[Release] Trails v1.11

Discussion and information relevant to creating special missions, new ships, skins etc.

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ClymAngus
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Re: [Release] Trails v1.1

Post by ClymAngus » Fri May 01, 2015 1:56 pm

Norby wrote:[wiki]Trails[/wiki] make condensation trails after NPC ships.

Need good hardware but the built-in FPS check will reduce the length of trails if needed.
The idea is based on Zireael's Engine Trails but rewritten from scratch to fix the Universe is full error.

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I can't wait to take this little lovely for a test drive.

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Re: [Release] Trails v1.2

Post by Norby » Fri May 01, 2015 4:34 pm

There is an excellent beta tester team here. :)

New in v1.2:
Escort ships on EscortDeck does not exhaust fumes anymore.
Fixed a gap after fast ships.
No more trails after ships without exhaust like Thargoids, Nyoka.
Steam trails after moving rocks (now in 1.81 also).
Always use less flashers in trails over 10km.
Trail starts near the engine.

The dissipation of clouds is not changed yet (yes, a ribbon). My plan is timeouts on each small trail elements, but the first attempt to make this is not finished yet and I like the release early, release often model due to I usually do not know when I will continue coding.

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Re: [Release] Trails v1.2

Post by QCS » Tue May 05, 2015 11:52 am

Minor issue: the trails do not disappear when a ship enters a witchspace wormhole.

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Re: [Release] Trails v1.2

Post by Wildeblood » Tue May 05, 2015 12:16 pm

QCS wrote:Minor issue: the trails do not disappear when a ship enters a witchspace wormhole.
Why would you expect a trail to disappear just because the ship had?

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Re: [Release] Trails v1.2

Post by QCS » Tue May 05, 2015 12:32 pm

Wildeblood wrote:
QCS wrote:Minor issue: the trails do not disappear when a ship enters a witchspace wormhole.
Why would you expect a trail to disappear just because the ship had?
Because they disappear when the ship enters a station, when the ship docks at my Escort Deck, when the ship dissolves in a cloud illuminated by my laser.

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Re: [Release] Trails v1.2

Post by Wildeblood » Tue May 05, 2015 12:40 pm

QCS wrote:
Wildeblood wrote:Why would you expect a trail to disappear just because the ship had?
Because they disappear when the ship enters a station, when the ship docks at my Escort Deck, when the ship dissolves in a cloud illuminated by my laser.
Fair enough. That explains your expectation, but... then why do the trails disappear in those circumstances? What kind of magic/physics is that?

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Re: [Release] Trails v1.2

Post by Norby » Tue May 05, 2015 12:52 pm

QCS wrote:the trails do not disappear when a ship enters a witchspace wormhole.
The core is not change the isValid flag of the jumped ships to false so my js code think that the ship is just stopped. The planned timeout in the next version will clear these trails also.

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Re: [Release] Trails v1.2

Post by Vincentz » Tue May 05, 2015 12:56 pm

tabs desk with fingers :lol:
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov

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Re: [Release] Trails v1.2

Post by Norby » Tue May 05, 2015 1:07 pm

Wildeblood wrote:why do the trails disappear in those circumstances? What kind of magic/physics is that?
Because should imho so I made extra removals in these cases to simulate an average dissipation.

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Re: [Release] Trails v1.2

Post by Zireael » Thu May 14, 2015 11:43 am

Norby, I'm loving these. Thanks for expanding on my idea - and now, does anyone know how do I remove my OXP from the manager completely?

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Re: [Release] Trails v1.2

Post by QCS » Thu May 14, 2015 3:23 pm

Zireael wrote:Norby, I'm loving these. Thanks for expanding on my idea - and now, does anyone know how do I remove my OXP from the manager completely?
I guess in the manager at http://www.oolite.org/admin/ you can set the status to your manifest to "Deleted".

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Re: [Release] Trails v1.2

Post by Norby » Thu May 14, 2015 8:33 pm

Zireael wrote:Norby, I'm loving these.
Thank you and welcome back! :)

Within the admin page I like the "Draft" status which is the same as deleted for others but I can get back easily if I decide to continue.

Moreover the admin page can hold different versions from the same oxz under different logins and only the newest will be seen in the list so maybe I will upload a new version from your package if I fix it once.

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Re: [Release] Trails v1.2

Post by vsfc » Tue Jun 23, 2015 5:04 am

Very nice add on!

But, do the boulders emit trails? Oops.... :wink:

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Re: [Release] Trails v1.2

Post by Norby » Tue Jun 23, 2015 9:19 am

vsfc wrote:do the boulders emit trails?
Duggan reported this above, but called to vapour which is a good idea imho so I leaved in. I plan to change the color of these to gray.

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Re: [Release] Trails v1.2

Post by Smivs » Tue Jun 23, 2015 9:26 am

Sounds to me like you've invented comets :)
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