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PostPosted: Wed Aug 05, 2015 8:18 pm 
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Does ship storage helper contain a value for keeping track of passenger berths?
Nothing special, handled together with all other equipments, which maybe buggy in the case of berths. I will look into.

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PostPosted: Wed Aug 05, 2015 8:20 pm 
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The problem seems to be that the "max passengers" variable is not taken into account.
That being said, I have not actually looked at the source, only the documentation, so this may be incorrect.

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PostPosted: Wed Aug 05, 2015 11:22 pm 
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You are right, berths are handled differently than other equipments: only one are in the equipment array regardless of the total capacity, so SSH must store the passengerCapacity and award subsequent berths additionally.

In Ship Storage Helper v0.26 multiple berths are fixed, together with liquor_wines, gem_stones and alien_items which are used wrong keys (without underscore).

Support for [wiki]Laser Mount Switching System OXP[/wiki] is added also, thanks to phkb.

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PostPosted: Thu Aug 06, 2015 8:48 am 
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Nice work, guys !


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PostPosted: Wed Aug 12, 2015 10:36 pm 
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Ship Storage Helper v0.27 fix a bug introduced in the last fix when Large Cargo Bay is installed, reported by Anonymissimus.

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PostPosted: Wed Oct 14, 2015 2:34 am 
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In v0.28‭ ‬fixed a beaconLabel restore bug due to read-only for player.

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PostPosted: Mon Oct 26, 2015 2:05 pm 
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Norby, while I'm on this thread, let me thank you for EscortDeck and EscortPack.
I discovered it this week-end and feel my next months of game will be using it a lot!


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PostPosted: Mon Oct 26, 2015 6:44 pm 
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Norby, while I'm on this thread, let me thank you for EscortDeck and EscortPack.
I discovered it this week-end and feel my next months of game will be using it a lot!
:)

Note these are not depends on SSH due to SSH is designed to save the player ship but escorts are NPCs and originally I made a simpler support for saving non-player ships in the deck package without SSH. But Carriers need SSH for the sit into feature and Hyperspace Hangar also so nowadays probably all user of deck use SSH also.

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PostPosted: Wed Oct 28, 2015 9:48 am 
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But Carriers need SSH for the sit into feature
Do you mean Carrier as "Escort deck carrier", or the "Carrier" ship ? I mean, do you mean that with my DTT Cyclops equipped with an escort deck, I won't be able to sometimes choose to sit into my escorts ?


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PostPosted: Wed Oct 28, 2015 11:57 am 
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Quote:
Quote:
But Carriers need SSH for the sit into feature
Do you mean Carrier as "Escort deck carrier", or the "Carrier" ship ? I mean, do you mean that with my DTT Cyclops equipped with an escort deck, I won't be able to sometimes choose to sit into my escorts ?
I mean the Carrier ship require SSH. In any other ship you can not launch yourself during flight within one of your escorts landed on your deck (regardless of SSH). But if you have Hyperspace Hangar (which depends on SSH) then you can switch into an escort within any station to make upgrades if you put it into HH first. In this case your escorts will be placed into HH, so after you finished you must switch back into your main ship and get back all escorts one by one from HH into the empty slots of your deck.

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PostPosted: Wed Oct 28, 2015 1:35 pm 
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Quote:
In any other ship you can not launch yourself during flight within one of your escorts landed on your deck (regardless of SSH)
It could be a nice functionnality. Well, one I'd use a lot anyway. Imagine: your prefered small ships all docked on your prefered big ship, and being able to use the one you wish at any time.


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PostPosted: Sat Oct 31, 2015 7:13 pm 
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your prefered small ships all docked on your prefered big ship, and being able to use the one you wish at any time.
I guess only Carriers are built with necessary corridors and airlocks for the pilot be able to sit into the carried ships. Regular ships have only simple metal plates attached as a deck. But I have another idea: remote control of friendly ships.

Thinking further here is a plan for a Wingman OXP which is usable even without any deck.

You can switch your view into a nearby friendly ship and control it during flight.
Usable with Hired Guns, Escort Deck and bought (or fixed derelict) wingman ships.
These can be larger than the size limits of Escort Deck but still must be exists in player variant.

Due to remote control you can:
-switch into any of your escorts within scanner range instantly,
-command a whole fleet around your main ship without mass limits.

Limitations:
-while control a wingman you will be forced to turn back at scanner range,
-should keep the slowest wingman in your scanner so you should not use Torus drive,
-connection will be lost over 2x scanner range (reconnect in scanner range),
-disconnect if energy is low or a missile is near (technically must to save life),
-disconnect if your main ship is in similar danger (you should run manually),
-if your main ship is destroyed then game over even if you control a wingman.

I think this would be both more imaginable and usable, but I need to know what players think.

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PostPosted: Sat Oct 31, 2015 8:56 pm 
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regarding wingman oxp
Quote:
[1]Usable with Hired Guns, [2]Escort Deck and bought (or fixed derelict) [3]wingman ships.
These can be larger than the size limits of Escort Deck but still must be exists in player variant.
[1] when the escorts come in range you will be able to remote switch with any off them?

[2] the escorts from escort deck have to be launched or can you switch with them still 'on' deck?

[3a] wingman ships are ships in SSH or HH?

[3b] would be nice to give a ship in SSH or HH the dedication 'wingman escort ship' which would launch or meet with you as an escort when you launch from the station ( your own dedicated escorts :) :wink: albeit more expensive than rentals )
Quote:
Regulations:
4 -while control a wingman you will be forced to turn back at scanner range,
5 -should keep the slowest wingman in your scanner so you should not use Torus drive,
6 -connection will be lost over 2x scanner range (reconnect in scanner range),
7 -disconnect if energy is low or a missile is near (technically must to save life),
8 -disconnect if your main ship is in similar danger (you should run manually),
9 -if your main ship is destroyed then game over even if you control a wingman.
4 forced back? you mean automatically return to the main ship? :(

5 the hired guns escort keep up with you so what does this slowest wingman do?

6 connection should indeed be lost at a certain range ( not too small )

7 if the wingman ship you control is destroyed shouldnt you just return to your main ship it is remote after all
perhaps a 10 sec penalty before returning control to the player.

8 first warnings of (laser/missile) damage/contact
8 second warnings low energie or low shields
8 third the player returns automatic back to the main.ship if the ship is almost to be destroyed

9 the mind cannot live without a body or can it? main.ship destroyed, game over yes

10 when remote switching perhaps the main.ship could get a simple AI to slowly follow the player from some distance.

11 will pirates ( example ) still attack the main.ship when the player switches
Quote:
I think this would be both more imaginable and usable, but I need to know what players think.
One could use a spacesuit to get from the main.ship to an escort but the remote control is a better solution and still
keeps the main.ship important. :mrgreen:


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PostPosted: Sat Oct 31, 2015 11:18 pm 
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Quote:
[1] when the escorts come in range you will be able to remote switch with any off them?
Yes, by activating the control equipment (to be available via fast activation also).
Quote:
[2] the escorts from escort deck have to be launched or can you switch with them still 'on' deck?
I think if you switch into a landed escort then should launch also. In a sudden attack you can launch your fighter and switch your view into using a single hotkey.
Quote:
[3a] wingman ships are ships in SSH or HH?
In HH, which use SSH for processing ship data.
Quote:
[3b] would be nice to give a ship in SSH or HH the dedication 'wingman escort ship' which would launch or meet with you as an escort when you launch from the station ( your own dedicated escorts :) :wink: albeit more expensive than rentals )
Yes, exactly.
Quote:
4 forced back? you mean automatically return to the main ship?
No, just barely into the range of the main ship's scanner. A disconnect is not worth just because hit the border so I plan to turn the controlled ship straight to the main ship until arrive back to the scanner where the pilot get back the controls.
Quote:
5 the hired guns escort keep up with you so what does this slowest wingman do?
There is a trick in Hired Guns: if you left behind one then can get extreme speed to keep up with you. I can make the same and go without restriction just I am thinking on a more creditable solution.
Quote:
6 connection should indeed be lost at a certain range ( not too small )
Ok, then 50km.
Quote:
7 if the wingman ship you control is destroyed shouldnt you just return to your main ship it is remote after all
perhaps a 10 sec penalty before returning control to the player.
Penalty is applied already as double docking animation (see in Carriers) which is a must when switching ships. Another technical problem if your actual ship is destroyed then no chance to do anythig from script (the core game display the most common message about space), so must prevent it while you are in the controlled ship using all possible ways and disconnect in time.
Quote:
8 first warnings of (laser/missile) damage/contact
8 second warnings low energie or low shields
8 third the player returns automatic back to the main.ship if the ship is almost to be destroyed
Good idea, thanks.
Quote:
10 when remote switching perhaps the main.ship could get a simple AI to slowly follow the player from some distance.
I already made it for Carriers, just can fight also.
Quote:
11 will pirates ( example ) still attack the main.ship when the player switches
As far as I know all NPCs continue what they want to do regardless of the ship switching.
Quote:
One could use a spacesuit to get from the main.ship to an escort
So launch in this "ship", then fly to an escort to sit into? Maybe next time. ;)
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PostPosted: Mon Nov 02, 2015 12:16 pm 
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Quote:
I think this would be both more imaginable and usable, but I need to know what players think.
I like it a lot !


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