Farna11 Posted March 11, 2017 Share Posted March 11, 2017 thx Link to comment Share on other sites More sharing options...
Tigron Posted March 11, 2017 Share Posted March 11, 2017 great mod, works good. love not having to micromanage my salvagers now. Link to comment Share on other sites More sharing options...
n0etics Posted March 11, 2017 Share Posted March 11, 2017 Hey great mod! I just switched to the beta branch and I was wondering if anyone has tested this out on beta since it this mod may be built off a bug (and that bug might have been fixed in the beta branch). Thanks in advance! Link to comment Share on other sites More sharing options...
Mr. Nova Posted March 11, 2017 Share Posted March 11, 2017 Any advice to getting this to work with the Mining Fighters? It says in the notes that it should work; however, the only options I see when I select my ship are "Idle" and "Salvage" Â Did I do something wrong, or was this reverted at some point? Link to comment Share on other sites More sharing options...
nak Posted March 11, 2017 Share Posted March 11, 2017 There's a menu at the top right, has options for idle, slavaging and mining. No idea if it works, just use it for salvaging. Â It's not accessed by clikcing your ship Link to comment Share on other sites More sharing options...
Nexus Posted March 11, 2017 Author Share Posted March 11, 2017 Would it be possible to include the player name and location when a command activation is logged to the console? Some players are abusing salvage fighters by using a shitload of them with high dps in salvage yards, creating giants amount of lag because the netcode can't handle that many updates. Â Ouch, yes that should be possible. Currently it already logs when a salvage command is activated...just doesn't tell you who and where...ill see if i can put something out for that. Â EDIT: I should mention, that due to sickness, I haven't been able to work on the mod for the last few weeks..hopefully this clears up by next week ugh Link to comment Share on other sites More sharing options...
Mr. Nova Posted March 12, 2017 Share Posted March 12, 2017 There's a menu at the top right, has options for idle, slavaging and mining. No idea if it works, just use it for salvaging.  It's not accessed by clikcing your ship  No options for Mining. Just Idle and Salvage that shows up on mine. Like I said, if there was an update or something I missed, or I'm doing something wrong. Anyone happen to know?  -Edit- Figured it out. Our server was still on 1.6 Didn't realize it. Link to comment Share on other sites More sharing options...
Tigron Posted March 13, 2017 Share Posted March 13, 2017 Nexus, not sure if its a bug in the mod or in the game but think it may be in your mod. enemy fighters show as neutral when attacking your ship. sent in a bug report just incase it was a game bug but you may want to check the coding in your mod to be sure. other than that the mod works great, love it. Link to comment Share on other sites More sharing options...
Nexus Posted March 15, 2017 Author Share Posted March 15, 2017 There's a menu at the top right, has options for idle, slavaging and mining. No idea if it works, just use it for salvaging.  It's not accessed by clikcing your ship   No options for Mining. Just Idle and Salvage that shows up on mine. Like I said, if there was an update or something I missed, or I'm doing something wrong. Anyone happen to know?  -Edit- Figured it out. Our server was still on 1.6 Didn't realize it.  I seriously need to see if I can make a version checker for the server/client.  Nexus, not sure if its a bug in the mod or in the game but think it may be in your mod. enemy fighters show as neutral when attacking your ship. sent in a bug report just incase it was a game bug but you may want to check the coding in your mod to be sure. other than that the mod works great, love it.  That sounds like a game bug, I don't modify faction information at all for the fighters. I read their faction, but nothing else. Link to comment Share on other sites More sharing options...
Tigron Posted March 15, 2017 Share Posted March 15, 2017 I thought it might be a game bug and not in your mod, just wanted to cover all bases just incase. Love the mod, works like a charm. Â some commands I think might make it better would be a recover and launch all fighters. if its possible. Â Link to comment Share on other sites More sharing options...
Tigron Posted March 18, 2017 Share Posted March 18, 2017 also, another idea is if you can modify the salvagers to pick up modules and material first then begin salvaging since modules despawn faster than the wreckage. Link to comment Share on other sites More sharing options...
Nexus Posted March 20, 2017 Author Share Posted March 20, 2017 also, another idea is if you can modify the salvagers to pick up modules and material first then begin salvaging since modules despawn faster than the wreckage. Â Fighters cant be told to target modules/resources floating in space sadly...been trying to find a way around that for a bit now. Link to comment Share on other sites More sharing options...
Sarok Posted March 20, 2017 Share Posted March 20, 2017 Hallo,  zuerst möchte ich mich mal für deine Mod bedanken. Schön das du dir die Arbeit für uns nicht Programmierer gemacht hast! Das salvage funktioniert auch prächtig! Jedoch Landen die Jäger nicht mehr im Hangar. Neustart, Sektor wechsel, neue Order und alles Mögliche probiert - Die Jäger stellen sich zum Hangar aber landen einfach nicht.... Wäre schön wenn mein Problem lösbar wäre.  zusätliche Mods: • findstation_v0.5a • miningsystem • Salvage Command • transfervanilla • tooltipmaker • crewboard  Danke! lg Sarok    Google translator: :-[  Hello,  First I would like to thank me for your Mod. Nice that you did the work for us not programmers! The salvage also works magnificently! However, the hunters no longer land in the hangar. Reboot, change of sector, new order and all sorts of tastes - the hunters face the hangar but just do not land .... Would be nice if my problem would be solvable.  Additional mods: • findstation_v0.5a • miningsystem • Salvage Command • transfervanilla • tooltipmaker • crewboard  THX! Sarok Link to comment Share on other sites More sharing options...
Nexus Posted March 20, 2017 Author Share Posted March 20, 2017 Hallo,  zuerst möchte ich mich mal für deine Mod bedanken. Schön das du dir die Arbeit für uns nicht Programmierer gemacht hast! Das salvage funktioniert auch prächtig! Jedoch Landen die Jäger nicht mehr im Hangar. Neustart, Sektor wechsel, neue Order und alles Mögliche probiert - Die Jäger stellen sich zum Hangar aber landen einfach nicht.... Wäre schön wenn mein Problem lösbar wäre.  zusätliche Mods: • findstation_v0.5a • miningsystem • Salvage Command • transfervanilla • tooltipmaker • crewboard  Danke! lg Sarok    Google translator: :-[  Hello,  First I would like to thank me for your Mod. Nice that you did the work for us not programmers! The salvage also works magnificently! However, the hunters no longer land in the hangar. Reboot, change of sector, new order and all sorts of tastes - the hunters face the hangar but just do not land .... Would be nice if my problem would be solvable.  Additional mods: • findstation_v0.5a • miningsystem • Salvage Command • transfervanilla • tooltipmaker • crewboard  THX! Sarok  This is most-likely not an issue with my mod. The mod does not influence docking of the fighters in any way, as a matter of fact that is impossible to do since the FighterController component isn't accessible to us modders. The only thing i can really do is set targets when the fighters in the guard function, which is overridden by the docking command. Link to comment Share on other sites More sharing options...
Devious Posted March 20, 2017 Share Posted March 20, 2017 Fighters not coming back into the bays might be related to something obstructing the bay or the position of it. Try placing hangars somewhere else and in another direction. Link to comment Share on other sites More sharing options...
Sarok Posted March 20, 2017 Share Posted March 20, 2017 Google translator: Thanks for the info. I have now rebuilt it. Now it's better some landed. Do not understand the hanger are extremely large (2x40,000 Avorion). Nevertheless have not even 2 stagger place .... I understand since what wrong? Â Â Link to comment Share on other sites More sharing options...
Nexus Posted March 21, 2017 Author Share Posted March 21, 2017 So, its probably time for a small progress report..Mind you I was sick for a few weeks so I have been delayed a bit  1.8 Progress: - *35% Done* Code improvements: Still the same as before, mostly due to the fact that adding a few options forced me to rewrite quite a bit..so now I need to re-improve what I rewrote =P - *75% Done* User Notifications: This *was* done then I found a few more notifications I can add  - *DONE* Attempting to add a wreck volume limiter and a fighter limiter - *DONE* Option to limit the number of fighters per wreck...required alot of changes. - *DONE* Additional logging for admins, now the player/sector is logged when someone uses the command...you know...like in a scrapyard. - *25% Done* Material Priority system, it required the fighter limiting system in place as it needed to be built off of it. - *10% Done* Material amount priority system, it's auto built into the priority system..it will always go after the largest resource containing ship first. This can be toggled. - *90% Done* Fighter pilot ejection system, Its only 90% as it hasn't been tested yet but the code is in place - *25% Done* Auto fighter replacement, I have a semi-working manager script in place, but it does have some issues and lags quite badly - *5%* UI additions to support the above options...I HATE UI work....  - *Maybe-Unlikely* I may have a way of making fighters go after loot, not certain. - *Maybe-Unlikely* add a fighter option to make your non combat fighters invulnerable for a constant power cost - *Maybe-Unlikely* Armed fighters will get a option to increase survivability for a constant power cost.  That being said, I'm looking to get more done this Wednesday Link to comment Share on other sites More sharing options...
Tigron Posted March 21, 2017 Share Posted March 21, 2017 awesome work nexus, question.....limit of number of fighters per wreck? so if I have 10 squads of salvage fighters does this mean carrier salvage will work on more than 1 wreck at a time? Â Link to comment Share on other sites More sharing options...
Nexus Posted March 21, 2017 Author Share Posted March 21, 2017 awesome work nexus, question.....limit of number of fighters per wreck? so if I have 10 squads of salvage fighters does this mean carrier salvage will work on more than 1 wreck at a time? Yes, in fact here is a visual as to how it will work with the function turned on. In this pic I'm testing with a limit of 5 fighters per wreck. using 18 fighters they attacked 4 wrecks total with 5 fighters on three wrecks and the remaining 3 on another.  This is a image I took during testing, Squad one has fighters assigned to three wrecks. Mind you this pic was taken before I fixed the wreck hashmap only memorizing wrecks near the carrier only.   For more funsies, here is a snippet logging I added to test this (The logging will be removed prior to release) Tue Mar 21 00:43:57 2017| Fighter Target 4139 Fighter Index 4101 Tue Mar 21 00:43:57 2017| Fighter Target 4139 Fighter Index 4110 Tue Mar 21 00:43:57 2017| Fighter Target 4139 Fighter Index 4624 Tue Mar 21 00:43:58 2017| Wreck Table Size 25 Tue Mar 21 00:43:59 2017| Wreck Table Size 25 Tue Mar 21 00:44:00 2017| Wreck Table Size 25 Tue Mar 21 00:44:01 2017| Wreck Table Size 25 Tue Mar 21 00:44:02 2017| Wreck Table Size 25 Tue Mar 21 00:44:03 2017| Wreck Table Size 25 Tue Mar 21 00:44:04 2017| Wreck Table Size 25 Tue Mar 21 00:44:05 2017| Wreck Table Size 25 Tue Mar 21 00:44:06 2017| Wreck Table Size 25 Tue Mar 21 00:44:07 2017| Wreck Table Size 25 Tue Mar 21 00:44:08 2017| Wreck Table Size 25 Tue Mar 21 00:44:09 2017| Wreck Table Size 25 Tue Mar 21 00:44:10 2017| Wreck Table Size 25 Tue Mar 21 00:44:11 2017| Wreck Table Size 25 Tue Mar 21 00:44:12 2017| Wreck Table Size 25 Tue Mar 21 00:44:13 2017| Wreck Table Size 25 Tue Mar 21 00:44:14 2017| Wreck Table Size 25 Tue Mar 21 00:44:15 2017| Wreck Table Size 25 Tue Mar 21 00:44:16 2017| Wreck Table Size 25 Tue Mar 21 00:44:17 2017| Wreck Table Size 25 Tue Mar 21 00:44:18 2017| Wreck Table Size 24 Tue Mar 21 00:44:18 2017| Fighter Target 3621 Fighter Index 4101 Tue Mar 21 00:44:18 2017| Fighter Target 3621 Fighter Index 4110 Tue Mar 21 00:44:18 2017| Fighter Target 3621 Fighter Index 4624 Tue Mar 21 00:44:19 2017| Wreck Table Size 24 Tue Mar 21 00:44:19 2017| Fighter Target 3621 Fighter Index 4110 Tue Mar 21 00:44:20 2017| Wreck Table Size 24 Tue Mar 21 00:44:21 2017| Wreck Table Size 24 Tue Mar 21 00:44:22 2017| Wreck Table Size 24 Tue Mar 21 00:44:23 2017| Wreck Table Size 23 Tue Mar 21 00:44:23 2017| Fighter Target 3621 Fighter Index 4624 Tue Mar 21 00:44:24 2017| Wreck Table Size 23 Tue Mar 21 00:44:25 2017| Wreck Table Size 23 Tue Mar 21 00:44:25 2017| Fighter Target 3385 Fighter Index 4101 Tue Mar 21 00:44:26 2017| Wreck Table Size 23 Tue Mar 21 00:44:26 2017| Fighter Target 3385 Fighter Index 4110 Tue Mar 21 00:44:27 2017| Wreck Table Size 23 Tue Mar 21 00:44:28 2017| Wreck Table Size 23 Tue Mar 21 00:44:29 2017| Wreck Table Size 23 Tue Mar 21 00:44:30 2017| Wreck Table Size 23 Tue Mar 21 00:44:30 2017| Fighter Target 3385 Fighter Index 4624 Tue Mar 21 00:44:31 2017| Wreck Table Size 23 Tue Mar 21 00:44:32 2017| Wreck Table Size 23 Tue Mar 21 00:44:33 2017| Wreck Table Size 23 Tue Mar 21 00:44:33 2017| Fighter Target 3385 Fighter Index 4101 Tue Mar 21 00:44:33 2017| Fighter Target 3385 Fighter Index 4110 Tue Mar 21 00:44:34 2017| Wreck Table Size 23 Tue Mar 21 00:44:35 2017| Wreck Table Size 23 Tue Mar 21 00:44:36 2017| Wreck Table Size 23 Tue Mar 21 00:44:37 2017| Wreck Table Size 23 Tue Mar 21 00:44:38 2017| Wreck Table Size 23 Tue Mar 21 00:44:38 2017| Fighter Target 4086 Fighter Index 4624 Tue Mar 21 00:44:39 2017| Wreck Table Size 23 Tue Mar 21 00:44:40 2017| Wreck Table Size 23 Tue Mar 21 00:44:40 2017| Fighter Target 4086 Fighter Index 4101 Tue Mar 21 00:44:41 2017| Wreck Table Size 23 Tue Mar 21 00:44:41 2017| Fighter Target 4086 Fighter Index 4110  That being said its implementation is messy...I'll need to rewrite a few functions, and add a few, to clean it up a bit. (Also, if you notice the icon is now changed thanks to that info I got from an earlier post) Link to comment Share on other sites More sharing options...
Tigron Posted March 22, 2017 Share Posted March 22, 2017 great work, wish I could figure out the code like that. whats the deadline your shooting for to have a new release? Â I know it will most likely take longer, I use to do programing but that was back when machine and basic was the big thing, I just cant seem to understand compilers and scripts. Link to comment Share on other sites More sharing options...
Nexus Posted March 22, 2017 Author Share Posted March 22, 2017 great work, wish I could figure out the code like that. whats the deadline your shooting for to have a new release? Â I know it will most likely take longer, I use to do programing but that was back when machine and basic was the big thing, I just cant seem to understand compilers and scripts. Â I can't predict that with this one..the script has gotten so large and complex that I'm having to add/rewrite/remove alot when changing something simple now. Â That being said the UI will be the biggest pain..heck I can spend up to a day just working on one element of it trying to get it where I want. Link to comment Share on other sites More sharing options...
Nexus Posted March 23, 2017 Author Share Posted March 23, 2017 Ok....I don't like to double post but this I feel needs to be said. Â Despite earlier attempts at what I thought was a working fighter limiting system I encountered another oddity with short/medium to long range wrecks when testing today. Â Apparently when the fighter is >2-5 seconds from the target when multiple targets are assigned, it appears as if the FighterController component is resetting their targeting system..preventing it from working properly at short/medium to long range. Unless the fighter manages to fire at the target within that time frame the target wont stick. Â So there is a good chance I'll have to remove it, sorry, appears to be a limitation of what I have control over. Which sucks...I put alot of time into trying to get it working... Link to comment Share on other sites More sharing options...
Tigron Posted March 23, 2017 Share Posted March 23, 2017 Seen the other post you made about it, wish I knew enough about the coding to help, but you have the right idea seems with the modding community to ask for help. Which files are you modding maybe with my limited experience I can toy with it and see if I stumble onto the right part. Link to comment Share on other sites More sharing options...
Nexus Posted March 23, 2017 Author Share Posted March 23, 2017 Seen the other post you made about it, wish I knew enough about the coding to help, but you have the right idea seems with the modding community to ask for help. Which files are you modding maybe with my limited experience I can toy with it and see if I stumble onto the right part. Â Well, the biggest problem is that not much can be done without access to the actual component that handles the targeting. I mean...I spent a week of testing...rewriting...testing..and more rewriting...and just when I thought it was working I found out with another test it wasn't....admittedly, im sad that it doesn't work, I put alot of time into it. Link to comment Share on other sites More sharing options...
Canute Posted March 23, 2017 Share Posted March 23, 2017 Maybe ask the Top-guru developer over PM, and ask him about the targeting and your results. Maybe he got an idea. Â Link to comment Share on other sites More sharing options...
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