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RE: Crew.
Posted: Sat Jan 26, 2013 2:15 am
by celticfang
It's worked fine in the 20 minutes I played, is there a table that's easily readable of what ship has what min/max crew? I tried reading the lua but on my small screen it just winds up giving me a headache, I'll try again on my bigger screen
RE: Crew.
Posted: Sat Jan 26, 2013 2:26 am
by robn
Open the console (with the backtick (`) key) and type:ShipType.GetShipTypes("SHIP", function (s) print(string.format("%s min %d max %d",s.name,s.minCrew,s.maxCrew)) end)The output will probably roll off your screen, but it will also go to stdout.txt.
RE: Crew.
Posted: Sat Jan 26, 2013 2:31 am
by Vuzz
[url]http://spacesimcentral.com/ssc/topic/3354-crew/page-2#entry36164[/url]
RE: Crew.
Posted: Sat Jan 26, 2013 4:14 am
by fluffyfreak
Ah ok. Figured I was doing something wrong somehow. Out of curiosity, what is the problem with putting pioneer-thirdparty in the main folder? It's worked for me everytime I've done it. Not disputing that it is the wrong way to do it just wondering what's the reasoning behind it and potential problems. If you're just downloading the sourcecode as a zip/tar then it's probably ok, not as convenient as you have to copy it into each copy of the pioneer sourcecode you ever grab, but it should work. However if you've actually using GitHub to fetch the source then you've got two repositories on top of each other, which means that each one can see the others files but they're not checked in. So if you clean one of the repositories to get rid of unused files, it will actually remove ones that are supposed to be in the other. Then of course you might also have conflicts with similarly named files in the same folders, or changes in on repository breaking the other etc. Also my example of having two copies of pioneer checked out is only what i'm down too at the moment, on my main development PC I have 6!

RE: Crew.
Posted: Sat Jan 26, 2013 4:16 am
by fluffyfreak
i have a question about integrating some news ships, in these case i must just def max and min crew in ships lua ? i mean there is nothing must added in src for an added ship ? You don' need to change any source to add a new ship. it's all done through Lua. That's how we support mods with other ships etc.
RE: Crew.
Posted: Sat Jan 26, 2013 4:35 am
by Vuzz
thanks for the answer fluffy. that's fine , going to test that
RE: Crew.
Posted: Sat Jan 26, 2013 6:31 am
by celticfang
I like the fact my 65 piloting crew (after 14 hours) can fly and land anywhere at all. Oh and attack anything that is a target.However, I can't find a decent engineer or navigator
RE: Crew.
Posted: Sat Jan 26, 2013 12:19 pm
by Brianetta
No, no source code changes are needed for new ships.
RE: Crew.
Posted: Sat Jan 26, 2013 1:32 pm
by celticfang
Either I'm gaming the system or getting very lucky with the crew randomizing.Started at Earth, got a 60 pilotWent to Mars, 65 engineerTo the Moon, 60 navigationThen to the stationa round Earth, 65 sensors.I like this crew a lot, I like it. Yeah, they may cost a lot, but they are worth it. And all that in a Caribou I'm slowly turning into a spacebound fortress
RE: Crew.
Posted: Sat Jan 26, 2013 10:57 pm
by Brianetta
You got quite lucky. Then again, you probably know how to look for crew properly.Sol has so many crew going that you can generally find everybody you'd ever need. A combination of very high population and an extraordinary number of starports (22 in total) gives you 330 potential crew members to choose from. More, if you game the system by hiring and then promptly firing unskilled crew.
RE: Crew.
Posted: Sun Jan 27, 2013 4:15 am
by celticfang
Which I was doing (which I don't consider gaming, it happens in the real world too with turnover in any job) Trying it again now and landed a 45 engineer, 60 navigation, 50 sensors and 50 piloting within 40 mins of starting (real time)
RE: Crew.
Posted: Sun Jan 27, 2013 10:59 am
by Brianetta
Clearly there's a balance issue to address here....if you game the system by hiring and then promptly firing unskilled crew.By promptly, I mean within seconds. There's a limit of 15 crew adverts at a time, and once you hire some of them others can show up, in very busy systems. The lowest aspirants (with $10 weekly wage) won't show up there again if you fire them. Too traumatised by you.
RE: Crew.
Posted: Sun Jan 27, 2013 12:03 pm
by sapog662
A very good idea. But I have this script killed the game. When hiring a crew member, for payment of money, the game killed - red Windows error.(
RE: Crew.
Posted: Sun Jan 27, 2013 12:26 pm
by walterar
Try this Crew.zip (Pioneer System Mod.) only with this [url]http://sourceforge.net/projects/pioneerspacesim/files/nightly/pioneer-e587dea-win32.7z/download[/url] (Or equivalent version in other OS)
RE: Crew.
Posted: Sun Jan 27, 2013 4:28 pm
by Brianetta
Interesting. What did the error say?
RE: Crew.
Posted: Mon Jan 28, 2013 6:27 am
by celticfang
Clearly there's a balance issue to address here.By promptly, I mean within seconds. There's a limit of 15 crew adverts at a time, and once you hire some of them others can show up, in very busy systems. The lowest aspirants (with $10 weekly wage) won't show up there again if you fire them. Too traumatised by you. There is.Oh and saving the game breaks it with an LUA error.
RE: Crew.
Posted: Mon Jan 28, 2013 6:51 am
by Brianetta
I need more than that. What does the error say?
RE: Crew.
Posted: Fri Feb 01, 2013 4:47 pm
by Brianetta
OK, the first error looks like you saved the game but a ship had ceased to exist. Clearly, I need to explicitly check for that. That was useful, thanks.The second error is probably something stupid that I did, although (obviously) I don't know what, yet...
RE: Crew.
Posted: Fri Feb 01, 2013 4:57 pm
by Brianetta
I'm having trouble with the second error (the hyperspace one). Can you check something for me - in your F3 screen, in the crew tab, try to give your crew an order. If it crashes there, then I suspect you don't have all the scripts in the right place.Good news, though - the latest nightly has Crew in it, ready to play.
RE: Crew.
Posted: Fri Feb 01, 2013 6:27 pm
by Brianetta
That third error is from some other script, not one that we wrote. Pioneer does not come with a script named "ChangeOfEnrolls.lua".The number of crew you have doesn't matter. You can still give orders to your crew; they just won't get carried out. The additional tab does not appear or disappear when you hire people, it's always there. If you don't have it, it's because you have an old version of the UI script.I don't think you have all of the Crew scripts installed properly.