[Release] EscortDeck v1.11 and EscortPack v1.2

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Norby
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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Norby »

Damocles Edge wrote:
Tue May 15, 2018 7:48 pm
I had been working off the name "Python" and also the dimensions listed in wiki pages (which unfortunately do not include mass figures).
For future reference what is the best way to find a ships mass?
Ship mass is calculated by the core from the model volume. If I need a mass then I search for the ship in F4/Gallery of all objects.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Damocles Edge »

Thanks for the info Norby - much appreciated.
Installing Gallery has proven a great addition to identify ship mass details.
Can't believe how big the Python Class Cruiser is (thought it was error at first when the Python CC came in at 939.012t :shock: )
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by BlackWolf »

I have a question on the Escort Pack.
Is there a way to add the Ace Night Adder to the pack?
It is really nice looking ship that would look great in the pack. I'd personally love to have that style of ship running on my escort deck. lol
Creativity is a gift, use it well.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Norby »

You can add any ships into your deck which fit into the size and mass limits, not only the ones in Escort Pack.
To catch one in deep space and make it to usable derelict is a rare but always possible way.
Alternatively the Hyperspace Hangar can help to buy one if you see it in a shipyard. Put it to the hangar then add it to the deck in EscortDeck interface screen.

I guess what you would like is the easy way to get one from the equipment shop. This is possible if the maintainer of Night Adder (phkb?) insert the next codes into that pack.
shipdata.plist:

Code: Select all

"escortdeck-nightadder" = {
                like_ship = "night_adder_player";
                accuracy = 7;
                ai_type = "EscortDeck_AI.plist";
                auto_ai = 0;
                beacon = "E";
                counts_as_kill = no;
                extra_cargo = 0;
                forward_weapon_type = "WEAPON_BEAM_LASER";
                fuel = 70;
                has_fuel_injection = 1;
                has_shield_booster = 0;
                has_shield_enhancer = 0;
                hyperspace_motor = no;
                max_cargo = 0;
                model = "night_adder.dat"; //must specify model for Oolite 1.81
                name = "Night Adder Escort";
                roles = "escortdeck-nightadder player";//the player role is needed by Carriers OXP
                script_info = {
                        buydesc = "This ship fit into the very small landing pads on the sides of Escort Deck.";
                        ccl_missionShip = true; //need to avoid changes by ShipVersion OXP
                };
                unpiloted = no;
}
equipment.plist:

Code: Select all

        (
                0,
                1200000,
                "Night Adder Escort",
                "EQ_ESCORTDECK_nightadder",
                "This ship fit into the very small landing pads on the sides of Escort Deck. This special design hold a Beam Laser and has Injectors but no cargo space nor hyperdrive.",
                {
                        "available_to_all" = yes;
                        "condition_script" = "escortdeck_condition_minipirate.js";
                }
        ),
script.js:

Code: Select all

"use strict";
this.name = "nightadder";
this.startUp = function() {
        var w = worldScripts.escortdeck;
        if(w) {
                if(!w.$EscortDeckEqs) w.$EscortDeckEqs = []; //buyable escort ship sizes and masses
                //must fill this array for condition check of equipment
                w.$EscortDeckEqs["EQ_ESCORTDECK_nightadder"] = [28.0, 8.0, 27.0, 4952];
        }
}
Well, it would be too easy to get this ship everywhere so I excluced the main stations in the above code.
You should look after in other stations, just keep in mind that some like Rock Hermits ask very high prices, like 4 times more or so than in standard stations.
Last edited by Norby on Wed Oct 10, 2018 9:38 pm, edited 1 time in total.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by BlackWolf »

Thank you so much. Actually now that I know I can buy it and add it to my deck as an escort through the Hyperspace Hanger it opens up a world of customizing for me. Thank you so much for that simple tip. :)
The more I learn the more I enjoy the hell out of this game. :)
Creativity is a gift, use it well.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by DavidG »

I came across this when I accidentally bought the Escort Deck without realising, and then wondered what had happened to my rear view! So I have two questions - 1) should it be possible to sell it again, as I had to edit the save game to get rid of it as I didn't want it at the time and 2) is there anything that can be done about the hugely obstructed rear view? All I could see was the deck and a small slit with the cross hairs. I appreciate the 'realism' but I've always assumed the rear view is essentially a camera rather than actual window, so the camera could be mounted on the escort deck to give an unobstructed view... I'd love to have some back up, especially now the Soin Clan are baying (meowing?) for my blood!

I'm flying a Falcon-S by the way! If it makes a difference!

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Norby »

No sell option implemented because you always able to remove the package which will remove the equipment as well.
But you can fix your rear view by increasing the second number of view position (height) in your shipdata.plist, for example:

Code: Select all

                <key>view_position_aft</key>
                <string>0.0 10.1 -3.0</string>

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by DavidG »

Norby wrote:
Mon Nov 12, 2018 6:36 pm
No sell option implemented because you always able to remove the package which will remove the equipment as well.
But you can fix your rear view by increasing the second number of view position (height) in your shipdata.plist, for example:

Code: Select all

                <key>view_position_aft</key>
                <string>0.0 10.1 -3.0</string>
cheers norby - will give that a go!

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Day »

Hi Norby,

just noticed this in my Latest.log:
18:41:19.513 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (escortdeck 1.11): TypeError: w.$EscortDeckHWS._shipsStored is undefined
I don't see any consequences currently, but this is on a relatively new savegame where I don't yet use escort decks.

My Oolite:1.89, EscortDeck: 1.11.

Hope that helps.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Norby »

Day wrote:
Wed Apr 10, 2019 4:53 pm
18:41:19.513 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (escortdeck 1.11): TypeError: w.$EscortDeckHWS._shipsStored is undefined
Thank you for the report. You can get this message when you installed Hyperspace Hangar OXP but you have not stored anything into HH yet. I think this is a harmless one so I do not plan to make a new version just to fix this.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by Day »

Norby wrote:
Thu Apr 11, 2019 5:01 pm
Day wrote:
Wed Apr 10, 2019 4:53 pm
18:41:19.513 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (escortdeck 1.11): TypeError: w.$EscortDeckHWS._shipsStored is undefined
Thank you for the report. You can get this message when you installed Hyperspace Hangar OXP but you have not stored anything into HH yet. I think this is a harmless one so I do not plan to make a new version just to fix this.
You're right, as it's almost a new game, I didn't store anything yet in the Hyperspace Hangar.

Thank you for the info :)

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by dybal »

Greetings!

Bounty hunting + salvaging was starting to get boring... less than half an hour of dogfighting to get 8 derelicts, then 4h to tow them all to the main station... then I found out about this OXP and it's fun again... even if sometimes I get ships too big to deck and have to tow them, I still can usually cut my towing trips in half, and get some usable derelicts now and then.

I used to sell the usable derelicts, then I found out about HyperspaceHangar OXP and after some hacking could get it to work with the other OXPs I've installed, so now I can store the usable derelicts in HyperspaceHangar if I have too many or want to keep the EscortDeck free.

I haven't used them as escorts because I could not switch into them to make maintenance and upgrades, since they were not player ships... I tried to use them as they are and they fled... AI too smart! :lol:

Since I was in Riraes, in the Devil's Triangle (nice place to bounty hunt :P ), a TL 8 system, I sent them ahead (through HyperspaceHangar) to Raleen, a TL 11 system at the other side of the Triangle, as I did not expect to to be able to work out how to turn them into player ships for a few days.

Then I looked into phkb's IllicitUnlock OXP, created one like that for the ships I had in HyperspaceHangar and edited the save file to change the stored ships' keys to the ones a created.

I was in Retila then, and HyperspaceHangar let me see the ships, but didn't allow me to switch into them since they were not at the current station.

Then I found a bug: EscortDeck did not check that and allowed me to transfer them to the Deck...

EDIT: to check for the system the ship is before getting it form HyperSpaceHangar (escortdeck.js, around line 1346):

Code: Select all

                var sID = system.ID;         // new line
                for( var k in h._shipsStored ) {
                    var sh = JSON.parse(h._shipsStored[k]); //ship in hangar
                    if (sh[0][1] === sID) {     // new line
                        if( sh && !w.$EscortDeck_TooLarge2b(ps, w, pad, sh)) {
                            fitinto=true;
                            var n = sh[0];
                            if( n ) n = n[3]; else n = sh[1]; //show dataKey if no name
                            curChoices["22_"+k] = {
                                   text: "Get "+n+" from Hyperspace Hangar into Deck "
                                          +(pad+1),
                                   color:oc };
                         }
                    } else { log(this.name, "HyperSpaceHangar ship "+sh[0][3]+" is in system "+sh[0][4]); }     // new line
                }    
Also, instead of editing the savefile to change the escort ship's keys to one with player role so I can switch into them, I created a litte OXP with shipdata-overrides.plist for those ship definitions with roles that include player, and a shypyard.plist with entries for them... given the opportunity, I also defined extra_cargo porperties for them in that shipdata-overrides.plist, it looked strange that ships in the 20t~30t range should get 15t from Large Cargo Bay...
Last edited by dybal on Wed May 06, 2020 7:52 pm, edited 4 times in total.

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by dybal »

I had three derelicts on the Escort Deck when I picked a derelict Chrysopelea MK-I and it was usable.

I set it to follow, then stopped and called it back... every time it tried to land it collided with something - destroyed one of the other derelicts on deck.

Then I started moving, v=100, and called it back again, it would come closer then keep distance, so I reduced speed and called it back again, and it would come a bit closer and the keep distance... 5km, 3km,2 km, 1km, the process repeated until it finally tried to land and collided with the another derelict, destroying it.

Then unloaded the remaining derelict from the deck and called the Chrysopelea home again, it collided with my ship but landed. I targeted the derelict I had let go and loaded it on deck again, it took the Crhysopelea position and I could not see the Chrys neither on the scanner neither visually, but telescope said it was close, 3km, so I played cold-hot blind until it was targeted (no visual feedback) and loaded on deck.

Code: Select all

09:17:43.882 [LogEvents]: VIEW_CUSTOM
09:17:45.311 [escortdeck_escort]: Derelict Fer-de-Lance: The Malefic Hand 6 terminated by [Ship "Chrysopelea MK-I" position: (-147316, 62633.6, -16256.5) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT] scrape damage
09:17:45.552 [LogEvents]: Metal fragment 19844 spawned at 0 km
09:17:52.557 [LogEvents]: VIEW_CUSTOM
09:22:37.549 [escortdeck_escort]: Derelict Gecko: Trumble 3 terminated by [Ship "Chrysopelea MK-I" position: (-162736, 61466, -34630.7) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT] scrape damage
09:22:37.774 [LogEvents]: Wreckage 16162 spawned at 0 km
09:22:37.774 [LogEvents]: Wreckage 22631 spawned at 0 km
09:23:02.132 [LogEvents]: targeted Telescope marker 22060 who has -1 energy
09:23:22.419 [LogEvents]: taking shield damage from Chrysopelea MK-I: Unholy Rocket of Maesin 9 9 30992 256+236 shield and 350 energy left
09:23:22.475 [LogEvents]: collided with Chrysopelea MK-I: Unholy Rocket of Maesin 9 9 30992
09:29:07.436 [LogEvents]: targeted Chrysopelea MK-I: Unholy Rocket of Maesin 9 9 30992 who has 300 energy
09:29:33.410 [LogEvents]: lost lock on Chrysopelea MK-I: Unholy Rocket of Maesin 9 9 30992

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Re: [Release] EscortDeck v1.11 and EscortPack v1.2

Post by dybal »

Docked in a Deep Space Dredger with a DTT Manta, usable, in the EscortDeck, locked.
After I launched the pad was still locked, but empty.
Nothing in Latest.log.
The DTT Manta is a special case, as in a prisitine condition it's too wide for the pads, but in combat, far before it's turned derelict, it looses its wings and then it fits in a pad.
I will turn debug back on on this OXP, perhaps next time there will be something in the logs.

UPDATE: usable DTT Mantas don't desappear at docking in a station (it was a Trade Post, not the main station), I was able to see it on the F4 interface for EscortDeck... I didn't store it in HypeSpaceHangar but launched, and it was gone.

From the Latest.log (I enabled Debug and put some logs cycling through the pads and "printing" the shipdata):

Code: Select all

11:42:16.036 [escortdeck]: Launching
11:42:16.037 [escortdeck]: Decks has 6 pads
11:42:16.037 [escortdeck]: Pad 5: null
11:42:16.037 [escortdeck]: Pad 4: null
11:42:16.037 [escortdeck]: Pad 3: 
11:42:16.037 [escortdeck]: Pad 2: 
11:42:16.037 [escortdeck]: Pad 1: 0,240,180107644484.46112,Derelict DTT Manta: Captain Blood's Song 6,Raleen,,,,,DTT Manta,,0,E1 DTT Manta,240,0.699999988079071,0.8999999761581421,1,0.8999999761581421,240,1,1,2,32,5,320,255,4,18,0.25,7,,15,,,128,128,2,128,128,2,0,dttmanta,EQ_WEAPON_BEAM_LASER,EQ_WEAPON_BEAM_LASER,,,,EQ_SC_SHIELD_CYCLER_INTERNAL,EQUIPMENT_OK,EQ_TELESCOPE,EQUIPMENT_OK,EQ_COMBATMFD,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,EQ_MULTI_TARGET,EQUIPMENT_OK,EQ_FUEL_SCOOPS,EQUIPMENT_OK,EQ_ESCAPE_POD,EQUIPMENT_OK,EQ_ADVANCED_COMPASS,EQUIPMENT_OK,EQ_TARGET_MEMORY,EQUIPMENT_OK,EQ_ENERGY_UNIT,EQUIPMENT_OK,EQ_WORMHOLE_SCANNER,EQUIPMENT_OK,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_NSHIELDS_NPC_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_SCANNER_SHOW_MISSILE_TARGET,EQUIPMENT_OK,EQ_ECM,EQUIPMENT_OK,EQ_INTEGRATED_TARGETING_SYSTEM,EQUIPMENT_OK,EQ_TARGET_AUTOLOCK,EQUIPMENT_OK,EQ_SHIP_VERSION_69,EQUIPMENT_OK,,5.800000000000001,,,,22546,[object Object]
11:42:16.037 [escortdeck]: Pad 0: null
11:42:16.038 [escortdeck]: Spawn escort pad:0 d:null s:null
11:42:16.039 [escortdeck]: Spawn escort pad:1 d:0,240,180107644484.46112,Derelict DTT Manta: Captain Blood's Song 6,Raleen,,,,,DTT Manta,,0,E1 DTT Manta,240,0.699999988079071,0.8999999761581421,1,0.8999999761581421,240,1,1,2,32,5,320,255,4,18,0.25,7,,15,,,128,128,2,128,128,2,0,dttmanta,EQ_WEAPON_BEAM_LASER,EQ_WEAPON_BEAM_LASER,,,,EQ_SC_SHIELD_CYCLER_INTERNAL,EQUIPMENT_OK,EQ_TELESCOPE,EQUIPMENT_OK,EQ_COMBATMFD,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,EQ_MULTI_TARGET,EQUIPMENT_OK,EQ_FUEL_SCOOPS,EQUIPMENT_OK,EQ_ESCAPE_POD,EQUIPMENT_OK,EQ_ADVANCED_COMPASS,EQUIPMENT_OK,EQ_TARGET_MEMORY,EQUIPMENT_OK,EQ_ENERGY_UNIT,EQUIPMENT_OK,EQ_WORMHOLE_SCANNER,EQUIPMENT_OK,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_NSHIELDS_NPC_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_SCANNER_SHOW_MISSILE_TARGET,EQUIPMENT_OK,EQ_ECM,EQUIPMENT_OK,EQ_INTEGRATED_TARGETING_SYSTEM,EQUIPMENT_OK,EQ_TARGET_AUTOLOCK,EQUIPMENT_OK,EQ_SHIP_VERSION_69,EQUIPMENT_OK,,5.800000000000001,,,,22546,[object Object] s:[Ship "DTT Manta" position: (1.00028e+07, 619.965, 3205.11) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT]
11:42:16.042 [escortdeck]: Pad 2: too wide (130m > 70m)
11:42:16.042 [escortdeck]: 2. spawn [Ship "DTT Manta" position: (1.00028e+07, 619.965, 3205.11) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT] r:too wide (130m > 70m)
11:42:16.042 [escortdeck]: Spawn escort pad:2 d: s:null
11:42:16.042 [escortdeck]: Spawn escort pad:3 d: s:null
11:42:16.042 [escortdeck]: Spawn escort pad:4 d:null s:null
11:42:16.042 [escortdeck]: Spawn escort pad:5 d:null s:null
From the logs, it was spawned then found too wide for the pad (I presume I could find it near the Witchpoint...)

But in-flight I've had no trouble picking-up a derelict DTT Manta (no wings!) into EscortDeck, drop it and pick it again (I didn't try to launch and call back the usable one)... I guess restoring the shipdata to the spawned DTT Manta didn't restore it to the un-winged version.

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