Useful feature(?): container stacking

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12 years 8 months ago #17171 by cambragol
Hey SRC,

Lots of interesting stuff! I am just heading out the door so I can't comment on them all, but regarding image hosting, I think this forum will need an external host for the images. On the Torn-Stars forum you can attach an image. You could also use the Torn-Stars forum to upload the image, and then link to it here.

I am fairly certain that US has some of the "modules' that you are thinking of. I haven't really touched on an Cargo stuff, aside from making unique cargo pods, which we now have in US (raw metals are small asteroids with a tiny engine attached, other cargo has different colours and models).

You seem to be coming up to speed very rapidly!

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12 years 8 months ago #17174 by SRC
Hi Cambragol,

I hacked a Venice-class freighter to make it playable (no trouble at all adding
the needed systems -- I can't fathom why the Pinguin won't accept additional
template[] entries) and loaded it up with double stacked pods. It looks
very ungainly and is very sluggish.

I'll post screenshots once I have learned how to do that, and once the Torn
Stars/Unstable Space site will let me log in. They have my account information
(sent me a password reset message, for example) but won't let me log in. And the
Sitemap seems to not have a "Contact Us" link (or perhaps it should be "Contact US")

So I don't know how to reach them. Any help getting past this hurdle would be
welcome.

I have found the Compiled HTML "POG_HELP" document that accompanies the POG SDK
to be indispensible. Is there anything similar for the code that the TS/US team
has created?

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12 years 8 months ago #17175 by SRC
From reading at the TS/US site, it appears that there is a bug in the
original code that does not capsule jump "child of child" sims. Only
the child sims jump with the parent ship; the "grandchild" sims remain
behind. This same problem would happen to any pods docked to pods in
the hacks I am working on. So, without a bug fix, these will work
fine in Acts 0 and 1 of EoC and notionally for intra-system transport
in TS/US (but that is rarely profitable), but not for the more interesting
inter-system transport jobs.

I don't suppose there's any hope of getting access to the original
code to fix known bugs in the engine. Ah, for open source software!

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12 years 8 months ago #17176 by SRC
Does POG support recursion? That would simplify my "count child
and grandchild and greatgrandchild ..." coding for the tug pod
train.

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12 years 8 months ago #17177 by SRC
Spider Tug Pod Train is working. I moved the dockport on the large and
small "trapezoid" shaped pods to the side and added another port on the
other side, so these are now dual stackable along with the cubic pod.

A long pod train is very unwieldy and hard to accelerate. The tug
takes nearly a minute to accelerate to its top speed pulling
a train of 3 each of the "freightpod", "cargo_pod" and "container_pod"
(versus 5 seconds to top speed unladed).

I'll post screenshots at the Torn Stars forums with links here
once I learn how to do that (and am admitted to the Torn Stars
forum; I am having the same problem logging in as reported by
CDel last month.

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12 years 8 months ago #17179 by cambragol
I was only vaguely aware of the child of child sims bug concerning capsule jumping. But now that you mention it I seem to recall discussion of it years ago. If that is true, then that represents a major stumbling block for cargo stacking.

However, it can easily be overcome by simply making the second row of cargo pods dock to the ship itself, via docks that are positioned over the location where a dock on a first tier docked pod would be. Then all the pods are docked to the original ship as children, not 'grand-children'. A unique dock type could be used for this. This would require code that recognizes when the first 'tier' of pods is full.

I don't think pog supports recursion, but I can't be certain. Just stared coding 3 months ago. Not that familiar with POG or coding in general.

I am actually the admin for the Torn Stars site, so if you are having trouble logging in, just as CDel did, that concerns me. I had to retool the whole log in for the site last month, as the spam bots were overwhelming the server, and my provider threatened to pull the plug unless I dealt with it. So I installed some Captcha code. However, it looks like no one has been able to complete their registration since then...

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