? Yet me know which one & I'll have a look after work.

I have tested with HQ, EQ, Trade Stations & Hubs, if it's modded there could be an issue.

FDN has to calculate storage differently between HQ stations and other docks, if it's returning 0/0 it will be an issue with this part of the script.

LA
Last edited by Logain Abler on Tue, 24. Feb 09, 10:06, edited 1 time in total.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Beta v2

Post by Logain Abler »

Once the final v2.0 is released I will test FDN and release a compatible version ASAP.

The only issue I see is any changes to the TDock, HQ and T file, if there are no changes that impact FDN there should be no issue.

LA
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

2.0 Update

Post by Logain Abler »

Once the final v2.0 is released I will test FDN and release a compatible version ASAP.

The only issue I see is any changes to the TDock, HQ and T files, if there are no changes that impact FDN there should be no issue.


LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

It's the FDN trade station, sorry.

The first one that I built after the patch is correctly showing the space. so I was thinking it was something on my end. I got the node in Montalar with the first FDN trade station and I put the second one in a sector south west of it something conclusion I believe.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

stealthhammer wrote:It's the FDN trade station, sorry.

The first one that I built after the patch is correctly showing the space. so I was thinking it was something on my end. I got the node in Montalar with the first FDN trade station and I put the second one in a sector south west of it something conclusion I believe.
I take it you have a Relay in the same sector and it’s within range of an Adv Sat...

I'll have a look when I finish work later this evening.

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I do, I don't have a screeny up yet. Also going to readd the latest patch.

To an earlier post you asked about mods, the only station I have that is changed is the HQ and I used apricot's Extended Storage script on that.
Logain Abler
Posts: 2255
Joined: Mon, 31. Oct 05, 08:44
x4

Post by Logain Abler »

stealthhammer wrote:I do, I don't have a screeny up yet. Also going to readd the latest patch.

To an earlier post you asked about mods, the only station I have that is changed is the HQ and I used apricot's Extended Storage script on that.
Been able to do some testing which as for all fault (fix faults for a living) is step one, try and replicate the reported issue. Unfortunately I’ve not been able to do this with the (0/0) storage display on the Trade Posts :evil:

This is Trade Post that is within Node coverage:
[ external image ]

This is Trade Post that is not within Node coverage:
[ external image ]

Trade Station that is not within Node coverage:
[ external image ]

Equipment Dock that is within Node coverage:
[ external image ]

HQ that that is within Node coverage:
[ external image ]

This is what you will see when the Dock is within Node coverage but there are no wares in the Node:
[ external image ][ external image ]

(By Node coverage I mean Node/Relay or Adv Sat)

Scratching my head on this one :oops:

LA
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I'm not worried about it, like I said I think its on my end. I had used an script I got on here to create gates and I linked my node to the Pat. Conclusion by this means and I don't know if the FDN took that into account. but after the gate was moved I got the FDN not within coverage afterwards. Like I said, I'm not worried about it, long as I got one that works. Thanks for trying though.
User avatar
apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

stealthhammer wrote:the only station I have that is changed is the HQ and I used apricot's Extended Storage script on that.
Does FDN mod make any changes to hq.xml ?

If so, then this will contradict my HQ mod, with the one loaded last being the one used. If mine is last, then the extensions for EQ's for example, would be lost.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”