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 Post subject: Re: Naval Grid OXP
PostPosted: Tue Aug 25, 2015 2:31 pm 
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Made some small fixes, did some play testing and everything seems in order.

Uploaded new 1.10 file here : https://app.box.com/s/7i1wzs0mubup2fjqjtp91gknchogc5gq

Also uploaded to oxz manager.

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 Post subject: Re: Naval Grid OXP
PostPosted: Fri Aug 28, 2015 2:07 pm 
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It seems my playtesting was not thorough enough, as i found several errors.

New version 1.11 uploaded to OXZ manager and my box account : https://app.box.com/s/bjhrll2e791iprid4r7n44svxqf0kvw7

Change log

v1.11
- it was impossible to install Naval Energy Unit or Naval Grid if you had civilian energy grid installed, added sell option for energy grid to solve this
- fixed errors in the functions that handle apply/revert the modificationss to the shield charge values

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 Post subject: Re: Naval Grid OXP
PostPosted: Sat Aug 29, 2015 10:23 pm 
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function name in replacement equipment handler was wrong.
corrected in v1.11.1 .

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 Post subject: Re: Naval Grid OXP
PostPosted: Sun Aug 30, 2015 5:06 am 
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Getting these messages in my log file after the update to 1.11.1:
Code:
15:01:50.036 [script.javaScript.exception.overRecursed]: ***** JavaScript exception (oolite-default-player-script 1.82): InternalError: too much recursion
15:01:50.274 [script.javaScript.exception.overRecursed]: ***** JavaScript exception (oolite-default-player-script 1.82): InternalError: too much recursion
I reverted back to version 1.0 and the errors went away.

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 Post subject: Re: Naval Grid OXP
PostPosted: Sun Aug 30, 2015 10:02 am 
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Thanks for the report, Phkb.

After i saw this I checked my logs and noticed the same error .
The error is caused by the replacement handlers 1.10+ install, but wasn't noticed earlier because of the error i corrected in 1.11.1 .

It's clear now the new version needs a lot more testing, I have reverted the Naval Grid version in the oxz manager to 1.00 .

I'll look into the recursion error, once i fixed it i will upload it as a separate oxp/oxz called "Naval Grid Next" .
(I should probably have done that with 1.10 instead of replacing the stable version).

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 Post subject: Re: Naval Grid OXP
PostPosted: Thu Sep 03, 2015 9:59 pm 
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I've looked hard at the problems in 1.10 / 1.11 and abandoned the replacement handler strategy.
v1.12 uses a different method that i have playtested for several hours without getting problems.

Naval Grid Next 1.12 is uploaded to the OXZ manager and the oxp version to my box account, https://app.box.com/s/uzy1s9tcgn8m0863kn9wv0sx87hhvj0g

My play testing was mostly done with the military version on a FDL_3G+(t) , and i did get the feeling it may be a bit TOO good.
Please test with other ships , and also with the civilian version.

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 Post subject: Re: Naval Grid OXP
PostPosted: Sun Dec 27, 2015 11:32 pm 
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In your equipment.plist there's
requires_equipment = "EQ_EXTRA_ENERGY_UNIT";
but should be requires_equipment = "EQ_ENERGY_UNIT";

Now I can actually buy it. But for a ship with only EEU and cobra 3 energy recharge (7.2) it's not really worth it it seems as there's often not enough energy for ECM and weapons anyway. I've modified the values for _ng_switch_max, but I think that any way of determining the additional shield recharge in a static way is inappropriate. The additional shield recharge should be calculated dynamically, depending on the current status of the energy banks. Complete energy recharge available to the shields when at > 80% max capacity and no extra recharge when at < 30% or so. So that in a fight when ECM is ringing (e.g. Barracuda assassins) all the time there's enough energy for it, while in a fight vs thargoids (They don't use missiles) a little more shield recharge if enough energy is available.

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 Post subject: Re: Naval Grid OXP
PostPosted: Tue Jan 05, 2016 11:14 pm 
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Quote:
In your equipment.plist there's
requires_equipment = "EQ_EXTRA_ENERGY_UNIT";
but should be requires_equipment = "EQ_ENERGY_UNIT";
Good catch, will be changed in next version.
Quote:
But for a ship with only EEU and cobra 3 energy recharge (7.2) it's not really worth it it seems as there's often not enough energy for ECM and weapons anyway. I've modified the values for _ng_switch_max, but I think that any way of determining the additional shield recharge in a static way is inappropriate. The additional shield recharge should be calculated dynamically, depending on the current status of the energy banks. Complete energy recharge available to the shields when at > 80% max capacity and no extra recharge when at < 30% or so. So that in a fight when ECM is ringing (e.g. Barracuda assassins) all the time there's enough energy for it, while in a fight vs thargoids (They don't use missiles) a little more shield recharge if enough energy is available.
The shield recharge of a ship is the Max amount used for shield recharging.
The core game code takes into account how much energy is left in the banks and decreases the actual amount going to the shields if necessary .
If i was to implement your suggestion, it would have to be timer-based and we'd have 2 independent mechanisms (core game and oxp) that both interfere with actual shield recharge.

Did your cobra 3 have Mil. shields ?
If so, i'd advise removing the civilian grid .

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 Post subject: Re: Naval Grid OXP
PostPosted: Fri Feb 02, 2018 7:54 am 
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Joined: Mon May 25, 2015 5:23 pm
Posts: 131
Location: Russia
Made some fixes, if someone will play testing and will reported everything seems in order, it is may uploaded to the OXP-manager.

Uploaded new 1.13 file here for testing: https://app.box.com/s/nzckyxtmtncdb09c3zhzhz49jgayiive

Change log

v1.13
- renamed the equipment key for Naval Grid.
- correctly setup of the recharge rates after buy&sell the energy, grid, shield equipments.

Added calculation table for check the recharge rates.

Question:
Naval Energy Grid and Civilian Energy Grid may be installed simultaneously(in concept)?


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