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

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sky669
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Post by sky669 »

hi tontonfred,

i cant tell you why its not working... (and, now they are working, so who cares? ;- ) )
this was just a thougth from me, when i tell my freigthers loading half the cargo, they are doing this. if less is on stock, they wait some time... until continuing with the next point. but telling them - loading upto 1.000.000 of whatever, they will always empty everything.

the thing jlehtone mentioned above - working with cls1 - i am also only working with cls1. i never even got the idea doing this with cls2.
BUT - with cls1, you can normally add only these products from the homebase. with cls2, the pilot is doing this, what i told him.
maybe i have to change something in my game aswell, thanks for the idea....

point2 from jlehtone, the show stopper....
no problem. when you tell the cls to transfer wares to the maximum price, even the komplex sells to minimum price, he will do this.

point3 - good idea.

----

minimum transfer of ware....

what i've learned today, in cls2 there is a variable/flag, which tells the pilot when he has to fly - in order he's not flying around with 1 energy cell. this means, the pilot has to fulfill 5% of his task, or he will continue with the next point. maybe you can change this in future, maybe not ;- )
(and this stands not in the OP.)

----

problem of refueling ships.... from the operators manual...
Transporter device: It's possible to load TL-transporters with your freighters even when they cannot dock, so you will occasionally need the Transporter Device, which allows the pilot to transfer cargo directly to the TL-transporter. The TL must have stopped his engines, and be standing in space. If the freighter has to load a TL-transporter, and he doesn't have a transporter device, he will wait until the TL has docked to a station and follow him in order to transfer the cargo at the station itself. Sectors located far away will be only visited if the pilot has a Jump Drive.
cls1 recognices when a ship was moved to another sector. cls2 - mmhhh. in german threads we have at the moment some kind of workshop because of this fact. but at the moment, i can't give you a solution...

wolf
tontonfred
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Post by tontonfred »

sky669 wrote:hi tontonfred,

with cls1, you can normally add only these products from the homebase. with cls2, the pilot is doing this, what i told him.
Yes, it seems I cannot add more than 1 supplier in CLS1 (the homebase). So why ask us to fill in the information ?
cls1 recognices when a ship was moved to another sector. cls2 - mmhhh. in german threads we have at the moment some kind of workshop because of this fact. but at the moment, i can't give you a solution...
Aha ! Ich werde dann sofort im deutschen Forum mal lesen ;)

Fred

EDIT : looks like 3.101 is out, let's see if this solves the problem...
Last edited by tontonfred on Thu, 27. Nov 08, 21:38, edited 2 times in total.
sky669
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Post by sky669 »

hi,
Yes, it seems I cannot add more than 1 supplier in CLS1 (the homebase). So why ask us to fill in the information ?
yes for sure you can. but if the homebase produces energy, ore and whatever, you can add ONLY stations which are producing also the same things - so it's not possible adding a station which produces silicon.

so, if the hombase ONLY produces all shields ( 1MJ up to 2GJ), cls1 can collect from all your stations all type of shields to bring them wherever you want them. but it cannot collect 'Phased Repeater Guns'....

got me?

with cls2, you can tell your vessel, collecting all the shields from here, all the minerals from there, .... and so on to bring them whereever you want.
it's like public transportation, a subway does not cares if people are waiting in a station or not - it will come, open the doors, close them and goes on...
Aha ! Ich werde dann sofort im deutschen Forum mal lesen
na kloar. i hob des obn gschriebn, und derweil is die nächste version aussakummen. in a paar minuten host des a do...

greets, wolf
tontonfred
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Post by tontonfred »

Tested the new version : I can confirm the bug with CLS2. I am flying in sector A, the CLS is in sector B. If I let the CLS2 start its cycle and I stay in A, he will jump to me and refuel my ship. But if I jump in sector C after he starts to pick up the fuel at the station, he will still jump to B and get stuck there.
sky669
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Post by sky669 »


Commodity Logistics Software MK1 and MK2
(Version 3.1.01 - 27. November 2008)

[ external image ]
[ external image ] [ external image ] [ external image ]



Download

-> Commodity Logistics Software MK1 and MK2 (Version 3.1.01)
-> Necessary "Libraries" (you must install them, reinstall them during updating !)
NEW ! - Added version info

Don't bother, the name of the zip-file are german. Once installed, you have the english version.

Prerequisites : X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!

Version 3.1.01 - 27. November 2008
  • With CLS2 you can define a minimum transfer amount
  • While supplying ships, your pilots can take care if the target is in a combat situation
  • While supplying ships, the pilot can wait for a request
Please don't forget to reinstall the libraries while doing an update !

Information minimum transfer amount
Till now, your CLS2 pilot was flying all the time, he didn't care if there were enough products on stock or the target station was full or empty with a special product. Now you can also define this percentual-numbers in the menu 'Supply conditions'.

Information - libraries version info
The libraries are a collection of different 'routines' making your pilots working. It's used from CLS, CAG, EST, Mefos, SRD and Prospektor - short, most of Lucike's script. Without this libraries, you'll get an error.
Please make sure, always you are updating one of this scripts, also update this libraries...
jlehtone
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Post by jlehtone »

tontonfred wrote:
sky669 wrote:with cls1, you can normally add only these products from the homebase. with cls2, the pilot is doing this, what i told him.
Yes, it seems I cannot add more than 1 supplier in CLS1 (the homebase).
The purpose of CLS1 is to haul one or more ware. The list of products at the homebase is the list of wares that it can haul, but it does not have to haul all of them. And it can haul from any station producing the chosen wares (Supplier) to any station consuming those wares (Consumer). Therefore, if the homebase does not produce PACs, the CLS1 cannot haul them.

But as I wrote earlier, X3R CLS1 has no trouble fetching PBE from 8 different Complexes (Suppliers).

The CLS2 on the other hand does not have such "homebase". And it does not "haul". It just loads and unloads, buys and sells. You have complete freedom to make a list of waypoints that make no sense whatsoever. That is why it can pick PAC from here, CIG from there, and then spend a jazura in Pleasure Complex. ;)


The undocumented 5% of CLS2 is actually extremely important configuration option. Think about it. There are waypoints where you want the ship to wait until it can load a specified amount. And waypoints of type: "get what you can, but continue forward even if you get nothing". If you want full set of possibilities, you do not want just one value, you want a value for each stop. But even with one value per ship is great (if we can adjust it). One of those Think things. :D


Note on translation: The wording of the "How CLS1 chooses which Supplier to visit" option is a bit unclear. Essentially a boolean choice, but it is mentally difficult to convert "in listed order" and "by stock status" into "yes" and "no".
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
tontonfred
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Post by tontonfred »

jlehtone wrote: The purpose of CLS1 is to haul one or more ware. The list of products at the homebase is the list of wares that it can haul, but it does not have to haul all of them. And it can haul from any station producing the chosen wares (Supplier) to any station consuming those wares (Consumer). Therefore, if the homebase does not produce PACs, the CLS1 cannot haul them.
Mmmmm.... So I can have a CLS1 hauling 12 different wares from 4 different stations ONLY if they are all produced in the homebase ? Is it really meant to be this restrictive ? I don't see the point.

The undocumented 5% of CLS2 is actually extremely important configuration option.
I agree ; the last version does allow a minimum quantity to be transferred, although it appears to be one for the whole route.
tontonfred
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Post by tontonfred »

Hey, me again, I got another glitch :D

Can someone tell me why this CLS freighter is "on standby" in his homebase, even though he should start moving stuff around ?

Code: Select all

Commodity Logistics Software MK1

Script version: 3101
Libraries version: 3109
Pilot Union version: 3100

Pilot: Daron Gisler
Pilot rank: Logistician
Flight time: 20:57 hour
Employ time: 26:34 hour
Payment: 34,680 credits
Profit: 5,080,529 credits
Expenses: -224,055 credits

Promotion: Yes
Payment: Global account

Ship name: CLS Missile Complex
Ship class: TS
Ship type: Mistral
Transport class: Extra Large Containers XL
Cargo bay size: 4000 units
Cargo bay volume: 496 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 400 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Missile Complex (Unknown Sector)
Home base class: Complex Hub
Home base type: Teladi Complex Hub
Station account: 500,000 credits
Global account: 34,166,450 credits

Home products: 5 MJ Shield (0 credits), Hammer Heavy Torpedo (0 credits), Flail Barrage Missile (0 credits), Typhoon Missile (0 credits)

Supplier min cargo bay: 5 %
Consumer min cargo bay free: 5 %

Supplier: Missile Complex (Unknown Sector)
     5 MJ Shield (Cargo bay 19 %)
     Hammer Heavy Torpedo (Cargo bay 60 %)
     Flail Barrage Missile (Cargo bay 62 %)
     Typhoon Missile (Cargo bay 62 %)

Consumer: Mobile Base Elephant (Unknown Sector)
All the wares he has to move are well over 5% cargo bay ; the consumer TL has still over 50% cargo bay free, so nothing should keep him on standby, I think ? I can provide a savegame if needed.
jlehtone
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Post by jlehtone »

Goner Transporter Device?
tontonfred
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Post by tontonfred »

jlehtone wrote:Goner Transporter Device?
Doh !

I wish there was a recap of the requirements in-game... or at least in the log, this way you wouldn't have to bear my stupidity :shock:
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TSM
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Post by TSM »

tontonfred wrote:
jlehtone wrote:Goner Transporter Device?
Doh !

I wish there was a recap of the requirements in-game... or at least in the log, this way you wouldn't have to bear my stupidity :shock:
:lol: but where is the fun in that :)
FAQ's Egosoft Interactive FAQ
Egosoft Wiki
jlehtone
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Post by jlehtone »

No fun at all. Unbearable. ;)
LarryBurstyn
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Language Problem

Post by LarryBurstyn »

The page that has the percentage to act is NOT in english. It looks like German. The rest of the menus are in English (as they should be for me).
sky669
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Post by sky669 »

yes, you are right,
this IS german.

the 2 entries in internal cls are ...

.) Dock with ship in combat
.) Wait for request signal


the 3 entries in external cls are ...

.) Minimum transfer amount
.) Dock with ship in combat
.) Wait for request signal

thx for telling us... we will change this of course
wolf
LarryBurstyn
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Thank You!

Post by LarryBurstyn »

[quote="sky669"]yes, you are right,
this IS german.

the 2 entries in internal cls are ...

.) Dock with ship in combat
.) Wait for request signal


the 3 entries in external cls are ...

.) Minimum transfer amount
.) Dock with ship in combat
.) Wait for request signal

thx for telling us... we will change this of course
wolf[/quote]

As someone who FLUNKED German in Summer School I thank you. (I just could not speak German--my tongue got all twisted up). Four Semesters of a foreign language were REQUIRED to graduate and sooo I needed a foreign langauge -- finally settled on Spanish because MY frat advisor was one of the Professors....(got special treatment--he GAVE me a C--lowest grade I got in college other than the F I got in German).

My grandfather was a language progessor in Vienna before they moved to the USA--but I have trouble speaking one language.
sky669
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Post by sky669 »


Commodity Logistics Software MK1 and MK2
(Version 3.1.03 - 03. December 2008)

[ external image ]
[ external image ] [ external image ] [ external image ]



Download

-> Commodity Logistics Software MK1 and MK2 (Version 3.1.03)
-> Necessary "Libraries" (you must install them, reinstall them during updating !)
NEW ! - Added version info

Don't bother, the name of the zip-file are german. Once installed, you have the english version.

Prerequisites : X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!

Version 3.1.03 - 03. December 2008
  • Supplying moving targets - like TL's... - got improved. Target Ships will wait longer
  • The target ship was jumping before the CLS pilot could reach it - the pilot still has a plan
  • Generating waypoints got improved. It's possible now, selecting only npc-stations or only own stations.
  • Optimized several routines
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Chealec
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Post by Chealec »

The TC interface works much better than the old X3R version - no more trying to remember which number you're inputting (is this one the selling price or the quantity...).

Coming from X3R with the bonus pack I think CLS was the script I missed most in TC! It's back, and better than ever :)
[ external image ]

... old skool
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BugMeister
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Post by BugMeister »

- there's another update (v3.1.04) over on the German scripts & Modding page..
http://forum.egosoft.com/viewtopic.php?t=216728
:x3:
- the whole universe is running in BETA mode - we're working on it.. beep..!! :D :thumb_up:
tontonfred
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Post by tontonfred »

I'm trying to set up patrols using SRS and CLS, but since it seems there is no thread related to SRS in the english forum, here goes :

I want to set up a patrol with SRS, consisting of 3 M6, 2 TM and 8 fighters. What makes it "interesting" is that the fighters are docked to the TM. The following problems arise :

1) I want the M6s and TMs to patrol with the fighters docked. The fighters should undock for fighting and dock again when no enemies are around. For this, I use the command "Protect" or "Follow" their homebase TM. The TMs and M6s are set to "Follow" the lead M6. When I order the lead M6 to start SRS, the M6s and TMs start SRS too ; however, the fighters don't, and do not gain experience. If I ask the fighters to Follow/protect the lead M6, then they will start SRS, but will not dock their TM, which makes jumping the patrol (for rescue service for example) impossible.

2) I want to supply the patrol ships with missiles and fuel using CLS2. Is there a way to supply the docked fighters inside the TMs, as they are the main missile consumers ? I am thinking of supplying the TMs with enough missiles to cater to the fighters, and using CLS2 to keep the TMs stocked, but I don't know if the fighters will use auto-supply when docked.



EDIT : after further testing, seems there is no problem regarding supply : CLS can target any ship, even docked ones. Furthermore, if the TM is supplied with enough missiles, the fighters will restock when docking if autosupply has been set. Seems there is only my problem with docked SRS remaining, I will try posting in the german forum :)
kipstafoo
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Post by kipstafoo »

Odd problem... can't seem to use 'internal' anymore... only 'external'. More to the point, 'Start interal...' doesn't show up as a valid command, only 'Start external...'

Anyone run into this before?

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