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Rinart73

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Everything posted by Rinart73

  1. If you command a ship (with captain, of course) to patrol or guard, it will not attack enemies, even when they start to attack the ship. Also we built a stationary ship-tower (no engines or trusters + placed few inertia dampeners). Commanded to "attack enemies", it worked. But after few server reboots and revisiting the sector we found out that out stationary tower moved to 10-20 km from its original position. Without engines. Maybe game tries to simulate some life in the sector but doesn't count if ships have engines?
  2. not it's not. Another thought: What if when consumer station buys goods you get 20% from transaction, but this goods belong to the station people. So, yes, they will be used by consumer station, but you can buy them from it, just because you own it. Price should be 120%, so it will be zero profit.
  3. It's not about categories of entities that you collide, it's about calculations. Current collision damage detection is not good. Slight touch can destroy the ship, but on the same time sometimes you collide on a full speed with no damage. I can imagine that detecting and calculating power of two complex 3d shapes collision is hard. I just saying that it would be good to see more steps done in this direction.
  4. Sometimes you just enter number of the items you want to pick from your station or ship and this number resets to "1" in a few seconds. As I see, the source of this problem lies in the fact that code saves number to the table using good name as a key. But if we have both normal and suspicious or stolen cargo variants in one ship/station, script will still save all of them with key good.name, because it the same cargo, just with different statuses. local boxAmount = TransferCrewGoods.clampNumberString(selfAmountByIndex[good.name] or "1", amount) selfCargoTextBoxByIndex[good.name] = i So, something like this should solve the problem: local nameWithStatus = good.name if good.stolen then nameWithStatus = nameWithStatus .. ".stolen" end if good.suspicious then nameWithStatus = nameWithStatus .. ".suspicious" end local boxAmount = TransferCrewGoods.clampNumberString(selfAmountByIndex[nameWithStatus] or "1", amount) selfCargoTextBoxByIndex[nameWithStatus] = i
  5. I thought that they're talking about other upgrades. More like.. physical upgrades and current system is CPU upgrades.
  6. Can we expect changes in the collision mechanics soon? Since ramming other ships is a part of battle for some players. Currently there is no logic about taking damage, you can collide on a high speed, even spin after this for a while but take no damage. Or easilly crash from a slight hit.
  7. Check if you have less than 25.000 of good that your factory makes. There is a limit. As for the bug, what I did to solve the problem: 1. select in build mode all docks and delete them 2. Reenter build mode 3. Place dock blocks on red spots (they were before too) So I guess that C++ code that stores state of the dock (if it is occupied) just doesn't clear this state to "free" sometimes. UPD: Tried all squence again. Well, sometimes it works, sometimes it's not.
  8. Thank you for you work. I tried to find a way to fix this issue but with no luck. By the way, current version of the mod can be installed on client only, which is good.
  9. Nope, you just need to reinstall them a few times, until they'll start working.
  10. Have you tried to remove and add it again a few times? It works for C43 Object detector module and Trading Module. Still a bug, though.
  11. Spontaneously all traders spawned by sector/traders.lua stopped moving. There no errors in server log. Ship just spawns and doesn't move to the station. UPDATE: I think I found the source of the issue: scripts/entity/ai/dock.lua function DockAI.flyToDock(ship, station) .. -- no dock chosen yet -> find one .. -- find a free dock .. local freeDock = docks:getFreeDock(ship) if freeDock then docks:getFreeDock(ship) always returns nil now. I don't know why. There are plenty of docking blocks on stations and there are free docks.
  12. No, that seems to be too much -easy ships and entire sectors for anyone, while getting claimable ship is a rare thing.
  13. Agree. I know that what we have now will be called in future somewhat as CPU upgrades, that's why we're able to switch them when we want. But this suggestion could help to decrease amount of one-fits-all ships.
  14. Agree, but I think that displaying configuration updates apart from others is bad idea. What if we have update that is included in 3 configurations at once? Or do you mean just show them apart to not be accidentally traded? I think drop-down with names of configurations will be enough.
  15. I have a feeling that nor cargo ships, nor wreckages have their cargo in the right blocks. Because I often see as my friend destroys a small block when salvaging wreck or destroying pirate station and this block emits a huge amount of cargo. If I'm right, is this a bug, or that was intented?
  16. Currently when you disband an Alliance, you just leave. Ships, stations, mines will continue to exists. Also, Alliance faction will still be visible in relations tab. What I suggest is to transform every alliance station and ship into static wreckages (they will not be deleted after 15 or 30 minutes like usual ones). Also if station/ship had some cargo, they will keep it. I know that you can't normally affect unloaded sectors, but this function can be executed on sector load (or onPlayerEntered event).
  17. Just forget about Exodus for some time. Get yourself good deep space module and jump from one yellow spot to another when you want to. After some time you will want to just complete the quest and when this will happen, 99% chance that you will have all coordinates that you need already.
  18. The only way currently to fix this is to make player stations completely player-controlled. So you don't get 20% from any transaction, you have a wallet in your station. All goods/modules/turrets e.t.c that you have in your station were given to it by you. Also no quests from your stations, I guess.
  19. I'm just saying that this problem Spreads to multiplayer too.
  20. I think that Player in this case will get some money too. I mean 20% from every trade is transferred to the owner of the station. And in multiplayer any 2 players can do the same thing. 1 player owns the station and other one sells.
  21. Please add some way to detect when player joined or leaved Alliance.
  22. I want to create a small client-only mod, which uses GUI (so, there is the main problem I think). GUI requires you to have a script, that is added by "addScript". UPD: And.. to add a button to the right top panel you need to specifically attach script to the entity? I'm not seeing "getIcon()" in player scripts (
  23. I totally understand "dangerous" license. I don't really get which goods can be suspicious, but I totaly understand that your character is just gathering more data (paperwork) to confirm that this cargo is not suspicious at all. As for "stolen", it's like.. you're paying the right people to be able to keep cargo or what? But what about illegal? How can you buy a license from facton station to keep illegal cargo at your ship? This makes no sense for me. Another thing: what will happen if you'll buy a license, say for dangerous goods, and then move it to the Alliance inventory? Will it work if I'll give some dangerous cargo to the alliance ship that has captain inside and it's given command to follow me? Will cargo be confiscated from Alliance ship with captain if Alliance doesn't have a license?
  24. Let's say I want to make a client-side mod, no dependecies on server. I just need to attach the script to the Player, but there is no "addScript" on client side. Any ideas? If this even possible?
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