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[SCRIPT] (NOS) Navigation Override System Mk1

Posted: Sat, 31. Dec 05, 20:14
by moggy2
Title: Xai Corp. Navigation Override System Mk1 (NOS)
Version: 1.2
Download: www.xai-corp.net/project/XaiCorp-NOS
Description:
Description: Overrides the autopilot to avoid dangerous situations

This script is for those traders amongst us, who prefer a more peacefull existance to the fighter jocks, and will hopefully make your transports less prone to being caught in firefights.

The command requires the Ecliptic Projector to be fitted on any ship you wish to use the command on.
In an increasingly hostile universe the simplistic remote commands for ship are getting ships needlessly destroyed. In an attempt to correct for this problem, and provide for some danger awareness in automated ships, Xai Corporation has devised a system that can be plugged into any ship and provide an automated response to possible dangers.

The NOS runs on an Auxiliary Command Slot and monitors the ship's scanners. If hostile ships are detected it will take action to avoid the danger. The actions range from steering wide of the danger to docking at the nearest station if it believes it is in immediate danger.
Feedback into how well this functions and whether any changes to the behavior are needed are much appreciated.

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Command Slot Used: Ship 16
Textfile/Textpage: 7240
Logfile: 5 (debug mode only: not normally active)

Posted: Sat, 31. Dec 05, 20:40
by Githyanki
The station trader script has some workable danger avoidance stuff.
http://forum.egosoft.com/viewtopic.php?t=110417

Mostly jump out, launch some drones, and call for help. I am not sure if the last one calls me, or local patrols.
Avoiding the danger by flying out of the way would be a great idea.

Posted: Sat, 31. Dec 05, 20:41
by Red Spot
very nice ...

I've wanted to make something similair for my UPS script but it ended up a lot simpler ..

anyway .. maybe add this on top off the check ..

Code: Select all

Dest= THIS -> get destination
if dest
if dest is sector
sec.owner = dest -> get owner race
if sec.owner is enemy race
'panic'
sorry for the 'simple' code .. but I think you'll get what I mean ..


G

Posted: Sat, 31. Dec 05, 20:49
by moggy2
Red Spot wrote: if sec.owner is enemy race
'panic'
good idea

Posted: Sun, 1. Jan 06, 18:55
by moggy2
It's now partially functional. steering clear of enemy ships appears to work.

Posted: Tue, 3. Jan 06, 14:06
by Githyanki
It seems if my ship has weapons mounted, it has a personality conflict going on. It will attack enemies, then send out an alert and run. The behavior seems better if I disable all weapons.
At the very least, this plugin does make the ships alert me when they prevoisly wouldnt. I hated it when I would check on progress and find that my discoverer had dissapeared.
Thanks again moogy2 !!

Posted: Sun, 8. Jan 06, 05:17
by moggy2
Version 1.1 released.

Everything seems to be working fine. Some feed back on it's behaviour in the wild would be apreciated.

The split personality of attacking and then running is probably due to an agressive setting on your turrets. Check your turret commands and Friend/Foe settings if you don't want to attract unwanted attention. NOS should now try and keep around 10km from enemy ships making this less likely now anyway.

Posted: Sun, 8. Jan 06, 20:08
by CO. Dragon Corp
I really like the idea, but there's one problem that prevents me from trying it:

The need for having the ecliptic projector installed.

I do see the reason to make it a little more interesting by adding some....difficulties. But for me these wouldn't be difficulties, it would be nearly impossible:

I got 20 or more freighters. So I need to grab all of them and order them to an equipment-dock that sells the ecliptic projector. As none of them has got a jump drive I need to make them a huge convoy of freighters, guarding this trek until it reaches its destination.

And the worst thing is that in all the time my factories will stand still, respectively run empty on e-cells, which is really bad.

Would you consider changing it? That would be great :wink: .

Posted: Sun, 8. Jan 06, 20:15
by DeadlyDa
CO. Dragon Cor,

One possible solution is to load a fast M5 with the Ecliptic projector, and then have it chase down a freighter (using the follow comand). Once it got close enough, you could use the Xai Remote Transporter to shift the Ecliptic Projector over to the freighter. Then have the M5 go get another one, chase down another freighter, ect, etc.

It may sound like a pain, but if you were really running a trading empire with 20 interstellar freighters...you be doing something very similar in order keep your fleet on the latest version of your software.

...just a thought.

Posted: Sun, 8. Jan 06, 20:27
by moggy2
actually the best option is the Fleet Support Ship software and an M5. Just tell the M5 you want an Ecliptic Projector delivered to your TS and it'll do it, if it can find one. (FSUP: the swiss army knife of x-scripts :P )

I'm not making this a freebe. It's already too cheap for what it potentially provides. And if it increases sales of XaiCorp's other software, hey that's business :D

Posted: Sun, 22. Jan 06, 00:27
by Tritous
moggy2 wrote:The split personality of attacking and then running
anyone else see any irony in this?

Posted: Mon, 23. Jan 06, 16:16
by Hotpot
Will this work with the Station Trader script I have installed? Cheers. Sounds like a great idea.

Posted: Mon, 23. Jan 06, 19:47
by moggy2
Hotpot wrote:Will this work with the Station Trader script I have installed? Cheers. Sounds like a great idea.
It should work with any script.

Posted: Sun, 16. Apr 06, 13:06
by Fahlsten
Can't wait to try this script. Hopefully it'll make sure they stay out of trouble. I just had a UT getting killed in Xenon Sector 457!??? What was it doing there?? I guess, he had it coming :)

So all I have to do, is to equip my UT's with a ecliptic projector!?

Thanks for some great scripts!!

Posted: Mon, 9. Oct 06, 15:21
by Criminal_Colt
Can I just check that all this script requires is for an ecliptic projector to be present?

The reason I ask is that you mention in the original post that it is available or uses an Auxillary Command Slot. The thing is, I don't see it listed anywhere.

Is this normal or have I not installed it correctly?

Posted: Mon, 9. Oct 06, 17:24
by moggy2
press page down in the ship command menu and you´ll see lots of other command functions including 2 slots for extra ship commands. Some people call them ship commands others call them auxiliary ship command slots

Posted: Tue, 10. Oct 06, 00:41
by Criminal_Colt
Thanks moggy but when I go there I only have 2 sets of commands, two for missile defence and 2 for commercial representation or something.

Thanks,

Posted: Fri, 27. Oct 06, 19:40
by moggy2
updated.

added use of jumpdrive and fighter drones.
added some optimisation so it doesn't cause such a slowdown with several running.

Posted: Sat, 18. Nov 06, 17:09
by Jimmy Jazz
Would be great to combine this script with a player response script. The player designates combat ships for use in rapid response functions. When a trader gets into serious trouble it calls in the rapid response ships which jump to the rescue.

Just an idea

Would Like too

Posted: Sun, 3. Dec 06, 12:13
by twinview
But I cannot seem to get the Download link to work to get the script to download .... Tired of my Brain Dead Pilots running into Xenon Sectors... were talking Lv 25 Traders too how sad.... cost alot to replace.... thanks :lol: