third party program nav control

Tips, tactics, and general discussion for Evochron Legacy.
49rTbird
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third party program nav control

Post by 49rTbird »

Hello crille___123, I don't believe the Sim will except that type of a mode. Welcome to the forum and the Sim.;)
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third party program nav control

Post by Jeremy »

From post: 99999, Topic: tid=6195, author=crille___123 wrote:when a use this is it possible to change cash in sp???

a have tried myself to change the savedata but it don't work for me, so if anybody can please help
Yes, as he said, this data is only saved, not loaded.
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third party program nav control

Post by crille___123 »

is there a way to get it to load aswell or is it to difficult to do?
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third party program nav control

Post by crille___123 »

is there a way to get it to load aswell or is it to difficult to do?

[Edited on 1-15-2011 by crille___123]

[Edited on 1-15-2011 by crille___123]
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third party program nav control

Post by Zule »

This is strictly something that is generated for outside programs to read and isn't read back in by the program at all. i don't think Vice will allow that sort of change to be made anyway due to the possible repercussions to the MP Mode of the game.
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third party program nav control

Post by GUNSLINGR »

with a txt document, is there a way to save the waypoints I have logged on my ship?

thanks,
-Gun
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third party program nav control

Post by SeeJay »

check you maplogx files. they are saved there
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GUNSLINGR
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third party program nav control

Post by GUNSLINGR »

From post: 100132, Topic: tid=6195, author=SeeJay wrote:check you maplogx files. they are saved there
TY,
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Post by Zule »

dx=abs(oldx-x)
dy=abs(oldy-y)
dz=abs(oldz-z)
speed=sqrt((dx*dx)+(dy*dy)+(dz*dz))
speed=speed*10

I can't get that to work for me, it never matches up to what you're showing on em even when I hold steady course and speed just in case. can be anything from 18 off to 200?? Very strange.
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Post by Atollski »

Don't forget to factor in the interval time to your calculation and base it from when the file was updated. If you are not reading from the file regularly or miss an update, it will throw your calculations way off.

dx=abs(oldx-x)
dy=abs(oldy-y)
dz=abs(oldz-z)
distance=sqrt((dx*dx)+(dy*dy)+(dz*dz)) // this is the distance travelled between file updates
time=fileUpdatedTime-oldTime // calculate the time interval between last two file updates. The very first reading will be way off...
speed = distance/time // applies the file load times to your calculation
speed = speed * constant // where constant is whatever number you need to scale your results back to the correct speed represented in-game

// prepare for next iteration
oldTime=fileUpdatedTime
oldx=x
oldy=y
oldz=z

Hope this works!

[Edited on 17/1/2011 by Atollski]
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third party program nav control

Post by Zule »

Closer but still way off, I'm working out the difference in 800ms update speed so i have (This is delphi)

Code: Select all

                                dx := abs(opx-ship.px);
                                dy := abs(opy-ship.py);
                                dz := abs(opz-ship.pz);
                                dist := sqrt((dx*dx)+(dy*dy)+(dz*dz));
                                tme := FileUpdatedTime - OldTime;
                                speed := dist / tme;
                                speed := speed*10000;
                                str(Speed:10:0, strn);  // This coverts speed to a string 10 digits with no decimals and I think might be the problem, not sure yet.
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Post by Zule »

My requests for additions to the file. (All in one place)


Total Fuel Capacity
Number of Cargo Bays loaded
Kill Count
Deaths (If you count this)
Mission/Contract Count


i'm also trying to work out rank, is that possible from the information included currently, or if you add my stuff?

[Edited on 18-1-2011 by Zule]
More stuff that would be useful to me at least and perhaps the cockpit guys

Space Frame
Associated equipment cargo type, engine, fuel etc etc. This data doesn't change much I know so it's not going to disrupt the flow too much I hope.


[Edited on 19-1-2011 by Zule]
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third party program nav control

Post by MapMan »

Im working on this zoomable and panable map and would like to include a plotting mechanism and use data from the game itself.

Would it be possible to have the output file in a JSON format?

The Map is an SVG and VML generated Map with data about systems and objects. Currently about a 1000 objects.

Its a Javascript Application and im planning on running it in Adobe Air for local file access. Will work great on Ipad btw. No flash.
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third party program nav control

Post by SeeJay »

There is a customizing kit available here: http://www.starwraith.com/evochronmerce ... nloads.htm
that might be useful! Check the readme!
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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third party program nav control

Post by MapMan »

From post: 100416, Topic: tid=6195, author=SeeJay wrote:There is a customizing kit available here: http://www.starwraith.com/evochronmerce ... nloads.htm
that might be useful! Check the readme!
Lots of customizing of in-game experiance. Wow. But no settings for the output textfile format. Thanks for the info. :-)
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third party program nav control

Post by DonGonzo »

Are there plans to add any more in-game data to the exported text file?

The text file also seems to have grown since this thread originated, so if anyone could help me clear up some fields it would be most appreciated:

Code: Select all

/file/savedata.txt

Value            Description                 Line No.
Empty	#equipment 7				57
Empty	#equipment 8				58
Pulsar	#?? ship frame?				59
3	#?? ship shields?			60
3	#?? ship cargobay?			61
2	#??					62
4	#??					63
0	#?? ship crew?				64
4	#??					65
1	#?? ship parts?	      			66
3	#??					67
34	#??					68
52	#??					69
65	#??					70
0	#??					71
This file is very useful for external data displays / MFDs. I understand the reasoning for not writing velocity and gravity data to file, but will the ability to poll things like MDTS, afterburner, throttle %, active thrusters, IDS, autopilot, jump drive, navigation and trade window status be possible?

Thanks in advance!
-Gonzo
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third party program nav control

Post by Vice »

I could probably add more details for the next update. Please post a list of each value you want added and I'll try to set some time aside to expand the list for the next test build.

Yes, the list was expanded further. Here is the current list:

Pilot Name (string)
Fuel (integer)
Cash (string, includes commas)
Cargo Bay 1 (string, cargo type and number, or will display 'Empty' if nothing)
Cargo Bay 2
Cargo Bay 3
Cargo Bay 4
Cargo Bay 5
Player Position X (integer)
Player Position Y (integer)
Player Position Z (integer)
Player Position SX (integer)
Player Position SY (integer)
Player Position SZ (integer)
Local System Name (string)
Energy Level (integer)
Front Shield level (integer)
Right Shield level (integer)
Left Shield level (integer)
Rear Shield level (integer)
Shield Level (integer)
Engine Damage (integer)
Weapon Damage (integer)
Nav Damage (integer)
Target Description (string)
Target Threat Level (string)
Target Range (integer)
Target Front Shield level (integer)
Target Right Shield level (integer)
Target Left Shield level (integer)
Target Rear Shield level (integer)
Target Engine Damage (integer)
Target Weapon Damage (integer)
Target Nav Damage (integer)
Target Cargo Bay 1 (string, cargo type and number, or will display nothing if out of sensor range)
Target Cargo Bay 2
Target Cargo Bay 3
Target Cargo Bay 4
Target Cargo Bay 5
Inbound Missile Alert (0 for off, 1 for on)
Particle Cannon (string)
Beam Cannon (string)
Secondary Weapon Slot 1 (string, will display 'Empty' if no weapon is loaded)
Secondary Weapon Slot 2
Secondary Weapon Slot 3
Secondary Weapon Slot 4
Secondary Weapon Slot 5
Secondary Weapon Slot 6
Secondary Weapon Slot 7
Secondary Weapon Slot 8
Equipment Slot 1
Equipment Slot 2
Equipment Slot 3
Equipment Slot 4
Equipment Slot 5
Equipment Slot 6
Equipment Slot 7
Equipment Slot 8
Ship Type (string)
Engine Class (integer)
Shield Class (integer)
Cargo Capacity (integer)
Wing and Thruster Class (integer)
Crew Limit (integer)
Equipment Limit (integer)
Countermeasure Limit (integer)
Hardpoint Limit (integer)
Total Kills (integer)
Total Contracts (integer)
Skill and Proficiency Rating (integer)
Military Rank (integer)
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third party program nav control

Post by DonGonzo »

Sorry if this is too greedy, I like to dream. Ignore some or all of these suggestions at your discretion, I tried to give them some weight from top to bottom. :D

Code: Select all

[most desired and/or seemingly useful]
Hull integrity 				[%]
Maximum part weapon range		[integer]
Maximum beam weapon range		[integer]
Maximum secondary weapon range		[integer]
Incoming voice transmission status	[0/1]
Incoming voice transmission sender	[string]
Outgoing voice transmission channel 	[if applicable, string?]
Outgoing voice transmission status	[0/1]
Targeted subsystem			[string]
Target faction				[string]
Target hull integrity 			[%]
Currently active wing order		[string?]
Temperature alert status		[0/1]
Tracking Alert / RWR Status		[-1=untrackable/cloaked,0=listed,1=tracking,2=locked]
savadata.txt update rate		[integer]


[would be useful for practical purposes]
Current countermeasure count		[integer]
Active secondary weapon / hardpoint	[integer]
Distance to navpoint [if possible]	[string?]
Incoming distress signal status		[0/1]
Incoming distress signal time		[integer]
Incoming distress signal type / text	[string]
Weapon <-> Shield energy balance	[signed integer?]
System/Sector Authority/Owner		[string]
Sector faction standings		[integer]


[would be useful for cosmetic purposes]
MDTS Status				[0/1]
IDS Status				[0/1]
Afterburn Status			[0/1]
Autopilot Status			[0/1]
IDS Throttle 				[%]
Nav window status			[0/1]
Trade window status			[0/1]
Ship-Ship trade window status		[0/1]
Tractor beam status			[0/1]
Avionics / HUD status 			[off/partial/full]
Targeting mode				[detail/list]
Missile Seeker Status			[0=no tgt,1=seeking,2=tone]
Hostile MDTS tracking alert 		[if possible, 0/1]


[least useful and/or most unlikely]
Multiplayer # active players		[integer]
Multiplayer latency			[integer]
Multiplayer loss			[integer]
RWR Direction 				[o'clock / 12,3,6,9]
Total hostiles in scanner range 	[if pos]
Total neutrals in scanner range 	[ "  " ]
Total friendly in scanner range 	[ "  " ]
Environment 				[0/1]
Fuel flow rate				[units/update rate?]
Image
Multi-function display, W.I.P.- the more I can display with it the more useful it will be.



Keep up the awesome work on this title, and thanks for taking the time out to listen & respond. :cool:

-Gonzo
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third party program nav control

Post by 49rTbird »

Hello DonGonzo, Welcome to the forum and the Sim. Have fun and hope to see you in Multi-Player sometime.:)
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Post by Vice »

New values added. Please test the new options and let me know if they work the way you want. Details below.
Hull integrity [%]
Already displayed after the shield levels. Description corrected.
Maximum part weapon range [integer]
Maximum beam weapon range [integer]
Added to list. Both weapons are tied to the same targeting system, so the range value is the same.
Maximum secondary weapon range [integer]
Added to list.
Incoming voice transmission status [0/1]
Incoming voice transmission sender [string]
Outgoing voice transmission channel [if applicable, string?]
Outgoing voice transmission status [0/1]
This information is tricky to compile since there can be multiple receiving threads and the data is spread out and designed for the current HUD display system. This is left out for now due to the potential performance hit that may result trying to parse this data to the 'savedata' system.
Targeted subsystem [string]
Added to list. Note: This value also uses the text.dat file, so its display can be customized along with the MFD indicator. When no subsystem is targeted, the value will be '----'.
Target faction [string]
Added to list.
Target hull integrity [%]
Added to list.
Currently active wing order [string?]
No stored value to use, omitted for performance.
Temperature alert status [0/1]
If this is in reference to the ship's heat signature, then this has been added to the list. 0 will indicate a relatively 'safe' heat signature level, 1 will indicate a detectable heat signature.
Tracking Alert / RWR Status [-1=untrackable/cloaked,0=listed,1=tracking,2=locked]
Added to list, but changed. Divided into two lines. First line indicates MDTS status, 0 for off, 1 for on, 2 for target locked. Second line indicates missile lock status, 0 for not locked, 1 for locked.
Current countermeasure count [integer]
Added to list.
Active secondary weapon / hardpoint [integer]
Omitted due to certain code complexities.
Distance to navpoint [if possible] [string?]
Added to list. If >20 sectors, '>20 Sectors' will be displayed.
MDTS Status [0/1]
Added above.
IDS Status [0/1]
Added to list.
Afterburn Status [0/1]
Added to list.
Autopilot Status [0/1]
Added to list.
Nav window status [0/1]
Added to list.
Trade window status [0/1]
Added to list, changed to inventory console value.
Ship-Ship trade window status [0/1]
Added to list.
Tractor beam status [0/1]
Added to list.
Avionics / HUD status [off/partial/full]
Added to list, 0 = off, 1 = partial, 2 = full.
Targeting mode [detail/list]
Added to list, 0 = detail, 1 = range list.
Total hostiles in scanner range [if pos]
Added to list.

The rest were omitted due to either unavailable data to poll from or performance concerns. So the new data list looks like this:

Pilot Name (string)
Fuel (integer)
Cash (string, includes commas)
Cargo Bay 1 (string, cargo type and number, or will display 'Empty' if nothing)
Cargo Bay 2
Cargo Bay 3
Cargo Bay 4
Cargo Bay 5
Player Position X (integer)
Player Position Y (integer)
Player Position Z (integer)
Player Position SX (integer)
Player Position SY (integer)
Player Position SZ (integer)
Local System Name (string)
Energy Level (integer)
Front Shield level (integer)
Right Shield level (integer)
Left Shield level (integer)
Rear Shield level (integer)
Hull Level (integer)
Engine Damage (integer)
Weapon Damage (integer)
Nav Damage (integer)
Target Description (string)
Target Threat Level (string)
Target Range (integer)
Target Front Shield level (integer)
Target Right Shield level (integer)
Target Left Shield level (integer)
Target Rear Shield level (integer)
Target Engine Damage (integer)
Target Weapon Damage (integer)
Target Nav Damage (integer)
Target Cargo Bay 1 (string, cargo type and number, or will display nothing if out of sensor range)
Target Cargo Bay 2
Target Cargo Bay 3
Target Cargo Bay 4
Target Cargo Bay 5
Inbound Missile Alert (0 for off, 1 for on)
Particle Cannon (string)
Beam Cannon (string)
Secondary Weapon Slot 1 (string, will display 'Empty' if no weapon is loaded)
Secondary Weapon Slot 2
Secondary Weapon Slot 3
Secondary Weapon Slot 4
Secondary Weapon Slot 5
Secondary Weapon Slot 6
Secondary Weapon Slot 7
Secondary Weapon Slot 8
Equipment Slot 1
Equipment Slot 2
Equipment Slot 3
Equipment Slot 4
Equipment Slot 5
Equipment Slot 6
Equipment Slot 7
Equipment Slot 8
Ship Type (string)
Engine Class (integer)
Shield Class (integer)
Cargo Capacity (integer)
Wing and Thruster Class (integer)
Crew Limit (integer)
Equipment Limit (integer)
Countermeasure Limit (integer)
Hardpoint Limit (integer)
Total Kills (integer)
Total Contracts (integer)
Skill and Proficiency Rating (integer)
Military Rank (integer)
Gun Range (integer)
Missile Range (integer)
Targeted Subsystem (string)
Target Faction ID (string)
Target Hull Level (integer)
Heat Signature Status (integer, 0 = safe, 1 = detectable heat signature)
MDTS Lock Status (integer, 0 = off, 1 = on, 2 = target locked)
Missile Lock Status (integer, 0 = not locked, 1 = locked)
Countermeasures (integer)
Energy Bias Setting (string, Shields/Weapons)
Nav Point Distance (integer, will display '>20 sectors' if more than 20 sectors)
Inertial Status (integer, 0 = off, 1 = on)
Afterburner Status (integer, 0 = off, 1 = on)
Autopilot Status (integer, 0 = off, 1 = on)
Navigation Console Status (integer, 0 = off, 1 = on)
Inventory Console Status (integer, 0 = off, 1 = on)
Trade Console Status (integer, 0 = off, 1 = on)
Tractor Beam Status (integer, 0 = off, 1 = on)
HUD Status (integer, 0 = off, 1 = partia, 2 = full)
Target Display Status (integer, 0 = detail, 1 = list)
Total Hostiles in Radar Range (integer)

For the new test build with these options, visit this thread: http://www.starwraith.com/forum/viewtop ... #pid111760
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third party program nav control

Post by DonGonzo »

Excellent! I've tested almost all of them now and most work.

Could you please check that AUTOPILOT is returning the correct value, I cannot get that particular one to work.

Also, the HEAT variable seems to activate when any heat producing source on your ship is active... thrusters of any kind basically, which is useful in its own right but what I meant was for friction heat / hull damaging heat-- perhaps over-speed/over-g would have been a better term to use. Either way, would such a variable be possible?

Everything is coming together quite nicely-- thanks again for your time.

-Gonzo
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Post by Vice »

I've corrected the autopilot value for the next update. It's values will be:

Autopilot Status (integer, 0 = off, 1 = form on target, 2 = fly to nav point)

Not sure there is an efficient way to poll a value for atmosphere overspeed damage to the hull, at least without adding some new code to monitor certain value changes, so I'll probably wait on that. The heat signature option could prove helpful though, particularly in combat, so I'll keep that in place.
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Post by Hopsalot »

Thanks for re-visiting this Vice!

I would like to suggest that the targeted ship status (Friendly, Hostile, Neutral) each have an integer value of 1 or zero. This would be an easy way for people with custom displays to change colors (Green/Red/Yellow) on their target ship display.
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Post by Vice »

I want to avoid changing any existing values to retain legacy compatibility. Are you able to poll the string value? Or if not, maybe just analyze the first character?
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Post by Hopsalot »

I was thinking of 3 new lines added below. I don't like the legacy information upset either (takes too long to deal with.) My existing system works with fairly dumb logic. It is a Windows system performance monitor driving the MFD displays. I was hoping for 3 categories that I could create graphs for, when they are zero, no graph, when they are 1 or 100 they make the graph(s). This would then appear as bars, arcs, or circles and outline the target ship MFD in a proper color.

If you would not be opposed to even more additional lines, a similar arrangement could be used for ship type. Any ship not present would have a zero any ship present would have a 1 or 100. This would allow custom drawings to be inserted for each ship type. I suppose that this could also be done via a program parsing the ship name, but the system already has 2 programs talking and updating. Depending on the update rate, this can get jumpy when flying near the surfaces of objects. Adding something else to the loop to query the file for info may slow things down too far to deal with. (Though I do have some new hardware that may solve this when I have the time to install.)

Thanks!