(Release) Ship Configuration

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

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Milo
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Re: (Release) Ship Configuration

Post by Milo »

I'll check, meanwhile I got a bunch of these when my ship got destroyed. I'm not sure yet which OXP the second exception is from. (Can we get an enhancement for core to log the full filename of the script?)
Exception: TypeError: ps is undefined
shipconfig_boosterheat.js, line 33:
if (ps._boosterHeatPoint === 0) {

Exception: TypeError: p.position is undefined
script.js, line 1180:
var dist = p.position.distanceTo(s);
Oh, also, with ShipConfig shouldn't be allowed to store EQ_IRONHIDE. It's not meant to be transferable in that way. The armour mission variables don't transfer, though, which is good, because it means you still have to pay full price to get the armour "repaired."

Additionally, ship version equipment (EQ_SHIPVERSION_##) seems to take up equip space and weight (1t each), which seems incorrect.
Last edited by Milo on Mon Jun 29, 2020 3:16 am, edited 2 times in total.

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phkb
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Re: (Release) Ship Configuration

Post by phkb »

The second one is from XenonHUD, in the new frame callback I implemented for the auto-switch to Hi-Contrast mode. In this case, this player ship became invalid before the shipDied event had time to stop the frame callback. But sometimes it will happen in time, which is why sometimes these sorts of errors turn up despite my best efforts.

I'll add some exclusions for the other items though, and get a patch out shortly, after hearing back from you on the Heat sink passive mode operation.

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Milo
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Re: (Release) Ship Configuration

Post by Milo »

Now the heat sink switches to passive. I can't reproduce it either. If it happens again in the future I will collect the info requested.

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Re: (Release) Ship Configuration

Post by phkb »

OK, v1.3.8 fixes all the issues raised above.

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Milo
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Re: (Release) Ship Configuration

Post by Milo »

The Library options for equipment changes take time and cost credits don't seem to survive save/reload.

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Milo
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Re: (Release) Ship Configuration

Post by Milo »

Requesting the following OXP items be added to the storage feature:

Flight Formation Autopilot == EQ_RRS_FLIGHTFORM
Escort Targeting System == EQ_RRS_ESCORT_TARGETING_SYSTEM
Ore Processor == EQ_ORE_PROCESSOR
Ore Scanner == EQ_ORE_SCANNER
Hardwire Ore Processor == EQ_HARDWIRE_ORE_PROCESSOR
Mining IFF Scanner Upgrade == EQ_NS_MINING_SCANNER_UPGRADE (I see this has a restrictive equipment conditions script)
Mining Scanner Scavenger Hack == EQ_NS_SCANNER_SCAVENGER_HACK (I see this has a restrictive equipment conditions script)
Trail Detector == EQ_TRAIL_DETECTOR (it's portable, so maybe this one can be skipped...)

Requesting "remove and store all ship equipment" and "apply all stored equipment to ship" shortcuts for equipment storage. When switching ships, I usually take everything with me that I can ...

Also, when the ship overloaded screen comes up after purchasing an item that puts the combined equipment space over the limit, the option to change the configuration did not give me any alternative options for the various equipment (for example, I couldn't downgrade to a less bulky engine because the selection menu displayed only my currently installed engine). I believe this is because when there is no available space, the other options are filtered out? (Actually, this seems to be inconsistent, another time when I was overloaded it did let me see the other options, and I'm not sure what was different.)

It would be nice to have the option to store equipment from the overloaded interface, instead of just sell or reconfigure.
Last edited by Milo on Mon Jul 13, 2020 4:27 am, edited 1 time in total.

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Milo
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Re: (Release) Ship Configuration

Post by Milo »

Save file with heat sink issue (can't toggle passive mode in F4 interface): https://ufile.io/q2y1s2y2

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