[RELEASE] Combat Simulator OXP (1.77 only)

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QCS
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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by QCS » Sun Apr 12, 2015 12:23 pm

I am currently seeing a strange behaviour.

I set up a test fight against the lowest possible enemy threat to try myself on Mouse steering.

After the fight, I got an Email from the Email system saying that I got no bounty but my Elite ranking has increased. It has not =:-).

Also, and that's much worse: Some of my equipment is gone. I hope most of them are newly available at the station (like the Q-Charger and the Advanced Shield Cycler, but the In-Flight Configurator is still equipped, also gone: Planetary Landing Capability, Bounty Informer, Cargo spotter, Ore scanner. I currently don't miss any equipment.). Buying the equipment back cost me about 43k Credits. This is very very bad :-(

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Cody » Sun Apr 12, 2015 12:29 pm

You're running Oolite 1.80, yes? This OXP is titled '1.77 only' and there have been changes since. Whether that's the problem, I know not.
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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by QCS » Sun Apr 12, 2015 12:33 pm

Cody wrote:You're running Oolite 1.80, yes? This OXP is titled '1.77 only' and there have been changes - whether that's the problem, I know not.
Whoah, you are right. In the Forum thread, it is titled 1.77 only.

However, there is no such notice in the In game OXP manager.

AND:
http://wiki.alioth.net/index.php/Combat_Simulator_OXP wrote: This OXP requires Oolite 1.80 and Ship Storage Helper OXP and will not run otherwise.
Something is smelling fishy... and it's not my Ship's Cat's Food Bowl.

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Cody » Sun Apr 12, 2015 12:46 pm

Aye well, and it probably means 1.77 and above anyway - ignore what I said.
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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by phkb » Sun Apr 12, 2015 3:21 pm

QCS wrote:I got an Email from the Email system saying that I got no bounty but my Elite ranking has increased.
That part is certainly a bug with the Email System not knowing the difference between a combat simulator kill and a normal kill. I'll get a bug fix out shortly.

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by cim » Sun Apr 12, 2015 4:48 pm

The rest of it is likely a bug in Ship Storage Helper rather than this OXP - it stores your ship using that before the simulation starts, and restores it afterwards. I'm not sure who is maintaining Ship Storage nowadays, though.

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by QCS » Sun Apr 12, 2015 6:15 pm

cim wrote:The rest of it is likely a bug in Ship Storage Helper rather than this OXP - it stores your ship using that before the simulation starts, and restores it afterwards. I'm not sure who is maintaining Ship Storage nowadays, though.
I had a short look at the Ship Storage Helper OXP and enabled the Logging.
From what I see there, it is working with the missing equipment keys (like EQ_Q-CHARGER) on starting the Combat Simulator and on finishing it.

Let's see if I can find some time to try debugging the OXP if noone claims this OXP :-)


Edit:
Ok, I found the issue. It is really inside Ship Storage Helper OXP.
It does try to award the equipment independend of any requirements. In my case, it awards the Q-Charger right before the Witchdrive fuel injectors. This ship.awardEquipment() call is not successful.
I could fix this "moderately brute force" by collecting all failed awards in another array and retry to award them after the first round through all equipments...

Now let's wait until someone claims that OXP. Capt. Murphy is not maintaining it anymore?

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by phkb » Mon Apr 13, 2015 3:16 am

Capt Murphy hasn't been around for a couple of years now. I believe Norby is the current maintainer of this OXP (but I could be wrong).

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Norby » Mon Apr 13, 2015 9:27 pm

QCS wrote:it awards the Q-Charger right before the Witchdrive fuel injectors
Yes, this was the problem. I fixed it using an improved brute force method which retry more times to handle multiple level of dependencies. You saved me a large part of the work, thank you!

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Anonymissimus » Wed Aug 12, 2015 9:51 pm

So is that 1.77 and above, or 1.77 only ? I have a bug where my cargo capacity increases; seems to add the amount the cargo expansion normally adds (once) for every simulator run (multiple times).
oolite 1.82, combat sim 1.1, ship storage helper 0.26
warning sound if a missile is inbound: Missile warning

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Norby » Wed Aug 12, 2015 10:38 pm

Anonymissimus wrote:I have a bug where my cargo capacity increases
Thank you for the report, fixed in SSH v0.27.

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Re: [RELEASE] Combat Simulator OXP (1.77 only)

Post by Damocles Edge » Sat Dec 14, 2019 2:48 pm

I wondered if I could make a suggestion for a further use of this oxp?
My suggestion (if you're open to the idea of course) is to have the combat simulator have an option to use any player ship that is in the users library, in essence what I am asking is for the ability to use the combat simulator as a "test drive" option for future ship purchases.
This way you can get a proper feel for how a ship looks and behaves before splashing the cash.
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......

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