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

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

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

Post by Norby » Tue May 15, 2018 11:27 pm

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 » Thu May 17, 2018 8:39 pm

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 » Wed Oct 10, 2018 6:21 pm

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 » Wed Oct 10, 2018 9:28 pm

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 » Wed Oct 10, 2018 9:37 pm

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 » Sun Nov 11, 2018 8:23 am

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 » 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>

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

Post by DavidG » Mon Nov 12, 2018 6:46 pm

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 » Wed Apr 10, 2019 4:53 pm

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 » 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.

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

Post by Day » Thu Apr 11, 2019 7:33 pm

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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