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PostPosted: Thu Jun 20, 2013 10:42 pm 
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In the core game there is one main station and it's market is visible in the f8 screen. After adding some oxps the game changes so that there are multiple stations in-system. I think that the markets of those stations should be visible just like the main station's market. At least some of the markets. This oxp does that and more.

Get it from the expansion manager.


Last edited by spara on Sun May 10, 2015 4:47 pm, edited 10 times in total.

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 Post subject: Re: Market inquirer 1.3
PostPosted: Mon Jun 24, 2013 8:27 pm 
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New version (1.3)

* Markets shown are now limited to the main station, sfep_stations, Kiotas, ConStores and Sothises. This limits it to planetary stations as I originally intended and some commercial stations that I felt should be accounted.
* The equipment part is now tied to the ASC.
* B-functionality added to the equipment. Shows distances to bodies and buoys in system. Uses unit from UpdatingTSC oxp, if present. Otherwise shows distances as kms.


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 Post subject: Re: Market inquirer 1.3
PostPosted: Tue Jun 25, 2013 9:45 pm 
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New version (1.3.1)

* Bugfixed. Did not show the last beacon correctly in the distances screen.


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 Post subject: Re: Market inquirer 1.3
PostPosted: Wed Jun 26, 2013 8:27 pm 
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Can the Superhub stations be included? And maybe the casinos too?

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£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!


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 Post subject: Re: Market inquirer 1.3
PostPosted: Wed Jun 26, 2013 9:03 pm 
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Do you mean, suberhub and casino alongside the regular stations? Could be nice. :) Maybe also the GRS. This oxp could became enormous :D

Personally, I do not really like the casinos. I never use them, due to their prices that are almost always far outside the norm.


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 Post subject: Re: Market inquirer 1.3
PostPosted: Thu Jun 27, 2013 9:20 am 
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Cheers guys.

Adding extra stations is not a problem. The next version will have a simple list in the script that can easily be edited.

I've been pondering a bit about adding other stations and a suitable story to go. Here we go, feel free to bash :).

First of all, this is a GalCop operated service. As such, all stations that are included in the service must be GalCop approved. This would mean that FTZs, Salvage Gangs and other shady or out right illegal station are excluded. GalCop probably also takes some fee from stations shown in the service to maintain the service. This service should be seen as a marketing tool, so only stations that are willing to invest into marketing should be included. This would mean that for example GalNavy or Commies stations would not be visible in such a commercial tool.

Along these lines, here's what I'm planning on including in addition to the main station:

* Sfep stations (as secondary GalCop stations)
* Kiotas
* Sothises
* ConStores
* SuperHubs
* Casinos
* Rescue stations
* GRS-Stations

For possible future stations that want to include themselves in, there will be a special "inquirer_station" role that can be used.

Should some other stations be included? Is there a station here that should not be included?


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 Post subject: Re: Market inquirer 1.3
PostPosted: Thu Jun 27, 2013 9:37 am 
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Sorry... forget my previous post. I thought I was in the SFEP thread :oops:


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 Post subject: Re: Market inquirer 1.3
PostPosted: Thu Jun 27, 2013 12:07 pm 
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Quote:
Along these lines, here's what I'm planning on including in addition to the main station:

* Sfep stations (as secondary GalCop stations)
* Kiotas
* Sothises
* ConStores
* SuperHubs
* Casinos
* Rescue stations
* GRS-Stations

Should some other stations be included? Is there a station here that should not be included?
No, this is a good list.

I'm finding myself using the OXP a lot, I jump into a system and check the prices, sometimes going to a Kiota station instead of the main station if I can get a better price for the goods I'm carrying. I'm also trading in-system a lot more, carrying goods between Kiotas and the main station.

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JazHaz

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£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!


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 Post subject: Re: Market inquirer 1.3
PostPosted: Thu Jun 27, 2013 4:58 pm 
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Slightly tangentially, how about including a chance for also including one of my fuel stations near the extra planet, if it's a good distance away from the sun? Could be a nice thing to encounter en-route depending on how many other encounters you get going that way...

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PostPosted: Thu Jun 27, 2013 9:29 pm 
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New version (1.4)

* Added SuperHubs, Casinos, Rescue stations and GRS-Stations to the noted stations as mentioned before. These are in the line with the story like idea of a commercial GalCop provided service.
* Noted station are now a simple easily editable list in the startUp os the script.
* Role "inquirer_station" is checked in addition, if someone wants to register some future station into this oxp.

@Thargoid: I've not been using your fuel stations for a while, but it would be quite fitting to see one on the way to the far-away station. Close to the planet might be in vain as there probably is an extra station, so it should be somewhere in the middle of the space. 50% WP-extra planet route perhaps? Or maybe there could be one in the orbit of every moon?


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PostPosted: Thu Jun 27, 2013 9:31 pm 
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I was thinking half-way, as there are currently some half-way on route1 between the witchpoint and the main station. But it's your OXP, so your final choice. I agree though near the extra planets is a bit unnecessary given the stations will be there too.

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PostPosted: Thu Jun 27, 2013 10:10 pm 
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I was thinking half-way, as there are currently some half-way on route1 between the witchpoint and the main station. But it's your OXP, so your final choice. I agree though near the extra planets is a bit unnecessary given the stations will be there too.
Jumped here


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PostPosted: Fri Jun 28, 2013 11:52 am 
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When there is a lot of beacons in the system, the distances screen goes to two columns. However it seems a little mucked up.

Also, can the distances screen be added to the Interfaces screen when docked? Or do the other destinations disappear when you are docked at the main station?

Image
Market Inquirer OXP distances by JazHaz, on Flickr


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PostPosted: Fri Jun 28, 2013 5:48 pm 
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Thanks for testing and reporting JazHaz. Greatly appreciated. I just could not break it myself :(. Was there anything in the log? That line 2 looks like the padding of the first column has somehow broken and the second column is truncated ok, but has too many spaces added to the end.

Here's a version that has narrower columns to prevent possible overflow of the line. Could you please try it and see if it helps? https://www.box.com/s/5dh74bhgmk54hfar2qxm

As for the suggestion of showing the distances whilde docked. Should be no problem, I'll put it in to the next version. After the stations have been spawned, they are there, even if you're docked. The reason for not showing the interface after loading the game is that many oxp stations spawn on first launch.


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PostPosted: Fri Jun 28, 2013 7:57 pm 
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Quote:
Thanks for testing and reporting JazHaz. Greatly appreciated. I just could not break it myself :(. Was there anything in the log? That line 2 looks like the padding of the first column has somehow broken and the second column is truncated ok, but has too many spaces added to the end.
I found where I made the screenshot, but there was no errors in the log before it (not for this OXP anyway).:
Code:
12:25:36.615 [Deep Horizon - Systems]: Galaxy ID is: 0.  System ID is: 82
12:25:36.659 [bigShips_populator]: 2 big trader(s) added to the Ensoreus system.
12:25:40.358 [Total_patrol]: Adding additional police.
12:25:40.362 [Total_patrol]: Adding additional police.
12:25:40.364 [Total_patrol]: Adding additional police.
12:25:40.367 [Total_patrol]: Adding additional police.
12:29:08.543 [station.launchShip.failed]: Cancelled launch for a Cobra Mark I with role scavenger, as the Super Hub has too many ships in its launch queue(s) or no suitable launch docks.
12:38:33.126 [screenshot]: Saved screen shot "oolite-030.png" (1920 x 1080 pixels).
Quote:
Here's a version that has narrower columns to prevent possible overflow of the line. Could you please try it and see if it helps?

As for the suggestion of showing the distances while docked. Should be no problem, I'll put it in to the next version. After the stations have been spawned, they are there, even if you're docked. The reason for not showing the interface after loading the game is that many oxp stations spawn on first launch.
Grabbed the new version. Will try it and see.


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