Falcon Turrets

General discussion for players of Oolite.

Moderators: winston, another_commander

Post Reply
DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Falcon Turrets

Post by DavidG » Mon Nov 05, 2018 6:48 pm

Hi all. First time posting but played Oolite for years before taking a break when kids got in the way of personal time!

Anyway, I fly a Falcon-S which is pretty well kitted out, and my turrets have stopped working! As I have quite a few OXPs installed that put extra pirates in play, I miss them in a messy dogfight!

It is possible it might have been the LMSS additional laser rack that stopped them, if that's possible, although I can't be certain. Not being a coder in any way, I'm not sure whether to look in shipdata.plist, the save game, or where!

Any help gratefully received!

dave

User avatar
phkb
Commodore
Commodore
Posts: 2281
Joined: Tue Jan 21, 2014 10:37 pm
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...

Re: Falcon Turrets

Post by phkb » Mon Nov 05, 2018 9:01 pm

Welcome to the boards, Dave!

LMSS shouldn't have an impact on any turrets, as it deals with laser positions, while turrets are set up as subentities.

It might be helpful to look at your log file to see if (a) there are any errors being reported, and (b) what OXP's are installed which might reveal incompatibilities.

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Mon Nov 05, 2018 10:20 pm

Happy to - can I ignore any chunks or is it OK to paste the lot?!

I'm assuming subentities and so on are all set by the OXP, and I even dl a new one in case mine had got corrupted - although I've just realised I didn't hold shift down. Would that matter if I removed the old oxp and copied the fresh one in?

Cheers
Dave

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 13552
Joined: Sat Jul 04, 2009 9:31 pm
Location: Corke's Drift
Contact:

Re: Falcon Turrets

Post by Cody » Mon Nov 05, 2018 11:50 pm

DavidG wrote:
Mon Nov 05, 2018 10:20 pm
- can I ignore any chunks or is it OK to paste the lot?!
Paste the lot - if it's too long, it might need two posts. Then highlight the lot and hit the Code button.
Or you could host it somewhere (box, googledocs, for example), and post a link. And welcome aboard!

User avatar
montana05
Deadly
Deadly
Posts: 243
Joined: Mon May 30, 2016 3:54 am

Re: Falcon Turrets

Post by montana05 » Tue Nov 06, 2018 12:43 am

DavidG wrote:
Mon Nov 05, 2018 6:48 pm
Anyway, I fly a Falcon-S which is pretty well kitted out, and my turrets have stopped working! As I have quite a few OXPs installed that put extra pirates in play, I miss them in a messy dogfight!
The Falcon doesn't have an explicit

Code: Select all

"frangible" = no;
included, therefore the turrets are frangible and maybe were just shot off during a fight. ;)
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

User avatar
phkb
Commodore
Commodore
Posts: 2281
Joined: Tue Jan 21, 2014 10:37 pm
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...

Re: Falcon Turrets

Post by phkb » Tue Nov 06, 2018 1:43 am

DavidG wrote:
Mon Nov 05, 2018 10:20 pm
although I've just realised I didn't hold shift down. Would that matter if I removed the old oxp and copied the fresh one in?
It shouldn't, but it's always worth doing it anyway, just to be sure.

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Tue Nov 06, 2018 7:03 am

I wondered if they had been shot off, but expected a maintenance overhaul to fix them, but no change... where would I check for damaged subentities?

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Tue Nov 06, 2018 8:44 am

Cody wrote:
Mon Nov 05, 2018 11:50 pm
DavidG wrote:
Mon Nov 05, 2018 10:20 pm
- can I ignore any chunks or is it OK to paste the lot?!
Paste the lot - if it's too long, it might need two posts. Then highlight the lot and hit the Code button.
Or you could host it somewhere (box, googledocs, for example), and post a link. And welcome aboard!
Ha! just tried - my log is 10x the permitted number of characters! Going to nose at googledocs...

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Tue Nov 06, 2018 8:50 am

Log file
https://docs.google.com/document/d/16xV ... sp=sharing

Not used googledocs, but this should work!

Oh, and I know about a couple of OXPs missing dependencies - been doing that for ages and haven't got round to dealing with it!

Cheers all

User avatar
Svengali
---- E L I T E ----
---- E L I T E ----
Posts: 2365
Joined: Sat Oct 20, 2007 2:52 pm

Re: Falcon Turrets

Post by Svengali » Tue Nov 06, 2018 11:25 am

The subentities declaration needs to be changed to the new form.
setup_actions is deprecated (for a loooong time already).

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Tue Nov 06, 2018 11:35 am

Svengali wrote:
Tue Nov 06, 2018 11:25 am
The subentities declaration needs to be changed to the new form.
setup_actions is deprecated (for a loooong time already).
This bit in the oxp shipdata.plist?

Code: Select all

<key>bweed-falcon-turret</key>
	<dict>
		<key>ai_type</key>
		<string>nullAI.plist</string>
		<key>energy_recharge_rate</key>
		<real>1.5</real>
		<key>laser_color</key>
		<string>redColor</string>
		<key>max_energy</key>
		<real>60</real>
		<key>model</key>
		<string>bweed-falcon-turret.dat</string>
		<key>name</key>
		<string>bweed-falcon-turret</string>
		<key>roles</key>
		<string>bweed-falcon-turret</string>
		<key>setup_actions</key>
		<array>
			<string>initialiseTurret</string>
		</array>
		<key>smooth</key>
		<true/>
		<key>thrust</key>
		<real>1</real>
		<key>weapon_energy</key>
		<real>6</real>

What do I replace it with? As I say - I'm happy to muck about in the coding but can't write new stuff for trumblepaste

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Falcon Turrets

Post by Norby » Tue Nov 06, 2018 5:18 pm

DavidG wrote:
Tue Nov 06, 2018 7:03 am
where would I check for damaged subentities?
Check after destroyed ones in external view, while caps lock is on you can rotate the camera around.
If you change your target lock to a new target then you should be see them turning to the new direction.

User avatar
Svengali
---- E L I T E ----
---- E L I T E ----
Posts: 2365
Joined: Sat Oct 20, 2007 2:52 pm

Re: Falcon Turrets

Post by Svengali » Tue Nov 06, 2018 6:48 pm

After taking a quick look at the shipdata.plist it's clear.

The Falcon S uses bweed-falcon-player_turret which does not use initialiseTurret. So they are just standard entities. The simplest fix is to add the code to bweed-falcon-player_turret as well.

Code: Select all

<key>setup_actions</key>
<array>
	<string>initialiseTurret</string>
</array>
Still. This AddOn needs an update. E.g. WEAPON_TWIN_PLASMA_CANNON is not supported anymore.

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Falcon Turrets

Post by Norby » Tue Nov 06, 2018 9:15 pm

DavidG wrote:
Tue Nov 06, 2018 11:35 am
What do I replace it with?
Another way if you remove the player_ part from the turret key within Falcon-S-player:

Code: Select all

<string>bweed-falcon-turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>

DavidG
Average
Average
Posts: 15
Joined: Mon Nov 05, 2018 6:39 pm

Re: Falcon Turrets

Post by DavidG » Sat Nov 10, 2018 6:11 pm

Norby wrote:
Tue Nov 06, 2018 9:15 pm
DavidG wrote:
Tue Nov 06, 2018 11:35 am
What do I replace it with?
Another way if you remove the player_ part from the turret key within Falcon-S-player:

Code: Select all

<string>bweed-falcon-turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
That sorted it thanks! I also, while testing, discovered what the huge sticky out pole on the back of my Falcon was - a rather ugly towbar! Soon got rid of that...

Off hunting pirates now, having just got rid of my first trumble in 25 or so years!

Post Reply