liquidx wrote:Some more in-depth statistics might be nice =)
Things such as station income, rate of income, etc.
An small extension to the station information page could easily provide this type of data, but trying to actually track that income would be near impossible, so I'll stick to calculating potential profits.
liquidx wrote:One of the features I've seen you mention multiple times is a dynamic signature.. While I personally do not want this feature, I can see why other people would.. And if you'd like some help with this I have extensive experience with PHP, GD, and ImageMagick (MagickWand for PHP).
I have experience with it too. I use to have a nice little dynamic signature that allowed people to change the quote in it, but thanks for the offer, and if I get behind, I'll talk to you =]
liquidx wrote:One thing that would be nice but I don't know how possible this is would be is complex hub support..
Each module to a hub is shown as a station in the property view..
I'm reluctant to modify settings there for fear it may screw up the settings on the hub.
This could be a viable option, but only if certain naming techiniques were followed, so I could possibly add this as a 'plugin' type of feature, enabled or disabled via a control panel. I could search for specific phrases in the station names that could then differentiate between complex hubs and complex spokes. Definitely would have to be very hard-coded way of doing things, unless 1.3 introduces a nice set of complex-based script commands (very doubtful).
liquidx wrote:Also, this is a very small thing but it would be nice if the front-page statstics (stats.php) under ships would show individual ship types instead of ship classes.. My game is only 6-7 days in so maybe I don't have a TON of ships yet, but for me the list would not be too long to fit.
The reason:
I go out and cap ships alot, I claim them and then give them order to head to the nearest shipyard to be scrapped.. It would be kinda nice to be reminded that I have ships that need to be sold, as I pay attention to the X3 RPM page while I play (dual computer/monitor setup).
Hmm, this might be a tough thing to do, since it would most likely require a LOT of overhead on the X3 side of RPM, but I will look into it, see if I can find a better mouse trap...
--------
Zzyn wrote:How does this affect the SETA status? Can SETA be turned back of if you issue a new command to a ship or something? I just don't want SETA shutting off and staying off...
Thanks!
Zzyn
Unfortunately, if you issue a command to the ship currently occupied by the player, SETA will most likely be turned off, and it cannot be turned back on via script. So if you want to use SETA, just dock your playership somewhere and DONT give it any commands from X3RPM. As long as you don't give the player's ship any commands, SETA should still work just fine.