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Halfton

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  1. Yes, I reported this issue last year. Not sure if it is a bug or a "feature". Also, orientation is not kept when doing a transform. This goes for gyros and also for directional thrusters.
  2. Thank you so much for your help. It works a treat now! Best Regards Andy.
  3. Looking at the game log, I am getting a lot of these errors: xxxxxxxx: mods/MoveUI/scripts/player/ShipNotifier.lua: Function 'detect' is uncallable from remote. To call it from remote, enter it into the 'Callable' table with 'callable(...).' I guess this is why the mod is not working for me. Have I done something wrong in setup? Does there need to be an update for the newer Beta versions? Anyone with any Lua knowledge know how to put this right?
  4. Great mod - however, I have had some problems getting it to work on Linux. I think it is sorted now, but you might like to make a few changes to your scripts to make it Linux friendly! So, basically, you have to change all occurrences of: data/mods/avorionmultiverse with data/mods/AvorionMultiverse in all your scripts. This is so that Linux can find the mod folder. As you probably know, Linux file names are case sensitive. Otherwise, it seems to be working great at the moment.
  5. Yes, I am using this mod on current Beta version. Seems to work fine, no problems as yet.
  6. In my opinion, this is not an exploit at all. The embedded blocks still need engineers, mechanics, etc. They still count towards weight. The still cost money and resources. As the previous poster says, you sometimes need to use this method if you want your built and fitted ships to look decent as well as have decent acceleration and agility, shields, cargo space, etc. etc. Please do not "fix" this. AFAIK the "random" AI ships use this "exploit" quite a bit anyway, so it is not as if we "get one over" on the AI by doing this.
  7. Hi, I thought I would share my quick'n'dirty Google docs spreadsheet that generates the XML code for a "nested block". I have not put in any checks to make sure you are specifying a valid block. for example if you try to create a Trinium inertial dampener it will let you but the resulting block will not be there when you import the XML into the game. It will just ignore it. Anyway, here is the link, and I hope it is useful for someone: https://drive.google.com/open?id=1r5k-I74sa4-1mYPfrCIHUmykHddvXD9ZYtZIYtwGdQU
  8. I am having a little difficulty with this mod. I have MOVEUI installed and configured and it appears to be working as it should. I have installed ShipNotifier as described. When I restart Avorion, I can fond the ShipNotifier on/off checkbox on the main page of the MOVEUI setup dialogue and I have also located the ShipNotifier configuration page. Selecting the "Show Friendlies" checkbox and turning on the function on the main MOVEUI page, I can see the outline of the ShipNotifier box, but when I click to display the actual info, I see nothing there. This is in a sector with many friendlies (I am admired here), plus two of my other ships. I am on Beta 21.2. Does anyone have any suggestions as to what I can do to rectify this?
  9. I have a dedicated mining ship. Often, when I give it the mining order it will for some reason engage reverse and boost backwards at max. speed. It will do this until I realise what has happened and give it the "Escort Me" order, at which time it will come to a halt and start approaching me again. If I then give it the "Mine" order again it will, most of the time, start mining normally. I have noticed this now several times in a 2 or 3-hour mining spree.
  10. Found a strange issue with fighters today. I parked a carrier near to a jump gate, then told my mining fighters to do some mining. After a while I ordered them back to the ship, only to get a message pop up to say that I had just paid a fee for using a gate. Looking at my fighter roster I found that half a dozen fighters were not in the hangar, but apparently, all had returned. I used the nearby gate, and as soon as I had landed on the other side, the fighters that were "missing" started to return to the hangar. So, it looks like if a warp gate happens to be in the flight path of a fighter it will fly right through it and emerge in the connected sector. Is this intentional, or does there need to be a tweak to the fighter flight paths to make sure they avoid going through gates?
  11. I am not sure if this is a bug or not, but it sure is annoying. The problem is that when you order a ship to salvage with fighters, it goes off, and starts salvaging. If a particle of salvage or a brick of cash happens to fly off and is not picked up by a fighter, all the fighters go back into the ship, which then painstakingly crawls over to the particle to scoop it up. After it has done that all the fighters are re-deployed and start salvaging again. This is endlessly repeatable, and takes a huge amount of time. Would it be possible to change this behaviour and just leave the odd bit of resource/money or else send a fighter over to collect it?
  12. In the ship builder, using the transform tool. I select a directional thruster or gyro block and set the orientation. For example. I might set the thruster to left/right or the gyro to yaw. I press the transform tool and transform a piece of internal framework into the thruster/gyro. More often than not, the transform does not remember the orientation of the block that I have just set. A gyro set to yaw might transform into a gyro set to roll for example. This makes it difficult to transform reserved internal framework space into a gyro or thruster in order to fine-tune performance once the ship has been armoured and visually completed.
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