[RELEASE] Towbar OXP v0.98

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Captain Obvious
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Re: [RELEASE] Towbar OXP v0.98

Post by Captain Obvious » Thu Jun 02, 2016 12:29 pm

You bastard! You're turning me into a pirate! :x

On the bright side this is a good way to make money! I do have a few comments. I haven't used a tug thingie yet or actually tried to tow a ship more than a few kms, but I just empty them and scavenge them, but I don't think it should drop cargo after you blow it up if you've already emptied it. When I blow up an anaconda after it's emptied I'll get some 20 pieces of sweet loot, but that really shouldn't be there.

Now when I'm doing a trade mission and I run across that convoy of clean ships with a python, boa or anaconda, it's really hard to resist! Look what you've done to me!!

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Post by Captain Obvious » Thu Jun 02, 2016 3:47 pm

Don't use the towbar on the Constrictor Hunt!! You end up w/o the crook or the ship and you have to load from a saved game! Maybe you can put some check in for that?

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Norby
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Re: [RELEASE] Towbar OXP v0.98

Post by Norby » Thu Jun 02, 2016 9:50 pm

Well, if you read my story you can see that this tool is useful also when playing as a lawful hunter. :)

Thank you for the bugreports. There are more todo in my list before I can release the next version, so these will be fixed also, just after some developments in other projects.

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Re: [RELEASE] Towbar OXP v0.98

Post by Absynthe » Sat Aug 13, 2016 5:27 am

Norby, where does one find/configure the mass value for a ship? On the wiki, there is a small table that states that the mass of an Asp is 59, Cobra MkIII is 186, et cetera. Where is that defined?
That's a very nice Freighter. But I'd prefer the contents, if you please. Arrrgh.

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Re: [RELEASE] Towbar OXP v0.98

Post by Norby » Sat Aug 13, 2016 7:57 am

Absynthe wrote:where does one find/configure the mass value for a ship?
It is not in a config file but calculated from the model: ship.mass is proportional with the volume, multiplied by the density property in shipdata.plist. You can see the final value within the game in Gallery interface.

Here is my table of core ships ordered by mass in the last column:
Image

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Cmd Northgate
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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate » Sat Aug 13, 2016 1:51 pm

I've been enjoying playing 1.84 and also the towbar OXP. I have started noticing that when I pick up a parcel from salvaging a ship, multiple parcels with the same .find number appear. These parcels seem to increase in number every time I dock. So by the end of a run I have a lot more parcels, all with the same number and description. Although excellent for my bank balance, I think its a bug!

I have photo of the screen I can attach, but not sure how to post it.
https://s9.postimg.org/4anm7v4of/Untitled.png

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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate » Thu Aug 18, 2016 1:38 pm

Salvager Missions
I noticed that there are few missions available, so so far only been involved in the rescue of a medical boat. I'm an above average scavenger so suspect I may be missing out on this part of the activity.

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Re: [RELEASE] Towbar OXP v0.98

Post by Norby » Thu Aug 18, 2016 2:20 pm

Cmd Northgate wrote:I noticed that there are few missions available
These are just plans, only the first is implemented yet. This is the main reason why the version number is still not reached v1.0.

Thanks for all reports above, I made many fixes meantime what I can upload when the wiki will accept oxz files again.

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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate » Thu Aug 18, 2016 2:56 pm

Hi, I had a look at the code, looks an awesome bit of work.
Have you had time to fix the multiple parcels being listed. I've only just started noticing it since upgrading to 1.84.

I had a look at the add parcel section , to see if I could understand what was going on there.
Do the scripting is and added bonus to playing the game.

Still really enjoying all the scavenging.

I think the non delivery of the multiple parcels has also affected my reputation. As my status is now saying I will have to work really hard to repair my parcel delivery reputation. Particularly as i'd been the most renown parcel deliver in the galaxy! My how the famous fall.

Its all a bit harsh really :(

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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate » Mon Sep 05, 2016 11:39 am

Norby wrote:
Cmd Northgate wrote:I noticed that there are few missions available
These are just plans, only the first is implemented yet. This is the main reason why the version number is still not reached v1.0.

Thanks for all reports above, I made many fixes meantime what I can upload when the wiki will accept oxz files again.
Hi - Do you know when the Wiki will accept oxz files again.
I've removed towbar as I was getting the issue with loads of parcels being generated that messed with my reputation, as mostly I couldn't deliver them on time.

Looking forward to a time I can get back into the Salvaging business.

Thanks Norby for all the extra fun you are adding to the core game.

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Re: [RELEASE] Towbar OXP v0.98

Post by jtarheel42 » Wed Sep 14, 2016 12:13 am

Hello,

Towbar is great. I love going after pirates and scavenging their ships.

It is tough to do in a Dark Raven when the DR keeps firing after the pirate is disabled. I have to keep my finger on the disable weapons keys.

Any way to turns off the turrets, temporarily, in a DR?

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Re: [RELEASE] Towbar OXP v0.98

Post by jtarheel42 » Mon Oct 03, 2016 7:32 pm

Is there supposed to be a 'bottom_metal.png' texture? It is used in the file "more-cargo.obj".

Just wondering since I get this once in a while:

14:44:18.095 [TugDrone]: Payout for Derelict Granite Boa Mk2: Bounty 1000 ₢ [Ship "Granite Boa Mk2" position: (-11867, 9292.03, 339002) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT]
14:44:18.181 [files.notFound]: ----- WARNING: Could not find texture file "".
14:44:36.335 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Cargo Scanner 1.11): Error: displayNameForCommodity: Invalid arguments (null) -- expected string.

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Re: [RELEASE] Towbar OXP v0.98

Post by Norby » Mon Oct 03, 2016 7:57 pm

jtarheel42 wrote:Is there supposed to be a 'bottom_metal.png' texture?
It is provided by the core Oolite in oolite.app/Resources/Textures folder.

About your previous post, try [wiki]Turret Toggler[/wiki], just avoid Maintenance Overhaul when you landed without turrets, due to deduct additional money to restore the "missing" subentities.
Cmd Northgate wrote:Do you know when the Wiki will accept oxz files again
It is working now just I still have some code to finish and test before release.

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Re: [RELEASE] Towbar OXP v0.98

Post by Cody » Tue Oct 04, 2016 5:08 pm

Want to take a look at this post over at the SSC Oolite Embassy, Norby?

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Re: [RELEASE] Towbar OXP v0.98

Post by Cmd Northgate » Tue Oct 04, 2016 5:44 pm

Norby wrote:
jtarheel42 wrote:Is there supposed to be a 'bottom_metal.png' texture?
It is provided by the core Oolite in oolite.app/Resources/Textures folder.

About your previous post, try [wiki]Turret Toggler[/wiki], just avoid Maintenance Overhaul when you landed without turrets, due to deduct additional money to restore the "missing" subentities.
Cmd Northgate wrote:Do you know when the Wiki will accept oxz files again
It is working now just I still have some code to finish and test before release.
Excellent news about a new release. It will be interesting to see the new code. I looked but couldn't figure out what might be wrong.

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