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 Post subject: Re: [Split] Convoys OXP
PostPosted: Mon Jul 31, 2017 3:21 pm 
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Joined: Tue Mar 03, 2015 11:35 am
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Location: Paris
Hi Norby,

nice oxp :P

Would it be possible to generate an "army convoy" from another oxp?
I'm thinking about generating defensive and offensive armadas in warring systems :P

I had this on my TODO list, but if I can reuse your oxp, it's better :P


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Mon Jul 31, 2017 4:00 pm 
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Quote:
if I can reuse your oxp, it's better
Sure, do it. The License allow it even without my response.

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 Post subject: Re: [Split] Convoys OXP
PostPosted: Mon Jul 31, 2017 4:09 pm 
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Quote:
Quote:
if I can reuse your oxp, it's better
Sure, do it. The License allow it even without my response.
Thank you :P


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Tue Aug 01, 2017 8:50 am 
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Average
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yea I agree, the oxp is better


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Tue Aug 01, 2017 11:24 am 
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Joined: Mon May 20, 2013 9:53 pm
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Welcome, Hajimoto!

Here in the home of pilots you can introduce yourself, publish your best screenshots or ask anything about the Ooniverse. :)

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 Post subject: Re: [Split] Convoys OXP
PostPosted: Tue Aug 01, 2017 9:16 pm 
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I just got the traffic jam of the century when approaching Tegete's Coriolis station: 28 ships in the launch corridor! :lol: Time to make a tea, I suppose :wink:

Image

In all seriousness, this OXP is really nice, I have seen some amazing formations so far!


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Tue Aug 01, 2017 10:04 pm 
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Launches are not as slow as landings. If you often arrive to stations after convoys then install the no more traffic jam addon, aka ILS.

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 Post subject: Re: [Split] Convoys OXP
PostPosted: Tue Aug 01, 2017 11:12 pm 
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That was not a complaint, I actually enjoy the busy stations -- and this allows me to check my e-mail as well! :) But thanks for the suggestion with the ILS, docking is indeed sometimes quite slow with NPCs so I will definitely check it out.


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Wed Aug 02, 2017 6:14 pm 
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@Norby I am getting an error message on my log with ConvoysB:
Code:
01:47:01.208 [script.load.notFound]: ***** ERROR: Could not find script file convoysb.js.
I just checked the files, and it seems that the script inside that folder is called convoys.js, not convoysb.js, but the world-scripts.plist calls for a convoysb.js.


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Wed Aug 02, 2017 6:43 pm 
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Thank you for spotting, fixed in Convoy leaders without bounty labels v1.3.1.

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 Post subject: Re: [Split] Convoys OXP
PostPosted: Wed Aug 09, 2017 9:59 pm 
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Joined: Thu Aug 27, 2015 4:24 pm
Posts: 247
Is it possible to compose even bigger convoys? :D a rag tag fleet


or to compose a certain ship selection together?


perhaps with a leader visible in station dock control with a(n) friendly invite, hehe...


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Wed Aug 09, 2017 10:55 pm 
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@Norby I just found myself in a very laggy situation: a ship sent out a distress signal near a huge police convoy. Suddenly, each and every Viper decided to answer the message at the same time, completely spamming the communication log and also the synthetic voice (I have voice on for comm messages) and and transforming my scanner into a christmas tree. The game went from completely fluid to severely lagged.


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Thu Aug 10, 2017 8:34 am 
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Bigger convoys are possible, but there is a core limit of ecorts at 16 ships what a bit hard to step over (need syncing the movement of ship groups in js) which maybe not worth due to cause performance hits and too crowded scanner more often.

Certain ship selection is possible if escorts (including secondary freighters) are added in shipSpawned event. The current solution is plist based where I defined many combinations what I think logical. A flexible solution need additional well-thought rules what you must describe first, then the implementation in js is not too hard.

About Vipers now I tested many times and never got multiple messages, just a single one from the leader. I can imagine only that the leader of the group was destroyed before so others split to individual ships, then all responded to the signal.

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 Post subject: Re: [Split] Convoys OXP
PostPosted: Thu Aug 10, 2017 11:19 am 
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Quote:
About Vipers now I tested many times and never got multiple messages, just a single one from the leader. I can imagine only that the leader of the group was destroyed before so others split to individual ships, then all responded to the signal.
I see, thanks Norby. I will keep an eye if this happens again or if it was just a rare coincidence.


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 Post subject: Re: [Split] Convoys OXP
PostPosted: Thu Aug 10, 2017 1:05 pm 
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Joined: Thu Aug 27, 2015 4:24 pm
Posts: 247
planetary ferry with different escorts
Image
seen several of these shuttle convoys
Image

So i see the convoys are defined in the shipdata.plist, with a maximum of 16 ships per convoy ( 16 hardcoded max ).

One ship is the leader ( boa for example ) other boa's allthough freighters are defined as escorts?

Other freighters in the convoys cannot have escorts of their own ( as they are escorts themselves )


If i want other ship combinations i have to edit the shipdata.plist's,
but what is the difference in defining these for convoys.oxz and freighterconvoys.oxz


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