1.20 BUG get_satellite_coverage is computing coverage wrong

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qox
Posts: 29
Joined: Wed, 20. Nov 13, 01:51
xr

1.20 BUG get_satellite_coverage is computing coverage wrong

Post by qox »

There is one mission where the player has to cover an area with satellites.

https://steamcommunity.com/app/392160/d ... 091337866/
https://steamcommunity.com/app/392160/d ... 796138894/
https://steamcommunity.com/app/392160/d ... 098681153/
and so on and so on
https://steamcommunity.com/app/392160/d ... _deleted=1

This is to hard or impossible to beat.
I tried to do the mission with normal satellites and couldn't complete it.

Suggestion:
I would suggest to put the # of satellites (which are not close to each other) into a square-root function and multiply it with a constant to get the percentage of completion.
You guys might use an array of satellites which are not in a minimal radius (of all satellites alread in the list).
Last edited by qox on Fri, 7. Dec 18, 18:07, edited 2 times in total.
qox
Posts: 29
Joined: Wed, 20. Nov 13, 01:51
xr

Re: 1.20 BUG mission - satellite network mission is to hard to beat

Post by qox »

I was looking into the scripts and found the script which is computing the mission

It is in md

Code: Select all

mdscript name="RML_AchieveCoverage"
It calls into a function/method (get_satellite_coverage) in the binary with

Code: Select all

<get_satellite_coverage result="$CoverageCurrent" sector="$CoverageSector" radius="$CoverageRadius">
- which is good from an performance standpoint because native code is fast. It is not so good from the perspective of a modder. Sure we can compute the coverage manually to fix this bug but this is tedious.

Please fix the native code. You already have my suggestion(s).

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