[UPDATED 12/8/12]-Deep Horizon Industries - Navigation Buoy

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

Moderators: winston, another_commander

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13634
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cody » Sat Dec 08, 2012 11:13 pm

Cheyd - the nav buoys rotate/tumble nicely - how do I make the hermit buoys rotate too?

User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 925
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cmd. Cheyd » Sun Dec 09, 2012 12:36 am

Wait for me to publish 1.1 in the next few days when I get over my busy schedule and take the time to zip and upload. :P You'll also get a nice AI for it that will have it pilot itself back to it's proper position if it gets bumped too far out of place.

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13634
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: [RELEASE] - Deep Horizon Industries - Navigation Buoy

Post by Cody » Sun Dec 09, 2012 12:42 am

Cool!
Cmd. Cheyd wrote:... pilot itself back to it's proper position if it gets bumped too far out of place.
I've had some fun nudging them around with my ship, I must admit!

User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 925
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cmd. Cheyd » Sun Dec 09, 2012 5:11 am

Okay, I uploaded the updated version. Enjoy!

User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2552
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara » Sun Dec 09, 2012 7:07 pm

The buoy is as beautiful as before, but the new version seems to be spinning quite fast and changing spin directions quite randomly. Makes me feel a bit dizzy. Is it just me?

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13634
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cody » Sun Dec 09, 2012 7:11 pm

I changed the tumble speed from 2 to 1 thus:

Code: Select all

max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.

User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2552
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara » Sun Dec 09, 2012 7:20 pm

El Viejo wrote:I changed the tumble speed from 2 to 1 thus:

Code: Select all

max_flight_pitch = 1;
max_flight_roll = 1;
As with many things, I reckon slower rotation looks better.
That helped a lot. Is there an easy way to stop that random (?) direction changing? I find it a bit weird.

User avatar
Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 925
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Cmd. Cheyd » Sun Dec 09, 2012 7:25 pm

I couldn't get it to tumble after flying back it's origin point, so I cheated and just told the AI to re-tumble every 5 seconds when idle. It worked, but the side effect is what you see now. Personally, I kinda liked it, as it gave the impression it was actually tracking ships, doing work, etc. If someone wants to tell me how to make it resume tumbling after reaching it's origin point, I'll happily update and republish as v1.0.2.

If you want to kill the random tumbling, change line 11 of the AI from:

Code: Select all

UPDATE = ("sendScriptMessage: checkPosition",performTumble,"pauseAI: 5.0");
to:

Code: Select all

UPDATE = ("sendScriptMessage: checkPosition","pauseAI: 5.0");
Should work.

User avatar
Thargoid
Thargoid
Thargoid
Posts: 5510
Joined: Thu Jun 12, 2008 6:55 pm

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Thargoid » Sun Dec 09, 2012 8:17 pm

Have a second isolated state in your AI which just performTumble's on enter and then jumps back to the normal state. Then use the buoy's script to change the AI state to the second state when you reposition it back to its original one.

User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2552
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara » Wed Jan 08, 2014 1:59 pm

While poking around the game and making things around me more consistent I stumbled upon this one and wondered, why does is not change the buoys of other oxps. A quick look around the shipdata reveals that it does not actually replace (as replacement ship packs do) the buoy, but it nullifies the roles of the original buoys and adds itself through a role. The result is that oxps that like_ship buoy use the core buoy.

So... Is there some reason that the shipdata of DH Buoy is written in such a way that is does not replace the buoys the way replacement ship packs do? Would something break? If not, then I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.

User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6310
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Diziet Sma » Fri Jan 10, 2014 7:05 am

spara wrote:I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by JazHaz » Fri Jan 10, 2014 2:27 pm

Diziet Sma wrote:
spara wrote:I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?

User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2552
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by spara » Fri Jan 10, 2014 5:32 pm

JazHaz wrote:
Diziet Sma wrote:
spara wrote:I suggest this oxp to be released as a replacement oxp overriding the core buyos, thus affecting (and facelifting) other oxps too.
See also my suggestion that the DHI Navigation Buoy be adopted as the default buoy in 1.79, so as to complement the core Griff ships.. Cmd. Cheyd has already indicated that he'd be honoured to have it so used, if the community agreed..
Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model. I'm all for including it into the core, but for it to arrive into the stable build will take quite a while. Meanwhile a true replacement version would suffice. _If_ someone wants to test, then rename shipdata-overrides.plist, backup shipdata.plist and replace shipdata.plist with this one: https://app.box.com/s/8y870smgeg9np5ax5iva. This shipdata is edited from core game's shipdata by replacing and adding parts from this oxp's shipdata. Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .

User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6310
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation B

Post by Diziet Sma » Sat Jan 11, 2014 12:35 am

spara wrote:
JazHaz wrote:Wouldn't this break the great Buoy Repair OXP?
Well, if you take out the scripting and special ai, then it's only a model.
I had a feeling that would be the case.. good to have it confirmed that it wouldn't break Buoy Repair, though.
spara wrote:Note that it is for testing only, Cmd. Cheyd uses a very strict licence :wink: .
And he's also offered to relax/alter the licence for the Nav Buoy if it were to be adopted into core.. :D
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2543
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [UPDATED 12/8/12]-Deep Horizon Industries - Navigation Buoy

Post by Norby » Sat Jun 24, 2017 10:11 am

another_commander wrote:
Fri Jun 23, 2017 10:20 pm
Image
Astrobe wrote:
Sat Jun 24, 2017 6:53 am
It's strange this OXP isn't in the manager, the license could allow it.
Not exactly - see in the above posts.

Cheyd told once that he want to track the number of downloads so currently you must get it from the official and nice Nav Buoy homepage.

Post Reply