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RimWorld => Releases => Mods => Outdated => Topic started by: Cpt.Ohu on April 23, 2017, 03:44:16 PM

Title: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on April 23, 2017, 03:44:16 PM
(http://i.imgur.com/LTiaZtB.png)


Description:

The third spinoff to come from my main mod (https://ludeon.com/forums/index.php?topic=28422.0) is here.

This mod adds spaceships for suborbital travel to the game. They work similar to transport pods, but are of course reusable and offer the possibility to hop around the world map way faster than traveling by foot.

Features



  • The OHU Kestrel: A smaller variant of the regular dropship. Limited cargo area and passenger seats and high fuel consumption are compensated by +50% speed.



    (http://i.imgur.com/eRjrDUJ.png)


    Manufacturer: OHU (Orbital Hubs United)
    Fuel Capacity: 500 u
    Maximum Cargo Capacity: 185 kg

[/list]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 23, 2017, 03:55:19 PM
Shipyard


These are extra ship types that have been created for the base mod.

How to install:
- Unzip the contents and place the directories 'Def' and 'Textures' in the base mod folder.


Firefly


Known from the series Serenity, this Firefly-class ship is an unarmed freighter.

Authors:  Raizen (Artwork)
              Cpt.Ohu (XML)


Download Firefly (https://www.dropbox.com/s/4i8jtu7jq3j5dcs/Firefly.zip?dl=0)


(http://i.imgur.com/sn8K0w1t.png) (http://i.imgur.com/sn8K0w1.png)




Industrial Locomotion Pack

An early game option for air travel, these industrial era vehicles will go neither far nor fast, but still beat going on foot by a longshot. If you like the style, check out the WIP Industrial revolution mod (https://ludeon.com/forums/index.php?topic=33189.0).

Author:  Inverness (Artwork, XML)


Download Industrial Era Planes Standalone (https://www.dropbox.com/s/khutj019wlyb1b0/IR_Biplane_Airship.zip?dl=0)


(http://i.imgur.com/OQYXWtG.png) (https://ludeon.com/forums/index.php?topic=33189.0)
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: MrDoritosMan on April 23, 2017, 05:00:03 PM
Any chance you can fix that error so I can add it to old save?
btw awesome work you done!  ;D
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 23, 2017, 05:17:16 PM
Ok, I got a quick fix in that might work in most cases.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on April 23, 2017, 05:39:33 PM
Without mods the arrival via dropship works as intended. Lovely animations, and the world map movement is fun to watch.

But the technique used to install the arrival seems incompatible with EdB's prepare carefully, a popular mod. Anyone having some info on how to create an additional arrival method, please contribute! :)

Mods\Core\Defs\Scenarios\ScenParts_Fixed.xml
--------------------------------------------
  <ScenPartDef>
    <defName>PlayerPawnsArriveMethod</defName>
    <label>arrival method</label>
    <category>Fixed</category>
    <scenPartClass>ScenPart_PlayerPawnsArriveMethod</scenPartClass>
    <summaryPriority>470</summaryPriority>
  </ScenPartDef>
 
Mods\EdBPrepareCarefully\Defs\Scenarios\ScenParts_Fixed.xml
----------------------------------------------------------- 
  <ScenPartDef>
    <defName>ConfigPage_ConfigureStartingPawns</defName>
<label>starting people</label>
    <category>Fixed</category> 
<scenPartClass>ScenPart_ConfigPage_ConfigureStartingPawns</scenPartClass>
<pageClass>EdB.PrepareCarefully.Page_ConfigureStartingPawns</pageClass>
<summaryPriority>500</summaryPriority>
  </ScenPartDef>

Mods\OHU-Dropships-1.0\Defs\Scenarios\ScenParts_Various.xml
------------------------------------------------------------ 
    <ScenPartDef>
    <defName>DropShip</defName>
    <label>start with ship</label>
    <category>Misc</category>
    <scenPartClass>OHUShips.ScenPart_StartWithShip</scenPartClass>
    <maxUses>1</maxUses>
  </ScenPartDef>
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 23, 2017, 05:49:56 PM
You'd have to expand the vanilla enum, which isn't that easy.

Atm I'm removing the vanilla arrival ScenPart to prevent it from firing. If EDB is throwing errors, this may be the reason. I'll look into delaying the removal of the ScenPart to a later moment. Alternatively I think I know how to get around this, but it means more detours.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on April 23, 2017, 06:08:00 PM
Prepare Carefully isn't throwing errors, it's just that the drop-ship doesn't happen with that mod installed. Colonists arrive by normal drop-pod instead, with no ship in sight.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Robloxsina66 on April 23, 2017, 06:38:01 PM
the textures doesn't appear
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: ChaosChronicler on April 23, 2017, 06:53:15 PM
Sorry if this is a bit foreword but are any of us allowed to submit ship designs?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 24, 2017, 01:51:38 AM
Quote from: AngleWyrm on April 23, 2017, 06:08:00 PM
Prepare Carefully isn't throwing errors, it's just that the drop-ship doesn't happen with that mod installed. Colonists arrive by normal drop-pod instead, with no ship in sight.
In that case either the ship ScenPart gets removed or doesn't fire properly. I'll have to take a closer look.

Quote from: Robloxsina66 on April 23, 2017, 06:38:01 PM
the textures doesn't appear

Like, at all? Please send me a screenshot and/or log via PM.

Quote from: ChaosChronicler on April 23, 2017, 06:53:15 PM
Sorry if this is a bit foreword but are any of us allowed to submit ship designs?

Sure  :)
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Robloxsina66 on April 24, 2017, 07:39:01 AM
the first error log

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Robloxsina66 on April 24, 2017, 07:39:29 AM
then the second log

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Robloxsina66 on April 24, 2017, 07:40:20 AM
and then the whole ship

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 24, 2017, 11:25:50 AM
Looks like no Textures are loaded at all. Are they missing? Go to the mod folder and to Textures to see if images are present. If not or the error occurs regardless, redownload the mod, and replace it in your mod directory.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Robloxsina66 on April 24, 2017, 12:19:56 PM
alright then i will try that
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Man_Jones on April 24, 2017, 12:44:44 PM
Is there a chance an enemy faction might attack with one of these or is that not implemented yet?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 24, 2017, 12:57:55 PM
Working on that, the code is almost finished.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Wendigo on April 24, 2017, 02:24:37 PM
Looking forward to giving this a spin.  I've been wanting some sort of proper vehicle option to speed up overmap travel for a while now, and the ability to form up multiple aircraft into fleets is excellent.  Do you have plans for additional aircraft, or variants of the standard unit in the basemod?  I'd also like to see more turret options, but that's lower priority.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 24, 2017, 04:50:27 PM
Well a Ground to Air option should be a given as soon as Air to Ground is possible.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 24, 2017, 05:03:31 PM
Quote from: Wendigo on April 24, 2017, 02:24:37 PM
Do you have plans for additional aircraft, or variants of the standard unit in the basemod?

I kinda hope I've opened the floodgates for aircraft ideas, so people start making their own. The dropship is just there to show what can be done.

What kind of ship would you want to see?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: faltonico on April 24, 2017, 05:15:07 PM
Can i manually edit my save file to include your mod?
Do maps delete themselves when every pawn is inside the ship? like in the base game with drop pods? it is dumb question but it worries me xD
Thank you for the new toy!
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Wendigo on April 25, 2017, 12:11:30 AM
Quote from: Cpt.Ohu on April 24, 2017, 05:03:31 PM
I kinda hope I've opened the floodgates for aircraft ideas, so people start making their own. The dropship is just there to show what can be done.

What kind of ship would you want to see?
Probably a larger cargo bay, or a longer-range one; I need to actually load up Rimworld and give it a spin before I can give constructive response, though.

Or at least open up the mod itself and see how complicated adding new aircraft is.  :P

EDIT: It looks like I'd only need to create an entry in Ships.xml, though I can't find where weight capacity is defined.  Would there need to be any additional .dll work, or is it just a matter of making an entry and (optionally) giving it different graphics?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 25, 2017, 12:42:32 AM
It's just XML modding. You need to add your own thingefs, one for the actual ship and one for the leaving animation. The cargo capacity is defined in the Compproperties_Ship part, as well as passenger seats, fuel type and fuel capacity.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Minnigin on April 25, 2017, 02:24:15 AM
This is cool, I changed my gun to a charge rifle and made it OP as hell just to drop in and murder outposts with just the ship in secs flat lol good times
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: dziwigor on April 25, 2017, 06:41:25 AM
Question I have:
Where to these dropship land?
I mean when you return to "home base" "docking area" :)

Becouse first thing I thought was building Serenity-shaped dwelling and using Dropships as shuttles. Also is here anyone who is skilled enough to create shuttle graphics? :)

and one other thing: anyone knows if there is any addon that adds predefined structures in your colony?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: bonmar14 on April 25, 2017, 08:30:07 AM
Hi I have an error when I assign a ship to a fleet
this error pops up

Could not load UnityEngine.Texture2D at Things/IoM/Ships/OHUDropShipFleetIcon in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
OHUShips.CompShip:get_fleetIconTexture()
OHUShips.ITab_Fleet:DrawFleetMember(Single&, Single, ShipBase)
OHUShips.ITab_Fleet:DrawFleetEntry(Single&, Single, KeyValuePair`2)
OHUShips.ITab_Fleet:FillTab()
Verse.<DoTabGUI>c__AnonStorey3C6:<>m__566()
Verse.ImmediateWindow:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Also the error just spams until i remove the ship from the fleet
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: jecrell on April 25, 2017, 11:11:57 AM
I'm not here to report any bugs or say anything other than.
You magnificent bastard, you did it.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Man_Jones on April 25, 2017, 11:22:50 AM
Ok so a question when it said harmony was used for detours does that mean harmony needs to be installed too? I ask because for some reason when my guys finished building it I essentially voided my resources.
Heres the log
[spoiler] Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0 [/spoiler]
Edit: it appears I cannot get spoilers to work.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Bunkier on April 25, 2017, 12:00:27 PM
I don't know how the heck you done that but that's just :oo
(http://www.reactiongifs.com/wp-content/uploads/2013/10/tim-and-eric-mind-blown.gif)
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: sidfu on April 25, 2017, 12:22:26 PM
Quote from: Man_Jones on April 25, 2017, 11:22:50 AM
Ok so a question when it said harmony was used for detours does that mean harmony needs to be installed too? I ask because for some reason when my guys finished building it I essentially voided my resources.
Heres the log
[spoiler] Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0 [/spoiler]
Edit: it appears I cannot get spoilers to work.

harmony is already included. any mod that uses harmony includes it witih it.

also. i work with the hardcore sk team. interesting mod ill do some xml modfications and give them to u as a hardcore sk patch. it will only be materals right now but once u get ships done ill help get them working with combat realsim and such.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 25, 2017, 12:57:38 PM
Quote from: dziwigor on April 25, 2017, 06:41:25 AM
I mean when you return to "home base" "docking area" :)

If a map exists on the target tile, you can select the location you want the ship to target. Of course it's difficult to get the exact position, so there may be an offset by several cells, or an entirely different location in general it can't find a fitting place.

Quote from: bonmar14 on April 25, 2017, 08:30:07 AM
Hi I have an error when I assign a ship to a fleet
this error pops up

Was a small oversight left over from changing some texture paths. It is fixed now.

Quote from: Man_Jones on April 25, 2017, 11:22:50 AM
I ask because for some reason when my guys finished building it I essentially voided my resources.

Harmony gets installed with the mod. I'm unsure what caused that error, I'll look into it.

Quote from: jecrell on April 25, 2017, 11:11:57 AM
You magnificent bastard, you did it.

Thank you good sir. I reccon this mod just cries for a millenium falcon  ;)
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: dareddevil7 on April 25, 2017, 01:35:42 PM
I had an issue where i went to a faction and bought a person, flew back to the colony and the person i bought wasnt on the ship.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: sidfu on April 25, 2017, 02:18:09 PM
ok here we go

first when when leave a area u landed at i got this error
Could not load UnityEngine.Texture2D at World/WorldObjects/AircraftDropSpot in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


second might want to add something to prevent leaving without anyone in your home area. for testing i only dropped with 1 person god mode the ship in and launched. if u do that then game thinks everyone dead if no one is left on your home map.

found another bug also if u hit 0 in the load menu when their items in then the item count will start shooting up. lucky it don't actually dup the items.

should add a note to only use on a new game. tested on both my existing colonies and both was null refff when triing to build it so needs a new game to use.

and like promised here are the files u can post for a patch on op for anyone using hardcore sk. it only modifies the material they made out of to bring them inline with HC materials and balance

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 25, 2017, 03:25:46 PM
And I just wanted to post my bug report ..

but when I need a new game, the report is void .. it's the same as sidfu got.
I added the OhU - Dropship to a running game, bought out a bulk trader for the ressources .. and than it just vanished into thin air ..


Exception in Tick (pawn=Teresa, job=FinishFrame A=Thing_OHUDropShip_Frame2113583, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()



==============EDIT I ======================

Good thing I reread the first post and the part about adding the tracker object.

I made a new game and copied the tracker object over, the ship is built, fueled and my pawns are loading all my surplus leather into the cargo bay.
Let's See what happens next.


==============EDIT II ======================
Mind Blown.
That was so frackin' awesome.

I flew over to another town, traded a bit and flew back.

Then Thing fell apart, two pawns of mine were no longer with my colony, one kept loading the ship like crazy, the other wandered around aimlessly ..
... maybe I botched the save-edit .. I saw the class ID's to late.

========================================
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Man_Jones on April 25, 2017, 05:56:52 PM
Actually one issue of mine maybe that I tried this on an existing world.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Ceanox on April 25, 2017, 07:22:18 PM
Got this error, Already been pointed out. But i really need some clarification to it. As I've been on my World for 6 years now And This mod literally brought a tear to my eye of how good it was. Basically when it's built the blueprint goes away, this comes up and nothing is built.

Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

If anybody knows how i can make it work with an existing world please tell me.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 25, 2017, 07:35:59 PM
Quote from: dareddevil7 on April 25, 2017, 01:35:42 PM
I had an issue where i went to a faction and bought a person, flew back to the colony and the person i bought wasnt on the ship.

Include animals to that report.
But I will check out the passenger seats on the shuttle first, could be a case of Works as Intended.

========== EDIT III ======================
the dirty, dirty savegame hack continues.
The class defining the World Object OHU Dropships need is as follows


<li Class="OHUShips.ShipTracker">
<def>ShipTracker</def>
<ID>XXX</ID>
<tile>113877</tile>
<faction>null</faction>
<PlayerFleetManager>
<keys />
<values />
</PlayerFleetManager>
<AllWorldShips />
</li>

   
Look for the line : " </worldObjects> " in your savegame.
It is the end of the World Objects definition ^^

Put the piece of code behind the last class definition.
Add one to the ID of the former last Class Definition and replace XXX with it.

So far it worked for me .. but I also write my bug reports and test results here .. so no guarantee
it works. Don't blame me, and certainly not the good Cpt.

And don't forget .. don't edit & play with the same file   ::)

Last .. I attach my modlist as textfile ... I finally caught up to Skyrim .. 223 and going ..

==========================================================

So .. after the  maiden flight of the OHU Dropship "Dark Cutlass"  ( now Loaded and Boarded as intended ) Master Adiemus returned with lots of plaststeel and components.
Sadly he forgot all the animals he bought. The half dozen grizzlies, the breeding pair of Volt Goats,
and even my 2 Smurfettes ..

This seems to make him so sad that he wanders around without thinknodes


Master Adiemus doing ThinkNode_Duty with no duty.
Verse.Log:Error(String)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


The other nine pawns, who helped loading the ship wander around the same way. Without error message.

For the game, they still seem to be on their way somewhere, because when I try to form a caravan only 4 pawns are available.


[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Fightera100 on April 26, 2017, 05:02:36 AM
Would love to try out the mod on my existing save game but it seems that for other people it either errors and/or turns them into zombies lol
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 26, 2017, 07:23:22 AM
There might be a slight chance of mod incompability in my case ..

You don't know, if you don't try  ;D
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Fightera100 on April 26, 2017, 07:47:05 AM
Quote from: SpaceDorf on April 26, 2017, 07:23:22 AM
There might be a slight chance of mod incompability in my case ..

You don't know, if you don't try  ;D

Having almost 60 mods is probably a dead sentence since I don't know how much you have that change gameplay, but I'll try it soon
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 26, 2017, 08:15:40 AM
Quote from: Fightera100 on April 26, 2017, 07:47:05 AM
Quote from: SpaceDorf on April 26, 2017, 07:23:22 AM
There might be a slight chance of mod incompability in my case ..

You don't know, if you don't try  ;D

Having almost 60 mods is probably a dead sentence since I don't know how much you have that change gameplay, but I'll try it soon

225 as of Today.
And I can't tell how many of those change Pawn or Caravan behaviour.
Those are the ones I would put my focus on.
Psychology, Relationship Extensions, Trade Spot, Caravan Spot, Hospitality.

Or start a new colony and devmode the ressources to see what happens with your list .. this will be my next step.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 26, 2017, 12:21:22 PM
Note to self: Don't release a mod that might be popular and start a new job in the same week...

Uploaded a quick update that autmatically creates the shiptracker if it isn't present yet. That should fix the adding during play. I had the fix on the computer already and just forgot the final click to upload.

There seem to be problems with clearig the Lord that manages shiploading and the reloading of cargo into the ships after trading. I can look into it tonight.

Though I can say that pawn slots are indeed limited. I'll probably try and do a better system of differentiating between human passengers and animals, so animals get assigned to the cargo bay and don't stay behind.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 26, 2017, 01:28:05 PM
Quote from: Cpt.Ohu on April 26, 2017, 12:21:22 PM
Note to self: Don't release a mod that might be popular and start a new job in the same week...


There seem to be problems with clearig the Lord that manages shiploading and the reloading of cargo into the ships after trading. I can look into it tonight.

Though I can say that pawn slots are indeed limited. I'll probably try and do a better system of differentiating between human passengers and animals, so animals get assigned to the cargo bay and don't stay behind.

I try to remember your note .. that really seems a bad Idea. Congratz on the Job, though.

If you are working on the problem, and there is a solution in sight, I will stop harassing your mod and wait till after the fix ..

I forgot .. Rikiki mentioned a performance boost on Caveworld Flora ..


===== EDIT =====

I also forgot .. There are some notifications about impassable Terrain and Teleporting Pawns when you land the ship on top of one .. I don't know whats the problem there ..
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 26, 2017, 05:51:10 PM
@sidfu:

Thank you for providing the files and error reports.

Traded pawns should now stay on the ships. Only humanlike pawns get listed as passengers. Mass calculations are still a bit off, so atm you can buy more stock than should fit into the ship. Enjoy it while it lasts ;)

I added a check for ships in orbit, so no gameover should pop up if all your pawns are traveling.

The texture-thing I can't explain from the base mod, since the paths are ok.

The bug about rising numbers during loading seems to occur after trading. I haven't yet gotten to the bottom of this unfortunately.



@ SpaceDorf:
What do you mean by performance boost?

Mountains are indeed not listed as passable yet because I'm still unsure what to do with those areas and how to handle stationary ships on the worldmap in general. I'll probably set it so they drain fuel until you either land them or they crash, and landing in high mountains isn't recommended as far as I know. This setting will probably stay in.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Man_Jones on April 26, 2017, 05:56:47 PM
Has the download been updated yet?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: WalkingProblem on April 26, 2017, 06:32:28 PM
CPT.OHU!!!!!!

WOW~~~~~~

Quote from: SpaceDorf on April 25, 2017, 07:35:59 PM

Sadly he forgot all the animals he bought. The half dozen grizzlies, the breeding pair of Volt Goats,
and even my 2 Smurfettes ..

This seems to make him so sad that he wanders around without thinknodes


LMAO!!!  Next time ppl ask me what i'm doing, I can answer that "I'm just stoning without my thinknodes"
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: DarkShadowp on April 26, 2017, 07:26:29 PM
hey!

I got a situation were the panws envolved in loading the ship get in a permanent state of wandering.
I don't know why this happens but it only happens if i change the haulers number on the bottom of the loading screen to a specific number.

anyone got this situation?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 27, 2017, 12:49:53 AM
Quote from: DarkShadowp on April 26, 2017, 07:26:29 PM
hey!

I got a situation were the panws envolved in loading the ship get in a permanent state of wandering.
I don't know why this happens but it only happens if i change the haulers number on the bottom of the loading screen to a specific number.

anyone got this situation?

This shouldn't happen with the latest version. There are several checks in there where the job to load the ship gets cancelled. I cannot reproduce that, even with 10 haulers and 0 passengers my pawns work normally. In that case, it's probably a mod conflict.

Quote from: Man_Jones on April 26, 2017, 05:56:47 PM
Has the download been updated yet?

Yes
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: DarkShadowp on April 27, 2017, 09:51:13 AM
Quote from: Cpt.Ohu on April 27, 2017, 12:49:53 AM
Quote from: DarkShadowp on April 26, 2017, 07:26:29 PM
hey!

I got a situation were the panws envolved in loading the ship get in a permanent state of wandering.
I don't know why this happens but it only happens if i change the haulers number on the bottom of the loading screen to a specific number.

anyone got this situation?

This shouldn't happen with the latest version. There are several checks in there where the job to load the ship gets cancelled. I cannot reproduce that, even with 10 haulers and 0 passengers my pawns work normally. In that case, it's probably a mod conflict.


Installed the newer version of the mod but the problem is still there. After they fill up the ship with 0 passengers, everyone involved on the process starts wondering after and they won't eat or sleep or do anything unless i tell them to do.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 27, 2017, 10:13:14 AM
Quote from: Cpt.Ohu on April 26, 2017, 05:51:10 PM

@ SpaceDorf:
What do you mean by performance boost?

Mountains are indeed not listed as passable yet because I'm still unsure what to do with those areas and how to handle stationary ships on the worldmap in general. I'll probably set it so they drain fuel until you either land them or they crash, and landing in high mountains isn't recommended as far as I know. This setting will probably stay in.

The Impassable Tiles where just a funny coincident with your mod, nothing to worry about.

Erika my local Cannibal/Doctor was strolling across the landing zone of my homebase, when the Dropship landed right on top of her, so she was inside the impassable 5x2 area of the ship.

The game grumbled a bit about it in the error log, than she made a jump to the left, and a little step to the right, and everything was okay again. ( got teleported out, by the engine )


The Performance boost I was talking about happened two weeks ago, when I was reporting ( whining ) that the Caveworld Flora mod was responsible for the game slowing down to a crawl between 18h and 6h ingame time. .. I just wanted to say I am off to bugger someone else :-D
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: DarkShadowp on April 27, 2017, 11:22:51 AM
Quote from: DarkShadowp on April 27, 2017, 09:51:13 AM
Quote from: Cpt.Ohu on April 27, 2017, 12:49:53 AM
Quote from: DarkShadowp on April 26, 2017, 07:26:29 PM
hey!

I got a situation were the panws envolved in loading the ship get in a permanent state of wandering.
I don't know why this happens but it only happens if i change the haulers number on the bottom of the loading screen to a specific number.

anyone got this situation?

This shouldn't happen with the latest version. There are several checks in there where the job to load the ship gets cancelled. I cannot reproduce that, even with 10 haulers and 0 passengers my pawns work normally. In that case, it's probably a mod conflict.


Installed the newer version of the mod but the problem is still there. After they fill up the ship with 0 passengers, everyone involved on the process starts wondering after and they won't eat or sleep or do anything unless i tell them to do.

Update:

Tested for mod conflict but the problem continued to appear.


Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.LoadShipCargoUtility.JobLoadShipCargo (Verse.Pawn p, OHUShips.ShipBase ship) [0x00000] in <filename unknown>:0
  at OHUShips.JobGiver_LoadShipCargo.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_JoinVoluntarilyJoinableLord:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<MoveOffTargetBlueprint>c__AnonStorey464:<>m__6CD()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

This only happened once. normally no error appears, just the endless wandering.
Couldn't find any solution even with all mods turned off
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 27, 2017, 03:45:28 PM
Quote from: jecrell on April 25, 2017, 11:11:57 AM
I'm not here to report any bugs or say anything other than.
You magnificent bastard, you did it.

That's the only thing left to say.


After the Loading was completed, Jedi Master Adiemus boarded the ship and his Apprentice Abe got back to making Dusters.

I flew to five different outposts, traded away four crates of cargo for some medicine, components and plaststeel. Also I bought 4 War Orphans, 3 Boomalopes and 6 Polar Bears and a Krayt Dragon Pearl.

Everybody arrived home safely, and Master Adiemus relaxed by planting some crops.
I released everything from the cargo bay and the bears and boomalopes instantly started mating,
while my minions and robots refueled the ship and stored the good I bought.

By Grabthar's hammer, by the suns of Worvan , I cried true ( very manly ) tears of joy.

======== EDIT ========

I added my modlist again, so these 225 Mods seem to be compatible for now.
( No Promises, so keep a backup  )

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: KWPAllDay on April 27, 2017, 04:51:18 PM
I tried putting MAI robots in the ship and they are counted as cargo. When I try to take them out they disappear. Lol.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 27, 2017, 06:27:05 PM
And I forgot to add my Wishlist :)

A Fuel Display on the Worldmap .. never knowing how far the Ship can fly is quite the Adventure.

And a question : the target I place when landing the ship in my base ? Which point of the ship will land there ?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Canute on April 28, 2017, 01:25:30 AM
Quote from: KWPAllDay on April 27, 2017, 04:51:18 PM
I tried putting MAI robots in the ship and they are counted as cargo. When I try to take them out they disappear. Lol.

Misc robots or MAI's ?

MAI's allways should be pawns and never cargo, they are just a different race.

Misc. robots, the bot's itself you shouldn't be able to add to them or a caravan. Only the minified base are able to get transported. Ofcouse you should call the robot back before or it don't find a place to recharge anymore and will explode at the end, and destroyed robot means the base get destroyed too.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: dziwigor on April 28, 2017, 05:56:15 AM
Quote from: SpaceDorf on April 27, 2017, 06:27:05 PM
And I forgot to add my Wishlist :)

A Fuel Display on the Worldmap .. never knowing how far the Ship can fly is quite the Adventure.

And a question : the target I place when landing the ship in my base ? Which point of the ship will land there ?

Unfortunatley ships seem to land in random spot near that target.
My experiment was: I built floor tile and repeatedly launched and landed, targeting that tile, and each time dropship was 1-3 tiles north  of that target, but each time target was "within lenght" of dropship, but randomly few tiles left or right. So, again, the answer seems to be "random" :(

Please, Cpt. OHU, change it to "N-E corner of dropship rectangle...
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 28, 2017, 12:35:10 PM
Quote from: dziwigor on April 28, 2017, 05:56:15 AM
Please, Cpt. OHU, change it to "N-E corner of dropship rectangle...

It's not that simple because you may select a point where the ship shouldn't be able to land with the rest of the ship, like the rear end poking right into the mountain (which admittedly still can happen atm). Also: The same code works for launching multiple ships. The point you select is just the center around which the pilots look for a place to land. That's why on a single ship, the actual position varies.

I'll see what I can do about this, but can't make any promises.

Also: I now finally got the wander error. Fix will be up later today.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: WalkingProblem on April 28, 2017, 04:19:24 PM
Quote from: SpaceDorf on April 27, 2017, 03:45:28 PM
Quote from: jecrell on April 25, 2017, 11:11:57 AM
I'm not here to report any bugs or say anything other than.
You magnificent bastard, you did it.

That's the only thing left to say.


After the Loading was completed, Jedi Master Adiemus boarded the ship and his Apprentice Abe got back to making Dusters.

I flew to five different outposts, traded away four crates of cargo for some medicine, components and plaststeel. Also I bought 4 War Orphans, 3 Boomalopes and 6 Polar Bears and a Krayt Dragon Pearl.

Everybody arrived home safely, and Master Adiemus relaxed by planting some crops.
I released everything from the cargo bay and the bears and boomalopes instantly started mating,
while my minions and robots refueled the ship and stored the good I bought.

By Grabthar's hammer, by the suns of Worvan , I cried true ( very manly ) tears of joy.

======== EDIT ========

I added my modlist again, so these 225 Mods seem to be compatible for now.
( No Promises, so keep a backup  )

You are epic.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on April 28, 2017, 04:35:02 PM
Quote from: SpaceDorf on April 27, 2017, 03:45:28 PM
I added my modlist again, so these 225 Mods seem to be compatible for now.
( No Promises, so keep a backup  )

What/where is F_ColonyManager?
Google returned no hits.

current mod list attached

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: SpaceDorf on April 28, 2017, 04:47:04 PM
Quote from: AngleWyrm on April 28, 2017, 04:35:02 PM
Quote from: SpaceDorf on April 27, 2017, 03:45:28 PM
I added my modlist again, so these 225 Mods seem to be compatible for now.
( No Promises, so keep a backup  )

What/where is F_ColonyManager?
Google returned no hits.

current mod list attached

I renamed Fluffies mods with a F in Front so I can find them next to each other in the mod menu :-D
They should be all in there, except for the Birds and the Bees and the Relations Tab.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 28, 2017, 06:16:53 PM
Updated the mod. Pawn wandering should no longer happen. Once the ship is loaded, the pawns I assigned were free to haul and do other stuff.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: sidfu on April 28, 2017, 06:49:28 PM
Quote from: Cpt.Ohu on April 28, 2017, 06:16:53 PM
Updated the mod. Pawn wandering should no longer happen. Once the ship is loaded, the pawns I assigned were free to haul and do other stuff.

where the update thou. the git link u provde is still from 5 days ago and git shows no c hanges
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on April 28, 2017, 09:51:42 PM
Hey man, absolutely love this mod, immense gratitude from me.

One small request; please make landings accurate. This kind of shit triggers my autism.

Also, just to add:

Bug - Pawns don't add the final fuel load. Set it to 250, they stop loading at 180 or so.

Small annoyance - When launching from the world map after visiting a base, the screen defaults back to your colony view.

Also, I have wanderings after landings. Don't know if that'll be addressed in the new version.

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 29, 2017, 02:42:35 AM
Quote from: sidfu on April 28, 2017, 06:49:28 PM
Quote from: Cpt.Ohu on April 28, 2017, 06:16:53 PM
Updated the mod. Pawn wandering should no longer happen. Once the ship is loaded, the pawns I assigned were free to haul and do other stuff.

where the update thou. the git link u provde is still from 5 days ago and git shows no c hanges

You're right, I forgot to update the link. My bad.

Quote from: Edixo on April 28, 2017, 09:51:42 PM
Hey man, absolutely love this mod, immense gratitude from me.

One small request; please make landings accurate. This kind of shit triggers my autism.

Also, just to add:

Bug - Pawns don't add the final fuel load. Set it to 250, they stop loading at 180 or so.

Small annoyance - When launching from the world map after visiting a base, the screen defaults back to your colony view.

Also, I have wanderings after landings. Don't know if that'll be addressed in the new version.

The refueling thing is strange since I haven't touched anything there, it's the vanilla system. It seems to occur mainly if you go above a set fuel level of 200.

I've now set the world tab to remain on after launching a ship.

As mentioned earlier, I'll try and find a solution for accurate ship landing.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on April 29, 2017, 04:35:06 AM
You're the best. A thousand Internets to you.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 29, 2017, 05:42:14 AM
Would you look at that...

(http://i.imgur.com/ysh5WM6.png)

Works for single ships. Fleets still land around the specified point.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on April 29, 2017, 12:30:01 PM
I am still getting wanderings after landings with the new version...
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: LustrousWolf on April 29, 2017, 04:07:28 PM
It crashes my game when ever I raid a non vanilla faction, the one I tested was the Orion Installation from Glittertech. It will crash if I start the raid with the ship or even if I raid by foot. I can still Visit and trade with the ship with non vanilla factions i just cant raid them, at all :(
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on April 29, 2017, 06:22:55 PM
Quote from: Edixo on April 29, 2017, 12:30:01 PM
I am still getting wanderings after landings with the new version...

And on the loading Pawns? If it works there,  I can just do the same thing for paw a that are exiting.

Quote from: LustrousWolf on April 29, 2017, 04:07:28 PM
It crashes my game when ever I raid a non vanilla faction, the one I tested was the Orion Installation from Glittertech. It will crash if I start the raid with the ship or even if I raid by foot. I can still Visit and trade with the ship with non vanilla factions i just cant raid them, at all :(

That sounds like a problem with the mapgenerator, which I didn't touch. Send me a log by pm.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: KWPAllDay on April 29, 2017, 07:57:12 PM
Quote from: Canute on April 28, 2017, 01:25:30 AM
Quote from: KWPAllDay on April 27, 2017, 04:51:18 PM
I tried putting MAI robots in the ship and they are counted as cargo. When I try to take them out they disappear. Lol.

Misc robots or MAI's ?

MAI's allways should be pawns and never cargo, they are just a different race.

Misc. robots, the bot's itself you shouldn't be able to add to them or a caravan. Only the minified base are able to get transported. Ofcouse you should call the robot back before or it don't find a place to recharge anymore and will explode at the end, and destroyed robot means the base get destroyed too.
No the actual MAI's, sorry. I downloaded V1.05 and they are counted as passengers now, but the infinite wandering bug is still happening.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on April 29, 2017, 08:53:34 PM
Quote from: Cpt.Ohu on April 29, 2017, 06:22:55 PM
Quote from: Edixo on April 29, 2017, 12:30:01 PM
I am still getting wanderings after landings with the new version...

And on the loading Pawns? If it works there,  I can just do the same thing for paw a that are exiting.
They only load the ship when I also assign someone as passenger. And same problem after.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: ChaosChronicler on April 30, 2017, 06:27:07 PM
Hey Cpt. quick question, how do you figure out how many cells a ship should take up? Asking cause I'd like to design one for this if you don't mind. Something like the Valkyrie from the 40k mod but not since well copyright and what not.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: StarBlazer on April 30, 2017, 08:55:55 PM
Super cool looking mod. Can't wait to try it out!
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 01, 2017, 04:35:43 AM
My apologies. Changed the load order and started a new save, and now everything works perfectly.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 01, 2017, 06:47:15 AM
Quote from: ChaosChronicler on April 30, 2017, 06:27:07 PM
Hey Cpt. quick question, how do you figure out how many cells a ship should take up? Asking cause I'd like to design one for this if you don't mind. Something like the Valkyrie from the 40k mod but not since well copyright and what not.

Well, take a look at the textures for spaceship parts and look at the respective draw size and actual object size in the defs.

The ships I designed are 2 cells high with varying length, which is quite  easy to put together. Basically the core body of the ship is what I define as size in the Def, the rest (wings, turbines etc)  is drawsize.  You can make them more narrow (1 cell) for something like one-person military airplanes, just keep in mind that one cell should come to a 64x64 px square  in the texture to keep the quality.

Quote from: Edixo on May 01, 2017, 04:35:43 AM
My apologies. Changed the load order and started a new save, and now everything works perfectly.

Good to hear! So no more wandering pawns as well?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Ceanox on May 01, 2017, 06:33:43 PM
So. What is this said "Hidden object" That tracks orbit ships?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on May 01, 2017, 06:50:54 PM
It's a programming storage device that contains the info about those ships. The ships are the part players interact with, and the storage mechanism is the part that gets stored into and retrieved from save game files.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 01, 2017, 07:02:16 PM
Quote from: Cpt.Ohu on May 01, 2017, 06:47:15 AM
Good to hear! So no more wandering pawns as well?
Err...

I still get wandering pawns, but mostly when I screw something up with the hauling order. Like not assigning a pawn to haul, then make a second load with one assigned.

Also, I have two very weird and rather bad bugs. If there's already an item in the cargo bay when I assign loading, such as simple meals or silver, my colonists keep hauling that item into the cargo bay forever, one item at the time, even though it's not designated for loading. Also, if there's an item in the cargo bay when I open the load screen, it automatically defaults to having that item loaded in the amount that is in the cargo bay. If I change it to 0, the "number of items available in this colony" starts rising forever at 100+ items a second, rapidly climbing upwards!

Another bug is that I can fill the ship with fuel, launch it to a very close by base, and then all fuel is expended so that I can't launch my ship back.

I've also found out that all bugs I have are removed if I deconstruct my ship, save, reload, and rebuild it. Until a new bug shows up.

AFAIK, the weirder the bugs, the closer you are to having everything ironed out.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 01, 2017, 07:22:36 PM
In good news, I got this dude being hunted by raiders, so +1 to my immersion. He just needs a bit better social.

You could perhaps do something special for pawns with this backstory?

[attachment deleted by admin due to age]
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 02, 2017, 01:40:01 AM
Yeah, one big problem is the system I'm using comes from the drop pods, which do not consider the possibility of reloading anything. That's the reason why on reloading the cargo that's already in behaves weirdly. In the long term, I'll have to come up with an alternative system to account for this stuff.

As for the fuel stuff , I'm currently trying to balance it out better,also with regard to the world map objects. Eventually you'll have to land your ships somewhere and can't park them like Caravans, since the fuel will run out.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on May 02, 2017, 01:54:19 AM
Quote from: Cpt.Ohu on May 02, 2017, 01:40:01 AM
As for the fuel stuff , I'm currently trying to balance it out better,also with regard to the world map objects. Eventually you'll have to land your ships somewhere and can't park them like Caravans, since the fuel will run out.

What is their operating radius, there and back?
They're not one-way disposable items are they?
Is the range the same for every model of ship?
Can fuel be carried on board to trade storage space for range?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 02, 2017, 04:56:40 AM
Okay, so I can do one launch bug-free before shit starts fucking up.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 02, 2017, 11:28:53 AM
Quote from: AngleWyrm on May 02, 2017, 01:54:19 AM
Quote from: Cpt.Ohu on May 02, 2017, 01:40:01 AM
As for the fuel stuff , I'm currently trying to balance it out better,also with regard to the world map objects. Eventually you'll have to land your ships somewhere and can't park them like Caravans, since the fuel will run out.

What is their operating radius, there and back?
They're not one-way disposable items are they?
Is the range the same for every model of ship?
Can fuel be carried on board to trade storage space for range?

They are aircraft, not one-shot pods. So they should be reusable.

Fuel capacity, fuel consumption and speed can all be defined per Ship model. Carrying extra fuel in the cargo wasn't on my radar so far. Maybe I'll add that as reserve. To make a somewhat realistic system I'll have to account consumption and speed by cargo load. Any input on how to balance this is welcome.

Quote from: Edixo on May 02, 2017, 04:56:40 AM
Okay, so I can do one launch bug-free before shit starts fucking up.

Seems like it. I haven't found a way to prevent the cargo loading bug. It was intended for one way loading after all. I'll change the entire system so you set the desired cargo another way.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on May 02, 2017, 02:13:03 PM
Quote from: Cpt.Ohu on May 02, 2017, 11:28:53 AM
Fuel capacity, fuel consumption and speed can all be defined per Ship model. Carrying extra fuel in the cargo wasn't on my radar so far. Maybe I'll add that as reserve. To make a somewhat realistic system I'll have to account consumption and speed by cargo load. Any input on how to balance this is welcome.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 03, 2017, 12:42:36 PM
I have overdone it with the fuel consumption. With a rate of 100, the ship spends 1 Fuel per Tick, which is 60 fuel per second.

Speed isn't in yet, but it will be another spec in the next update, so any combination of high/low fuel consumption and high/low speed is possible.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: AngleWyrm on May 03, 2017, 04:38:21 PM
Quote from: Cpt.Ohu on May 03, 2017, 12:42:36 PM
I have overdone it with the fuel consumption. With a rate of 100, the ship spends 1 Fuel per Tick, which is 60 fuel per second. Speed isn't in yet, but it will be another spec in the next update, so any combination of high/low fuel consumption and high/low speed is possible.
The main reason it was overdone is because it was represented as a unit-less number '100,' and unit-less numbers are very difficult to picture, get a handle on and cope with. Normative 0..1 ranged models have their uses in prototyping, but sometimes they form historical artifacts that creep in as chains of percentage modifiers which confuse understanding of the problem space.

When fuel consumption rate was expressed as 1 fuel/tick or 60 fuel/sec it then became a number that had a sense of meaning, a model that fit into the universe and could be adjusted with immediate feedback.

A suggestion for ease of use and development:
Default value, unit of measure and range in a comment
<fuelConsumptionRate>60</fuelConsumptionRate> <!-- 60 fuel/second [0..100] -->
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 03, 2017, 05:56:45 PM
It makes me happy to see this mod bring ironed out. I'm giddy about beginning to fly around and reverse raid the raiders. :D
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 03, 2017, 06:03:00 PM
(https://vignette1.wikia.nocookie.net/firefly/images/6/6d/Firefly-Series1-3.jpg/revision/latest?cb=20100924221007)


Also, where can one beg for art to be made? I need this as a ship design. :D
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Dragonoftherim on May 03, 2017, 06:19:02 PM
So... I'm not sure where to put bug reports so I'm  doing it here! I'm having an issue where when landing the ship it will disappear, then re appear at my base with all of the passengers wandering
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: nbielinski on May 03, 2017, 10:56:34 PM
So just gonna start by saying. Great googily moogily I love this mod. One of my main goals in Rimworld is to train a small army in a Camp near my base to be basically shock troops for my colonies. Got a problem? Pod launch the squad in.

That aside, I do have a bug or two. Launching expends all my fuel, no matter how far I go. And once I return from say, a trading mission (by setting my colonists to refuel the shadow where the dropship used to be) the colonists just seem to wander.

THAT aside, darn amazing concept and I love it in it's entirety.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 04, 2017, 01:43:35 AM
The pawn wandering is a known issue stemming from the way I applied the droppod-system on ship loading. I'm now rewriting the code to fix this. I got to the point where Pawns are again able to think for themselves, but the reason for this bug eludes me.

Fuel consumption and travel speed will be put in the XML with proper explanation. Currently the ship burns 1 fuel per tick, and both landing/launching already take 200 ticks each.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 04, 2017, 02:02:32 AM
Quote from: Cpt.Ohu on May 04, 2017, 01:43:35 AM
Fuel consumption and travel speed will be put in the XML with proper explanation. Currently the ship burns 1 fuel per tick, and both landing/launching already take 200 ticks each.
So the amount of fuel expended won't be changed?
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 04, 2017, 02:06:55 AM
It will be set to a lower rate. But still high enough to account for its usefullness. You'll have to burn a lot of chemfuel to maintain such a simple ship. Maybe there are advanced ships which take other fuel types and consume way less down the line.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 04, 2017, 03:14:56 AM
Well, alright. Guess I finally have something to use all those chemfuel deposits for.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: ziame on May 04, 2017, 01:06:03 PM
It's amazing! Three things to consider:

1) I think I found a bug: when you launch and land on the same world tile, turrets don't move
2) I think I found a bug: when you launch and visit a base, then attack it  (not attack right away) the ship disappears
3) Would you mind guiding us through turret offset? There are 3 values and it would be nice to know how they work

Keep on rocking!
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 04, 2017, 07:00:21 PM
Okay, I've found a way to make the ship work about 90% 100% of the time.

- For the love of God, don't save while loading the ship and then reload. Breaks everything.
- Don't install the turret. Breaks everything. Had my UI disappear because I installed one.
- Assign haulers to load the ship. Don't load pawns through the load menu, only use right click and Enter Ship.
- Make sure the cargo hold of your ship is empty before loading it.
- Keep the ship fully loaded on chemfuel all the time, otherwise you run out of fuel after the first launch.

Doing this I can reuse it.

I also highly recommend saving before each launch but not after loading colonists inside, just in case.

Edit: Have done 3 trade runs and 2 outpost assaults with the same ship now following these procedures with no bugs at all.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 05, 2017, 01:45:36 AM
Thank you for sticking with the mod and that explanation.

Of course this can't be the long-term solution and I'm working on replacing at least the loading system (50% done).

Ship turrets not working is new, care to send me the log when the UI disappears by pm?

Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 05, 2017, 02:07:58 AM
Quote from: Cpt.Ohu on May 05, 2017, 01:45:36 AM
Ship turrets not working is new, care to send me the log when the UI disappears by pm?
I'd love to, but there was no log appearing. It didn't register as a bug, it just happened.

Every time, though, the ship was empty, fully loaded with fuel, and had been used for one previous trade run.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 08, 2017, 07:53:30 AM
Hey Captain, someone made a Firefly-class skin for the dropship! It's in the thread about it.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 09, 2017, 01:31:56 AM
Seen it. I'll try and put something together.

Other than that:I managed to fix the errors on repeated loading Pawn wandering doesn't occur, the Pawns behave normally after leaving the ship, even after entering by the loading dialog.

Ship turrets work for me, I wasn't able to recreate the UI error or the not-moving error.

I think I can release an update this week.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Edixo on May 09, 2017, 04:46:08 AM
Schway. Keep up the good work.
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Mitz on May 09, 2017, 08:51:53 AM
small issue, after trading with a settlement with a dropship (which i use visit ___ instead of drop in at edge/in center) it pops up a few errors and then flys off. when i tell the ship to trade it trades, but after i accept the trade it kinda softlocks. i can still zoom into my colony, view my colony, but i can't pause and unpause the time, the gui is COMPLETELY gone, and i can only alt-f4 to exit the game...
halp
Title: Re: [A16] Orbital Hubs United - Dropships 1.0 (23.04.2017)
Post by: Cpt.Ohu on May 09, 2017, 11:42:52 AM
Please send me the error log by PM, otherwise I don't know where things might have gone wrong.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on May 10, 2017, 04:27:35 PM
Update



Updated to 1.2

Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: ChaosChronicler on May 10, 2017, 06:08:57 PM
Quote from: Cpt.Ohu on May 10, 2017, 04:27:35 PM
Update



Updated to 1.2


  • Fixed loading-dialog for multiple loadings
  • Fixed pawn-wandering
  • When a single ship is selected, you get to define the exact position; supported by a drawing-ghost
  • Fuel consumption rate of the dropship adjusted to 10/s
  • Worldmap travel speed adjusted to 0.5 tiles/s

  • Opened the shipyard for additional ship types
Shipyard?
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Edixo on May 10, 2017, 06:22:55 PM
Quote from: ChaosChronicler on May 10, 2017, 06:08:57 PM
Shipyard?
He added a new ship.

Also, great work Captain.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: ChaosChronicler on May 10, 2017, 07:33:18 PM
Quote from: Edixo on May 10, 2017, 06:22:55 PM
Quote from: ChaosChronicler on May 10, 2017, 06:08:57 PM
Shipyard?
He added a new ship.

Also, great work Captain.
Okay I'm an idiot. Didn't think to scroll down after downloading 1.2 :P
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: AngleWyrm on May 18, 2017, 05:20:48 AM

(https://blog-001.west.edge.storage-yahoo.jp/res/blog-b6-24/mqhdq538/folder/1540174/81/63983281/img_8_m?1449846049)Landing marker
How about some sort of landing marker to designate where ships returning to base will land?
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Canute on May 18, 2017, 06:40:11 AM
You played to much Mars ! :-)
The spacecrafts lands near the beacon there.

Or like reuse pod, where incoming own pod's land on a free launcher.
You need to build a landing pad/floor for the ship, or it just randomly land somewhere at the map.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on May 18, 2017, 09:14:13 AM
A parking position for a 'Return to base'  command is in planning.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: s44yuritch on May 21, 2017, 07:43:33 AM
After some succesful flights of the two ships I have, I'm not able to use them anymore.

Here is what happens: I order the ship (either of the two) to be loaded, it is loaded, but no colonist ends up inside (no matter if colonists were selected as cargo or not). I then try to right click, Enter ship. The colonist goes to the ship, takes some time to 'enter', and then immediately walks away to do whatever other job he has.

Tried with different colonists, still the same result. In the end the ship has cargo on board, but no pilot, and so can't take off.

This just suddenly started midgame, with no mod change (unless something updated via steam workshop).

PS. Nevermind, figured it out. The ship seems to be overloaded with animals, their mass does not show in loading tab. When I manually dropped all the animals from cargo list, it started working. Some message would be good to show that the ship is overloaded, perhaps?
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: s44yuritch on May 21, 2017, 09:29:49 AM
Ok, now it's more interesting.

Loaded my ship with animals (yorkshire terriers), sold them all at nearest town. Then, when the ship returned to base, I found the animals are still listed as cargo. So I unloaded them, and now they are all 'wild' (with options to hunt or tame). They aren't listed as belonging to that town's faction.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: asquirrel on May 21, 2017, 05:41:09 PM
Oh my god this looks . . . AWESOME!!!  Too bad you couldn't strafe the village before landing. :D
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Grax on May 25, 2017, 12:41:38 AM
THere's a bug with assaulting outposts. Colonists load goods into ship and then wandering around refusing to anything.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Grax on May 26, 2017, 01:20:36 PM
And "running out of food" is annoying bug too.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: erathia on May 26, 2017, 05:34:05 PM
Just posting to say that's an awesome mod, keep up the good work!
Aye aye captain!
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on May 27, 2017, 02:48:01 AM
Quote from: s44yuritch on May 21, 2017, 09:29:49 AM
Ok, now it's more interesting.

Loaded my ship with animals (yorkshire terriers), sold them all at nearest town. Then, when the ship returned to base, I found the animals are still listed as cargo. So I unloaded them, and now they are all 'wild' (with options to hunt or tame). They aren't listed as belonging to that town's faction.

Weird, since they should disappear normally after trading. I'll take a look as soon as I can.

Quote from: Grax on May 26, 2017, 01:20:36 PM
And "running out of food" is annoying bug too.

What exactly do you mean by that?
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Grax on May 27, 2017, 04:08:28 AM
Quote from: Cpt.Ohu on May 27, 2017, 02:48:01 AM
Quote from: Grax on May 26, 2017, 01:20:36 PM
And "running out of food" is annoying bug too.
What exactly do you mean by that?
I'm assaulting a hostile outpost, killing there everyone, message says "outpost destroyed".
Then i'm ordering everybody to load goods into ship and while they're running around hauling goods the says somewhat "caravan run out of food" and "caravan reformed", closes local map and then shows world map with a figure of caravan. Ship, goods and people inside the ship already - all that lost.
It happens even when there are a lot of food on the map, and food in the stockpiles.
Seems that it happens when they're hauling goods to the ship, getting hungry and have no food on hands in inventory.

Olny making them settle after destroying outpost prevents such a tragedy.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Rocket_Raccoon on May 28, 2017, 01:03:47 PM
Any guess on an update for a17?
Since i guess a16 version will not work.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on May 31, 2017, 02:34:43 PM
Unfortunately I'm quite busy at the moment. Just today I slowly started updating my mods, which due to their sice will take some time.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Rampant Core on June 02, 2017, 02:59:37 PM
great work you've done here, wow. cant wait for the update.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: dareddevil7 on June 02, 2017, 04:16:49 PM
This is the kind of thing I can't believe isn't a base part of the game.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on June 05, 2017, 03:36:19 AM
Well, maybe it'll come some way down the line. I guess for now it just isn't as important as focusing on the more basic gameplay. This mod is an easy-option after all, since it surpasses the normal caravan traveling.

I'm progressing towards A17, shouldn't take forever now before I can update.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Rocket_Raccoon on June 05, 2017, 10:22:58 AM
Great news!  :)
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Constance68W on June 05, 2017, 12:29:18 PM
Following for an update!  :)
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: chinskidrwal on June 06, 2017, 09:23:48 AM
When you update this mod? i love it :D
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: faltonico on June 08, 2017, 03:08:51 AM
Quote from: dareddevil7 on June 02, 2017, 04:16:49 PM
This is the kind of thing I can't believe isn't a base part of the game.
Something that doesn't involve drama? Why should it be? /s
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Ramsis on June 11, 2017, 08:34:27 PM
Day 584

Mod team dead, admin has burning desire for A17 version......

...crying self to sleep....
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on June 12, 2017, 01:41:22 AM
The mod team is dead. Long live the mod team...

Had quite some stuff to update over the last weeks and barely any time to do it. The mod is finally in a playable state again and I think I can get an update out within the week.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: sidfu on June 14, 2017, 04:00:07 AM
mod team cant die they are zombies. so they just bite a few more mods.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Edixo on June 16, 2017, 12:23:24 AM
I'm admittedly not gonna start A17 before this is released for it.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Bunkier on June 16, 2017, 02:26:19 PM
NOOOOOOOOOOOOO :( This mod is the only thing i need to be happy
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: ChaosChronicler on June 16, 2017, 04:18:02 PM
Quote from: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
Hey things happen. I'd rather wait for this mod to be at it's best than a rush job just to get it out.
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Plasmatic on June 17, 2017, 04:05:31 PM
Quote from: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.

Darn, I was really looking forward to a faster way to travel!
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Dragnov on June 18, 2017, 09:46:40 AM
Quote from: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
Terrible news indeed, because this mod is absolute kick ass! Now my Enclave-styled slaver colony can't take shape in A17 D:

Hope you will work on it!
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Plasmatic on June 18, 2017, 10:54:08 AM
Quote from: Dragnov on June 18, 2017, 09:46:40 AM
Quote from: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
Terrible news indeed, because this mod is absolute kick ass! Now my Enclave-styled slaver colony can't take shape in A17 D:

Hope you will work on it!

I've been using a couple mods that extend the range of the drop pod launcher a great deal, but I still have to travel back on food, so I would Really like this mod so I can fly back in style!
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Umbreon117 on June 18, 2017, 10:09:12 PM
Quote from: Cpt.Ohu on June 16, 2017, 12:26:02 PM
Well, bad news. The changes to essential elements in the core assembly require extensive rewriting of my own code. So, release of an A17 version will have to wait.
Shaggy Warg dung in Lavish meals!!! I so badly want this...CURSE YOU, CURSE YOU WITH A MILLION STACK SIZED ROTTEN RAT CURSE A17! YOU MAY BE AN AWESOME UPDATE, BUT YOU RUINED EVERYTHING IN LIFE!!!
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: chinskidrwal on June 19, 2017, 12:35:35 PM
I cant play without this mod im waiting :)
Title: Re: [A16] Orbital Hubs United - Dropships 1.2 (10.05.2017)
Post by: Cpt.Ohu on June 20, 2017, 01:01:51 AM
Update



I've put up an initial release for A17. There may still be some bugs in there, but they'll be ironed out in time. Have fun dominating the RW airspace once again.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bullet on June 20, 2017, 01:49:31 AM
I didn't even expect it to happen so soon!  :o Thank you kind person!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Bozzarr on June 20, 2017, 03:18:42 AM
The ship sometimes fails to unload passengers. Even worse. IT eats them.
They dissapear from the cargo/passenger list completely.  I am not a coder but I think it might be caused by ship not breaking apart on landing like cargo pods do. If it would treat people as items, the problem might be solved. It only occurs when entering a new area. During touchdown and landing on previously unvisited hex.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on June 20, 2017, 03:31:12 AM
Quote from: Bozzarr on June 20, 2017, 03:18:42 AM
The ship sometimes fails to unload passengers. Even worse. IT eats them.
They dissapear from the cargo/passenger list completely.  I am not a coder but I think it might be caused by ship not breaking apart on landing like cargo pods do. If it would treat people as items, the problem might be solved. It only occurs when entering a new area. During touchdown and landing on previously unvisited hex.

Naaaaah you must be mistaken .. that's just Warhammer 40k Lore .. travelling through the Warp does this sometimes ..  ;D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 20, 2017, 05:01:08 AM
Ok, a bug report.

I got raided by pirates arriving in 3 dropships (directly in my base, smashing walls and furniture). I defeated them and claimed the ships. However, the ships still contain some pirates, as if not everyone got out. I can force them out of (now) my ships, of course, but that seems odd.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 20, 2017, 01:11:59 PM
Looks like both bugs are connected. All pawns should disembark normally now, even on new tiles.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 20, 2017, 06:11:38 PM
Another bug report: it's not possible to assault a faction outpost with the ships. I mean the outposts from allied faction quests, not faction bases.

When you direct the ship to outpost tile, there is no menu with 'drop at middle / drop at edge', etc., and it just behaves like that was an empty tile. You can't settle of course because there are enemies there.
It's possible to assault these using transport pods, but not dropships.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 21, 2017, 05:18:04 AM
And another report. Last item to be loaded into the ship does not get loaded.

As in: I order to load 6 armchairs, 5 are loaded, 6th is left near the ship. The pawn carried it to the ship and then just dropped there.

Next try: ordered to load 1 shotgun. The pawn carried shotgun to the ship and dropped there (there were no other items for loading, so the shotgun was the first and last item)

(ships are very usable even now, those are just some minor glitches)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on June 21, 2017, 05:22:33 AM
Quote from: s44yuritch on June 20, 2017, 06:11:38 PM
Another bug report: it's not possible to assault a faction outpost with the ships. I mean the outposts from allied faction quests, not faction bases.

When you direct the ship to outpost tile, there is no menu with 'drop at middle / drop at edge', etc., and it just behaves like that was an empty tile. You can't settle of course because there are enemies there.
It's possible to assault these using transport pods, but not dropships.

This is more the case of a new feature not being included yet.
Cpt. Ohu updated the mod from A16 where the Faction Quests where not in the game yet.
I think he has to account for those special occasion maps first before the dropship can get the drop on them :)

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 22, 2017, 02:55:51 AM
Indeed. The current update was just about making the mod playable again. The quest map is a new object that my dropships don't recognise at the moment. Shouldn't be too difficult to fix though.

The stuff about loading is more tricky I fear. I'll look into it.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: shark510 on June 22, 2017, 10:00:23 AM
Also found bug, raiding village by drop at edge or center will dublicate ship (sometimes twice) making one sheep to land at map edge and ghost one exactly at enemy base. Also this kind of assault makes inposible to leave map. Load into ship displays empty window and after 24 hours setlement disapears with pawns and all what was on map  :-\
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 22, 2017, 01:26:34 PM
Can you please tell me the exact steps you took for that to happen? Did you start from a landed ship (world map object) or from a map?

Quote from: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.

Well, this check ensures that you cannot settle on an existing faction base. There aren't any checks in yet for other objects that may contain a map.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on June 22, 2017, 05:04:25 PM
Quote from: shark510 on June 22, 2017, 10:00:23 AM
Also found bug, raiding village by drop at edge or center will duplicate ship (sometimes twice) making one ship to land at map edge and ghost one exactly at enemy base.

I recently saw the same thing while starting a new game with the Map Re-roll (https://ludeon.com/forums/index.php?topic=18073.0) mod. When I re-rolled the starting map, I wound up with two dropships and a set of cloned colonists.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Nord on June 23, 2017, 08:46:59 AM
Quote from: Cpt.Ohu on June 22, 2017, 01:26:34 PM
Can you please tell me the exact steps you took for that to happen? Did you start from a landed ship (world map object) or from a map?

Quote from: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.

Well, this check ensures that you cannot settle on an existing faction base. There aren't any checks in yet for other objects that may contain a map.
Can we humbly beg you about compatibility patch?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 23, 2017, 10:31:32 AM
Quote from: AngleWyrm on June 22, 2017, 05:04:25 PM
Quote from: shark510 on June 22, 2017, 10:00:23 AM
Also found bug, raiding village by drop at edge or center will duplicate ship (sometimes twice) making one ship to land at map edge and ghost one exactly at enemy base.

I recently saw the same thing while starting a new game with the Map Re-roll (https://ludeon.com/forums/index.php?topic=18073.0) mod. When I re-rolled the starting map, I wound up with two dropships and a set of cloned colonists.

Where were the dropships before? On the same map, traveling on the world map and landing? I haven't yet managed to replicate this.

Did you start the map with the "Start with Ship" Scenario Part?

Quote from: Nord on June 23, 2017, 08:46:59 AM
Quote from: Cpt.Ohu on June 22, 2017, 01:26:34 PM
Can you please tell me the exact steps you took for that to happen? Did you start from a landed ship (world map object) or from a map?

Quote from: Diedel on June 22, 2017, 11:06:05 AM
When i tried to get to the peace talks (Recon And Discovery) it said on landing that i can't settle here as a world object is already present.

Well, this check ensures that you cannot settle on an existing faction base. There aren't any checks in yet for other objects that may contain a map.
Can we humbly beg you about compatibility patch?

I can take a look, however I'm not sure it's feasible to put out a dozen compability patches for each possible mod that adds visitable world objects. When in doubt, land next to it, put up a guardian for the ship and walk over by foot.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Exoray on June 23, 2017, 10:45:10 AM
Not sure if its a bug or not but I only get attacked by dropships now, its annoying as they land center of map and destroy anything it lands on.
I no longer get raids/sieges from edge of map they always arrive by dropship. Only happens for human attackers, mechs still arrive from the edge of the map.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 23, 2017, 10:58:36 AM
Might be I put increased the probability of them too much. I'll nerf the chances for it to happen.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: shark510 on June 23, 2017, 02:06:39 PM
Cpt.Ohu your mod are great! It brings that gameplay feature, that is only shortly touched in vanilla (i tired to build two side dropships, to raid vilage and then fastly return back)
Hope to see your main mod updated to! (wh40k forever) ;D )
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on June 24, 2017, 12:57:14 AM
Quote from: Cpt.Ohu on June 23, 2017, 10:58:36 AM
Might be I put increased the probability of them too much. I'll nerf the chances for it to happen.
Probabilities are the same thing as how often you want something to happen.

The shortest example I can make:
13% chance = 13/100 chances;
frequency = 1/chances = 100/13 = 7.69 typical distance between occurrences.

Want something to happen about every 30 tries?
30/1 frequency = 1/30 chances = 3.33% chance
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 24, 2017, 07:29:13 AM
Is there a way to rotate a ship 90 degrees after it's already built? I tried using the usual building rotation buttons when selecting a landing spot, and they don't seem to work.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TKTom on June 24, 2017, 11:34:31 AM
Quote from: s44yuritch on June 21, 2017, 05:18:04 AM
And another report. Last item to be loaded into the ship does not get loaded.

As in: I order to load 6 armchairs, 5 are loaded, 6th is left near the ship. The pawn carried it to the ship and then just dropped there.

Next try: ordered to load 1 shotgun. The pawn carried shotgun to the ship and dropped there (there were no other items for loading, so the shotgun was the first and last item)

(ships are very usable even now, those are just some minor glitches)

I wonder if this is the same bug reported in vanilla:
https://ludeon.com/forums/index.php?topic=33947.0

May be worth checking if you can load normal drop pods in your game.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 24, 2017, 11:44:51 AM
Normal transport pods don't have this issue, everything is loaded.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Austintrollinski on June 25, 2017, 07:57:43 PM
will there be a patch to not let raiders use the drop ships
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Wraithling on June 26, 2017, 07:23:03 AM
3 enemy drop ships entered into my base, I defeated the raiders, then proceeded to deconstruct all 3 ships.

No problem with first ship. But second and third ships left behind the ship texture.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Nord on June 26, 2017, 08:49:46 AM
Any way to remove landing sites which i dont need anymore? Looks like some of them expiring and some not.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bullet on June 26, 2017, 09:17:57 AM
You can try delete IncidentDefs folder from Defs folder in the mod directory. It might be helps get rid of raiders on the ships
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 26, 2017, 01:30:13 PM
Quote from: s44yuritch on June 24, 2017, 07:29:13 AM
Is there a way to rotate a ship 90 degrees after it's already built? I tried using the usual building rotation buttons when selecting a landing spot, and they don't seem to work.

There's no such option yet.

Quote from: Wraithling on June 26, 2017, 07:23:03 AM
3 enemy drop ships entered into my base, I defeated the raiders, then proceeded to deconstruct all 3 ships.

No problem with first ship. But second and third ships left behind the ship texture.

That may be linked to the error where ships get duplicated. I'm currently trying to fix this.

Quote from: Nord on June 26, 2017, 08:49:46 AM
Any way to remove landing sites which i dont need anymore? Looks like some of them expiring and some not.

I've introduced an option to forcefully remove the world object for the next patch.

Quote from: Austintrollinski on June 25, 2017, 07:57:43 PM
will there be a patch to not let raiders use the drop ships

Maybe I'll include an option in the mod settings.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Nord on June 26, 2017, 10:44:21 PM
Quote from: Cpt.Ohu on June 26, 2017, 01:30:13 PM
Quote from: Nord on June 26, 2017, 08:49:46 AM
Any way to remove landing sites which i dont need anymore? Looks like some of them expiring and some not.

I've introduced an option to forcefully remove the world object for the next patch.
Ok, i got it - player must remove all buildings from dropsite, including snowman.:)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on June 27, 2017, 12:23:37 AM
So, I'm having some issues with this mod and it's all ... on how to use it?

I've got 4 settlers tasked to be loaded (is that wrong?) and I've got say.. 250 steel, 25 meals, 250 wood, and a mortar and it's ammo.
I set MinHaulersRequired to 4, so everyone's loading, right?

One person seems to load it and the other three wander about doing nothing..
Then the game tells me that it's done, but only 1/2 or 3/4 of the cargo is loaded?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 27, 2017, 05:35:16 AM
How I do the loading:

1. Make sure your airfield (where the ship is) is close to the storage area. Ideally it's surrounded by storage areas and all items you want are in them, so there is no need to go across the base to fetch anything
2. Assign the cargo to be loaded, and some haulers (I don't see any advantage of assigning more than 1, only 1 will load anyway). Do not assign pawns to be loaded directly. Keep track of the cargo mass when doing that
3. When you see the message that loading is finished (usually the last item to be loaded is left on the ground at that moment), order pawns to 'enter ship' manually. Only order a pawn to do so after the previous pawn entered the ship, it seems you can't have more than one doing anithing with the ship at the same time. If the pawns don't enter (they walk to ship and just immediately jump out) this means the ship is overloaded, you might want to drop some passengers out (not sure if dropping cargo helps)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Mitz on June 27, 2017, 09:43:53 AM
i had a minor glitch which THREE OHU dropships landed right on top of my base - for a seige. i deleted the evidence but a lot of my base got wrecked.
sir, this has to be removed, i'm not joking. this is overpowered.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 27, 2017, 12:15:22 PM
Currently some change in the reservation is preventing more than one pawn interacting. It's annoying, I know, and I'm on it.

As a general info: if you don't like aerial raids, delete the incident folder ins Defs. In the next update I'll out the spawn point a bit further away from your  Base center.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on June 27, 2017, 04:36:41 PM
Quote from: Cpt.Ohu on June 27, 2017, 12:15:22 PM
Currently some change in the reservation is preventing more than one pawn interacting. It's annoying, I know, and I'm on it.

As a general info: if you don't like aerial raids, delete the incident folder ins Defs. In the next update I'll out the spawn point a bit further away from your  Base center.
Quote from: s44yuritch on June 27, 2017, 05:35:16 AM
How I do the loading:

1. Make sure your airfield (where the ship is) is close to the storage area. Ideally it's surrounded by storage areas and all items you want are in them, so there is no need to go across the base to fetch anything
2. Assign the cargo to be loaded, and some haulers (I don't see any advantage of assigning more than 1, only 1 will load anyway). Do not assign pawns to be loaded directly. Keep track of the cargo mass when doing that
3. When you see the message that loading is finished (usually the last item to be loaded is left on the ground at that moment), order pawns to 'enter ship' manually. Only order a pawn to do so after the previous pawn entered the ship, it seems you can't have more than one doing anithing with the ship at the same time. If the pawns don't enter (they walk to ship and just immediately jump out) this means the ship is overloaded, you might want to drop some passengers out (not sure if dropping cargo helps)


@Cpt.Ohu - That's awesome news, I'm looking forward to an update!
This is EXACTLY what I was looking/hoping for with RimWorld..

@s44yuritch - Appreciate it, I'd been testing a little more today and your post cleared it up for me even more.

Much appreciated everyone!  8)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: shaggy08251993 on June 27, 2017, 06:26:34 PM
I replaced the dropship texture with the Pelican dropship from Halo. It is pretty sweet :}
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Warforyou on June 27, 2017, 07:26:41 PM
Quote from: Mitz on June 27, 2017, 09:43:53 AM
i had a minor glitch which THREE OHU dropships landed right on top of my base - for a seige. i deleted the evidence but a lot of my base got wrecked.
sir, this has to be removed, i'm not joking. this is overpowered.

Losing is fun!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Halcyel on June 27, 2017, 09:20:58 PM
Hello, first thing thank you very much for this amazing mod.
Second, I'm having an issue when i go to Enemy Outpost and The Crashed Site, the game say "command settlefail" and other thing, when I raid 1 outpost and give the order attack outpost the ship totally dissapear xD, I dont know if is a bug or an issue with the other mods I have.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 28, 2017, 01:36:10 AM
Well, Outposts are new world objects of A17. I just barely managed to get this playable for A17, I haven't accounted for new features yet. The next build will account for most world objects that have a map.

Quote from: Warforyou on June 27, 2017, 07:26:41 PM
Quote from: Mitz on June 27, 2017, 09:43:53 AM
i had a minor glitch which THREE OHU dropships landed right on top of my base - for a seige. i deleted the evidence but a lot of my base got wrecked.
sir, this has to be removed, i'm not joking. this is overpowered.

Losing is fun!

Maybe I should include AA turrets...
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on June 28, 2017, 02:29:48 AM
Another thing about pirate raid with dropships: when it happens, the message doesn't have any indication as to where they are landing. This is an issue when you have more than one base - with as little time to react as this gives, you don't even know which base is being raided!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on June 28, 2017, 03:31:17 AM
Quote from: Cpt.Ohu on June 28, 2017, 01:36:10 AM
Well, Outposts are new world objects of A17. I just barely managed to get this playable for A17, I haven't accounted for new features yet. The next build will account for most world objects that have a map.

Quote from: Warforyou on June 27, 2017, 07:26:41 PM
Quote from: Mitz on June 27, 2017, 09:43:53 AM
i had a minor glitch which THREE OHU dropships landed right on top of my base - for a seige. i deleted the evidence but a lot of my base got wrecked.
sir, this has to be removed, i'm not joking. this is overpowered.

Losing is fun!

Maybe I should include AA turrets...

Told you ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: DoReVo on June 28, 2017, 11:58:32 AM
Whenever i used the ship to go to any "event" on the world map such as the faulty generator that causes tremor, or bandit outpost that was spawned by mission, the ship dissappear when I load the map.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Jedi0n on June 28, 2017, 12:09:51 PM
Have not gotten to utilize a great deal of the functionality this mod provides and I want to first commend you on what appears to be a job well done so far. I do however have an issue I'd like to mention and I believe others previously have said something, but the louder the voice the more attention it gets right? So my issue is that I was on my normal storyteller, base builder style of play as usual when out of nowhere around mid year 3, I get a freaking raid from some pirates that literally has about 5+ guys EACH on 3 separate ships! Oh on top of that, they land Inside the very middle of my base, where I store meals and such. I looked at the xml and as a programmer myself I see there's just one style event. These assaults should have multiple tiers. That assault, even at a lower chance of happening, is just not fairly suited for the 5 colonists I had and mediocre (at best) weaponry.

In short, I simply changed it's chance of occurrence to 0. It's given me one good thing: After I load an Autosave, I researched machining and charge rifles lol
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 28, 2017, 03:18:08 PM
Quote from: DoReVo on June 28, 2017, 11:58:32 AM
Whenever i used the ship to go to any "event" on the world map such as the faulty generator that causes tremor, or bandit outpost that was spawned by mission, the ship dissappear when I load the map.

As I said, these are new kinds of world objects that weren't present for A16 and I haven't yet figured out a way to account for those world objects, since there may not only be vanilla objects, but stuff added by mods as well.

Quote from: Jedi0n on June 28, 2017, 12:09:51 PM
Have not gotten to utilize a great deal of the functionality this mod provides and I want to first commend you on what appears to be a job well done so far. I do however have an issue I'd like to mention and I believe others previously have said something, but the louder the voice the more attention it gets right? So my issue is that I was on my normal storyteller, base builder style of play as usual when out of nowhere around mid year 3, I get a freaking raid from some pirates that literally has about 5+ guys EACH on 3 separate ships! Oh on top of that, they land Inside the very middle of my base, where I store meals and such. I looked at the xml and as a programmer myself I see there's just one style event. These assaults should have multiple tiers. That assault, even at a lower chance of happening, is just not fairly suited for the 5 colonists I had and mediocre (at best) weaponry.

In short, I simply changed it's chance of occurrence to 0. It's given me one good thing: After I load an Autosave, I researched machining and charge rifles lol

Well, this was indeed more of a test to see if it works at all. Since it disrupts gameplay too much in the current state, I'll deactivate it entirely until I can make it more fine tuned.





Also put a link to a Discord (https://discord.gg/UgHEDf5)server in the first post. It's the 40k Corruption server, but since development of both mods is tied together, feel free to join.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Warforyou on June 28, 2017, 06:26:15 PM
I do also have the bug with turrets. All UI buttons just disapper when I have a dropship with a turret on my screen. They show back when it's off-screen though. My orders to uninstall the rurret seem to do nothing as no one seems to care and they can't be forced to uninstall it. Seems strange cause everything seemed to be OK at first but after one raid with the ship I found out they're not working. And then UI bug came in...
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: DoReVo on June 28, 2017, 07:25:49 PM
Does the issue of pawns wondering, and only 1 pawn loading the ship even when u assign more, still present in the latest version ? Cause i'm still getting it.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Hammerskyne on June 28, 2017, 09:38:13 PM
I'm having an issue that I see mentioned in part in a couple posts earlier in the thread, forgive me if I've missed a response to it in whole.

I'm playing a heavily modded game, but using nothing that is adding specific overmap encounters/haven't been visiting any. Instead, the error I'm getting seems to stem from starting the colony arriving by ship. To whit: Any time I use my ship, when it lands, another ship also appears and lands nearby. This second ship is fueled to the default 200/1000 and empty of all cargo/crew, and as far as I can tell the existence of it causes my colonists to bug out. If I try and embark a caravan from the landed ship, upon assembly and un-pausing the caravan dies, all the pawns in it disappear, and everything being transported is lost. This also happens when embarking a normal caravan; any time I enter any kind of encounter, a ship spawns, and I experience the same inability to continue traveling. I've managed to bypass this once by deconstructing the other ship, but other times I've tried that, no dice.

The situations I've had the duplication and failure to re-embark bugs have been convoy ambushes after setting out in a normal convoy, outposts I've raided, and landing sites I've tried to leave after arriving by ship.

My baseless speculation would be that there is some problem with the trigger for spawning with the ship, and somehow it's re-firing on every map load. But as I am not a developer I can't say that with any degree of certainty. If save files would help you track this down/fix it, just let me know.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 29, 2017, 02:03:59 AM
May very well be there's been another change I haven't found yet that makes the GenStep responsible for spawning the starting ship to fire on every map. I'll take a look tonight.

Also I had to go back to the previous version, there was a bug in the update that I only noticed now.

Quote from: Warforyou on June 28, 2017, 06:26:15 PM
I do also have the bug with turrets. All UI buttons just disapper when I have a dropship with a turret on my screen. They show back when it's off-screen though. My orders to uninstall the rurret seem to do nothing as no one seems to care and they can't be forced to uninstall it. Seems strange cause everything seemed to be OK at first but after one raid with the ship I found out they're not working. And then UI bug came in...
I haven't encountered the UI bug after raiding several settlements consecutively with a turreted ship. Can you send me the log file for that error?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: 2Ton21 on June 29, 2017, 04:39:59 AM
Great Mod! Really enjoying it!. Had about 20 raiders drop on my base fairly early game with 5 drop ships. (right inside my basic hospital) Was able to fight them off fairly easily (surprisingly) problem I had with the raid was that when they flee or decide to leave w/ prisoners they do so by leaving the map edge not by their ships (leading to their slaughter), also it seems like a exorbitant amount of drop ships to attack early game. (I only have gun turrets researched) now i have like 5 drop ships and not a clue what to actually use them for other then park them :P.
Can they be sold?
Any chance of adding in some AA launcher so they cannot land right on your base? or do they respond to sentry placement and avoid areas where a sentry gun covers when they land?
Also I notice they seem to destroy some terrain types on landing, I have not figured out how to exploit this for construction or destruction purposes but im gonna figure that out soon. maybe crush those dam crashed ship parts.
Anyway you can make the landing indicator (the little red circle) cover their whole size?
Also can you make them generate power? so i can plug stuff into them on landing? useful for starting a new base or outpost off the ships power. Should burn its fuel of course.
Also i think dropship raids should link the dropships to a certain level of raider quality, that way you dont have pushovers coming out of what is essentially a end game item for the player.
Another idea would be to have them para troops in or land disembark the raiders and then fly off again.
or have some sort of longer warning this type of raid is happening and maybe have them land a square next to you on the world map and after the raid you have to go to that square to attempt to capture the dropships
Also how much worth do these things have? should i just disassemble them to save myself a even worse raid down the road?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Warforyou on June 29, 2017, 05:05:58 AM
Seems like the latest hotfix broke the ability to load ships with cargo at all for me.
Assignig haulers count through load menu just makes this number of pawns disappear from the list of available passengers.

Haven't tried to reproduce the turret bug yet though.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: mraadx on June 29, 2017, 11:04:30 AM
Oh my Really love the idea. this is what I have been looking for in Rimworld. But unfortunately I'm getting error during loading stuff into the ship. something like this?
QuoteException ticking Marjot: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Pawn_InteractionsTracker.get_CurrentSocialMode () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_InteractionsTracker.InteractionsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I wonder why? Both old and new saves tested to be faulty. Is it incompatible with some other mods?
please check it out. THANKS
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 29, 2017, 01:38:14 PM
Quote from: Warforyou on June 29, 2017, 05:05:58 AM
Seems like the latest hotfix broke the ability to load ships with cargo at all for me.
Assignig haulers count through load menu just makes this number of pawns disappear from the list of available passengers.

Quote from: mraadx on June 29, 2017, 11:04:30 AM
Oh my Really love the idea. this is what I have been looking for in Rimworld. But unfortunately I'm getting error during loading stuff into the ship. something like this?

That's the error I spotted in the morning hours, hence I went back to the old version.

Quote from: 2Ton21 on June 29, 2017, 04:39:59 AM
Great Mod! Really enjoying it!. Had about 20 raiders drop on my base fairly early game with 5 drop ships. (right inside my basic hospital) Was able to fight them off fairly easily (surprisingly) problem I had with the raid was that when they flee or decide to leave w/ prisoners they do so by leaving the map edge not by their ships (leading to their slaughter), also it seems like a exorbitant amount of drop ships to attack early game. (I only have gun turrets researched) now i have like 5 drop ships and not a clue what to actually use them for other then park them :P.
Can they be sold?
Any chance of adding in some AA launcher so they cannot land right on your base? or do they respond to sentry placement and avoid areas where a sentry gun covers when they land?
Also I notice they seem to destroy some terrain types on landing, I have not figured out how to exploit this for construction or destruction purposes but im gonna figure that out soon. maybe crush those dam crashed ship parts.
Anyway you can make the landing indicator (the little red circle) cover their whole size?
Also can you make them generate power? so i can plug stuff into them on landing? useful for starting a new base or outpost off the ships power. Should burn its fuel of course.
Also i think dropship raids should link the dropships to a certain level of raider quality, that way you dont have pushovers coming out of what is essentially a end game item for the player.
Another idea would be to have them para troops in or land disembark the raiders and then fly off again.
or have some sort of longer warning this type of raid is happening and maybe have them land a square next to you on the world map and after the raid you have to go to that square to attempt to capture the dropships
Also how much worth do these things have? should i just disassemble them to save myself a even worse raid down the road?

Adding aerial raids was basically a small proof of concept at this stage. They aren't balanced at all, in no perceivable way. Hence you get them too early, or loaded with half-naked shiv-fighters. And they come in droves with no additional value besides building a huge fleet. That's gonna be evened out with time.

I can definitely make them generate power for a starting colony. It's already a head-start, so why not.

AA turrets for both player and AI is definitely on the agenda now.

I haven't found a way yet to change the landing indicator.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ChaosChronicler on June 29, 2017, 02:05:18 PM
Honestly for dropship raids I think it makes more sense for them to land outside, or just outside the colony. Why land in a hot LZ anyways? Also would be cool for a dropship to fly over a colony and expend droppods for assaults within the colony, but in turn would have a chance to be shot down by AA.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Jedi0n on June 29, 2017, 03:09:49 PM
If AA is going to be a thing, let's keep in mind that if an airspace is controlled by AA, you're not going to take risk by flying into it whether you believe you have a chance at destroying them first or not. There's also some part of me that really doesn't like leaving your chances landing in a settlement hex up to a basic calculated "chance" based on how many AA devices you have. I'd understand needing perhaps one item. Maybe an AA Installation that's a rather large, resource intensive building. With that you can prevent anyone from landing in the terrain hex it's built (and powered) within. Just my feelings on it
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on June 29, 2017, 08:37:30 PM
So, maybe I'm an idiot... But where are the weapons for the Dropships?  :'(
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ChaosChronicler on June 29, 2017, 11:20:51 PM
Quote from: Jedi0n on June 29, 2017, 03:09:49 PM
If AA is going to be a thing, let's keep in mind that if an airspace is controlled by AA, you're not going to take risk by flying into it whether you believe you have a chance at destroying them first or not. There's also some part of me that really doesn't like leaving your chances landing in a settlement hex up to a basic calculated "chance" based on how many AA devices you have. I'd understand needing perhaps one item. Maybe an AA Installation that's a rather large, resource intensive building. With that you can prevent anyone from landing in the terrain hex it's built (and powered) within. Just my feelings on it
Maybe early game have rigged up AA guns that have a limited zone on the colony map. Zone could cover most or all of the colony depending on how many you built. Then for endgame have that large installation that effects the terrain hex.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Distman on June 29, 2017, 11:33:22 PM
Wow! Amazing work!

Still haven't tried it, but will have my eyes on this thread and the development.

Keep it up!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: 2Ton21 on June 30, 2017, 05:31:43 AM
Quote from: ChaosChronicler on June 29, 2017, 02:05:18 PM
Honestly for dropship raids I think it makes more sense for them to land outside, or just outside the colony. Why land in a hot LZ anyways? Also would be cool for a dropship to fly over a colony and expend droppods for assaults within the colony, but in turn would have a chance to be shot down by AA.

Maybe that can be one of the "bomb" payloads, you can load a few droppods in there instead of bombs. I think as long as the amount of dudes dropped per ship was not excessive like 2-3 per ship, it would be fine without the AA able to shoot them down.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: 2Ton21 on June 30, 2017, 05:33:23 AM
Quote from: Cpt.Ohu on June 29, 2017, 01:38:14 PM
Quote from: Warforyou on June 29, 2017, 05:05:58 AM
Seems like the latest hotfix broke the ability to load ships with cargo at all for me.
Assignig haulers count through load menu just makes this number of pawns disappear from the list of available passengers.

Quote from: mraadx on June 29, 2017, 11:04:30 AM
Oh my Really love the idea. this is what I have been looking for in Rimworld. But unfortunately I'm getting error during loading stuff into the ship. something like this?

That's the error I spotted in the morning hours, hence I went back to the old version.

Quote from: 2Ton21 on June 29, 2017, 04:39:59 AM
Great Mod! Really enjoying it!. Had about 20 raiders drop on my base fairly early game with 5 drop ships. (right inside my basic hospital) Was able to fight them off fairly easily (surprisingly) problem I had with the raid was that when they flee or decide to leave w/ prisoners they do so by leaving the map edge not by their ships (leading to their slaughter), also it seems like a exorbitant amount of drop ships to attack early game. (I only have gun turrets researched) now i have like 5 drop ships and not a clue what to actually use them for other then park them :P.
Can they be sold?
Any chance of adding in some AA launcher so they cannot land right on your base? or do they respond to sentry placement and avoid areas where a sentry gun covers when they land?
Also I notice they seem to destroy some terrain types on landing, I have not figured out how to exploit this for construction or destruction purposes but im gonna figure that out soon. maybe crush those dam crashed ship parts.
Anyway you can make the landing indicator (the little red circle) cover their whole size?
Also can you make them generate power? so i can plug stuff into them on landing? useful for starting a new base or outpost off the ships power. Should burn its fuel of course.
Also i think dropship raids should link the dropships to a certain level of raider quality, that way you dont have pushovers coming out of what is essentially a end game item for the player.
Another idea would be to have them para troops in or land disembark the raiders and then fly off again.
or have some sort of longer warning this type of raid is happening and maybe have them land a square next to you on the world map and after the raid you have to go to that square to attempt to capture the dropships
Also how much worth do these things have? should i just disassemble them to save myself a even worse raid down the road?

Adding aerial raids was basically a small proof of concept at this stage. They aren't balanced at all, in no perceivable way. Hence you get them too early, or loaded with half-naked shiv-fighters. And they come in droves with no additional value besides building a huge fleet. That's gonna be evened out with time.

I can definitely make them generate power for a starting colony. It's already a head-start, so why not.

AA turrets for both player and AI is definitely on the agenda now.

I haven't found a way yet to change the landing indicator.

Thanks for your hard work!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on June 30, 2017, 01:34:46 PM
Quote from: Constance68W on June 29, 2017, 08:37:30 PM
So, maybe I'm an idiot... But where are the weapons for the Dropships?  :'(

Currently there is only one, an improvised  turret. You cannot build or trade it yet, because they aren't completely safe for some people yet. If you really want to see it, you'll have to use the devs console.

Regarding AA turrets: The easiest and dirtiest option would be to just forbid ships landing on a map with AA guns. But that isn't fun.

I'll probably make the time to drop a lot longer and let the guns fire at the incoming ships. If  a certain threshold is reached (say 50% damage), the ship crashes. That way tiers and stacks of AA are possible.

I'm also finishing up on a requested feature: Parking Spots. You'll be able to set a ships current position as parking position, and from every other place you can return to this spot with a single button. Should make returning home easier.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on June 30, 2017, 04:04:15 PM
I just had this Vision of a Rimworld-XCom Mod
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on June 30, 2017, 08:39:14 PM
Quote from: Cpt.Ohu on June 30, 2017, 01:34:46 PM
Quote from: Constance68W on June 29, 2017, 08:37:30 PM
So, maybe I'm an idiot... But where are the weapons for the Dropships?  :'(

Currently there is only one, an improvised  turret. You cannot build or trade it yet, because they aren't completely safe for some people yet. If you really want to see it, you'll have to use the devs console.

Regarding AA turrets: The easiest and dirtiest option would be to just forbid ships landing on a map with AA guns. But that isn't fun.

I'll probably make the time to drop a lot longer and let the guns fire at the incoming ships. If  a certain threshold is reached (say 50% damage), the ship crashes. That way tiers and stacks of AA are possible.

I'm also finishing up on a requested feature: Parking Spots. You'll be able to set a ships current position as parking position, and from every other place you can return to this spot with a single button. Should make returning home easier.

@Cpt.Ohu - You could "reduce/hinder/limit" the accuracy of the AA guns to give ships a chance to land..
I mean... Look at the ZU-23 AA guns, they have a tendency to be fairly inaccurate but spit lead like nobody's business..
Unless you were looking at a "missile" system.. Either way, I think that ships SHOULD be able to land despite AA.

I mean, it happens.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Hammerskyne on June 30, 2017, 11:57:35 PM
Quote from: Constance68W on June 30, 2017, 08:39:14 PM
Quote from: Cpt.Ohu on June 30, 2017, 01:34:46 PM
Quote from: Constance68W on June 29, 2017, 08:37:30 PM
So, maybe I'm an idiot... But where are the weapons for the Dropships?  :'(

Currently there is only one, an improvised  turret. You cannot build or trade it yet, because they aren't completely safe for some people yet. If you really want to see it, you'll have to use the devs console.

Regarding AA turrets: The easiest and dirtiest option would be to just forbid ships landing on a map with AA guns. But that isn't fun.

I'll probably make the time to drop a lot longer and let the guns fire at the incoming ships. If  a certain threshold is reached (say 50% damage), the ship crashes. That way tiers and stacks of AA are possible.

I'm also finishing up on a requested feature: Parking Spots. You'll be able to set a ships current position as parking position, and from every other place you can return to this spot with a single button. Should make returning home easier.

@Cpt.Ohu - You could "reduce/hinder/limit" the accuracy of the AA guns to give ships a chance to land..
I mean... Look at the ZU-23 AA guns, they have a tendency to be fairly inaccurate but spit lead like nobody's business..
Unless you were looking at a "missile" system.. Either way, I think that ships SHOULD be able to land despite AA.

I mean, it happens.

I mean, sort of. "Hot" landings are exceedingly rare, when you think of hot as facing equivalent technology anti-air defenses. Most of the hot LZ action we've seen, like, ever has pitted modern dedicated fast transport landing helos against shoulder mounted dumbfire rockets and small arms fire.

The way you take an LZ that is covered by AA is by hitting that AA from long range with guided bombs/rockets because you have air superiority and munitions to spare to solve the problem. True air superiority is something we should never ever see in Rimworld, because it is terrifying. Pirates, equipped with drop ships and resources to build bombs, could just crater our entire bases from high altitude/low orbit and what could we possibly do to stop it?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on July 01, 2017, 01:12:52 AM
You're right, but these are some pretty sturdy looking ships..
I'd bet they could stand up against some RPGs/Small Arms Fire.

Not sustained or accurate, but enough to land their troops at the edge or a quick swoop and drop..
Similar to Mass Effect's Kodiak or Halo's Pelican?

Just some ideas.. Either way, I'm beyond ecstatic that I finally have dropships in RimWorld.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: chinskidrwal on July 01, 2017, 07:30:51 AM
I waiting so much when you fix bugs.This mod is awesome:)!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 02, 2017, 04:49:00 PM
Update is out. Starting ships should work now without duplicating on every map.

Also I nerfed aerial raids. They now drop on the edge and the probability was reduced dramatically.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: rambo on July 03, 2017, 12:14:16 AM
is it compatible with combat extended
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 03, 2017, 01:10:44 AM
If we are talking about ship turrets, then no. And I think I'll have to provide my own solution for this to work.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: rambo on July 03, 2017, 01:52:09 AM
ok thanks for letting me know
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 03, 2017, 04:18:09 PM
I just installed the mod to an existing colony, and now i am geting a black screen with outpost icons other factions.
I still can play, but can't use the world map.
Any way to fix this ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: System.Linq on July 03, 2017, 04:45:12 PM
This mod is really cool. It feels a little out of place compared to vanilla, but I love the concept and execution.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on July 03, 2017, 06:40:47 PM
Quote from: Canute on July 03, 2017, 04:18:09 PM
I just installed the mod to an existing colony, and now i am geting a black screen with outpost icons other factions.
I still can play, but can't use the world map.
Any way to fix this ?

What other mods are you running?
I just updated and used the previous versions and have never had that issue..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Ruisuki on July 03, 2017, 09:04:05 PM
whoa badass. does this affect difficulty significantly by making resources easier to get?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Xubrim on July 03, 2017, 09:56:16 PM
Quote from: Ruisuki on July 03, 2017, 09:04:05 PM
whoa badass. does this affect difficulty significantly by making resources easier to get?

It will trivialize the difficulty of moving extracted resources or finding someone rich enough to buy your goods. You still have to craft goods and physically extract resources, so I don't know if "easier" is the right word, but your caravaning woes will be a thing of the past. That said, you've all but won the game by the time you've researched and built a ship, so who cares?

One balance issue I'd love to see addressed in the future is fuel. As is, the ships haul 6.67 times (20 times for Fireflies) the mass per unit chemfuel, and they do so with no wasted no resources. Having them burn fuel at least 5x and 10x faster would be more than reasonable, and realistically, even 20x/60x might not be enough to slow down their use. Is this hardcored, or would it be difficult to make this a user defined variable?

I love the idea of the ships, and they're a blast to have, but they're so good no one would ever use caravans again. Transport pods will always retain some unique tactical advantages, but a dropship with cannon might overlap pretty heavily. It'd be nice if they were expensive/fragile enough, somehow, that the player at least considered taking a caravan instead. Tuning the ships via components after flights? Fuel consumption based on mass carried, with X fuel burned per take off? Require a more expensive (in terms of time, too), refined version of chemfuel?

Then again, as I said before, you've basically already won when you've built one. It might be silly to even try to balance this.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on July 03, 2017, 10:02:17 PM
I play for longevity... Have a colony last until it becomes unbeatable in Raids, Food Production, Hold-Out time, Etc.. Then I can claim a victory, but I just love playing, watching everything happen, help neighbors get some great stuff, help them beat back some Raiders, do some trading, all that fun stuff.

The Dropships have only sped that up dramatically..
I can effectively set up a small outpost near a Raider outpost, send my second ship with fighters and an empty cargo hold..
Then move a few to the Raider objective to "scout", then land my dropships beside them with the Mortars/MGs/Whatever we brought to assault.

It also makes trading nice, if you do that alot, but I prefer to wait for traders to come to me, they usually.. more often than not, have alot more of what I actually need.

I do agree, though, that the fuel consumption could be upped... I spent SOOO much money on ChemFuel during trades and all that, it's barely disappearing and I've done at least 6 combat landings and a good amount of exploring different tiles for stashes.

And to go back to another point, I've never used a ground caravan since I got OHU's Dropships..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Ruisuki on July 03, 2017, 11:17:09 PM
Quote from: Xubrim on July 03, 2017, 09:56:16 PM
Quote from: Ruisuki on July 03, 2017, 09:04:05 PM
whoa badass. does this affect difficulty significantly by making resources easier to get?

It will trivialize the difficulty of moving extracted resources or finding someone rich enough to buy your goods. You still have to craft goods and physically extract resources, so I don't know if "easier" is the right word, but your caravaning woes will be a thing of the past. That said, you've all but won the game by the time you've researched and built a ship, so who cares?

One balance issue I'd love to see addressed in the future is fuel. As is, the ships haul 6.67 times (20 times for Fireflies) the mass per unit chemfuel, and they do so with no wasted no resources. Having them burn fuel at least 5x and 10x faster would be more than reasonable, and realistically, even 20x/60x might not be enough to slow down their use. Is this hardcored, or would it be difficult to make this a user defined variable?

I love the idea of the ships, and they're a blast to have, but they're so good no one would ever use caravans again. Transport pods will always retain some unique tactical advantages, but a dropship with cannon might overlap pretty heavily. It'd be nice if they were expensive/fragile enough, somehow, that the player at least considered taking a caravan instead. Tuning the ships via components after flights? Fuel consumption based on mass carried, with X fuel burned per take off? Require a more expensive (in terms of time, too), refined version of chemfuel?

Then again, as I said before, you've basically already won when you've built one. It might be silly to even try to balance this.
right that was my main concern, caravans would become obselete. Id like to think there would be a benefit of encounters at least though when traveling in caravans. I agree that making ships require more resources would also help in that regard. That said ships are a welcome addition. i remember in a16 it took multiple years for me to get my entire colonies resources transfered to another before abandoning. Using muffalo caravans and multiple transport pods.

Just wondering what the tactical use of pods are vs other methods?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Xubrim on July 04, 2017, 01:11:43 AM
Transport pods are significantly faster, precise, and can easily deploy multiple small packages into a variety of places. You could, say, start a fight, then drop a brawler on top of each mortar emplacement, or place a pair of colonists with charge rifles up close and personal on the flanks. The degree of control you can exert with transport pods just gets silly, but it is wholly reliant on flanking and flexibility.

Of course, you could do this with exclusively ships, too, but it'd require a rather large and expensive fleet. If (when?) you can afford half a dozen ships, their cannons, the fact you can crush stuff by landing on it, and the ability to use the ship as full cover (500/700 HP, inflammable) undeniably gives them an edge. Probably enough to replace transport pods, too, if we're being honest. I still think that any player willing to do the micro will be able to use transport pods to good effect, though, even if just means keeping a few emergency reserve units on standby.

Outside of combat? Unless all your ships are busy, I can't imagine why you'd want to use transport pods. Loading rebellious prisoners into transport pods and firing them into the sea ice is pretty satisfying, imo.

edit: I don't know how there were missiles like 10 alphas ago, but no one has weaponized transport pods yet. Load it up with a bunch of chemfuel for a napalmesque fireball, or take the warhead out of a rocket launcher to give a pinpoint missile strike?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: faltonico on July 04, 2017, 01:23:52 AM
Quote from: Ruisuki on July 03, 2017, 11:17:09 PM
-snip-
"right that was my main concern, caravans would become obselete."
Good riddance i'd say.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Diedel on July 04, 2017, 04:16:47 AM
Quote from: Constance68W on July 03, 2017, 06:40:47 PM
Quote from: Canute on July 03, 2017, 04:18:09 PM
I just installed the mod to an existing colony, and now i am geting a black screen with outpost icons other factions.
I still can play, but can't use the world map.
Any way to fix this ?

I had this bug once and a restart fixed it, it did not seem to be caused by a mod, just a glitch.
What other mods are you running?
I just updated and used the previous versions and have never had that issue..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 04, 2017, 05:39:24 AM
No not a glitch. Its like there is something missing when the world map is opened. Like this invisble pawn/entity at the A16 version.

New colonies are working fine.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 04, 2017, 09:09:40 AM
Quote from: Canute on July 04, 2017, 05:39:24 AM
No not a glitch. Its like there is something missing when the world map is opened. Like this invisble pawn/entity at the A16 version.

New colonies are working fine.


If new colonies are working fine it's something I  world creation. Probably the info storage device for the Dropships wasn't generated properly on that load.

Regarding balance:if you go into the Defs of the ship, you can modify fuel consumption rate.

Balance is hard and I was mostly concerned with getting it playable. Fuel consumption is tricky to do right, since in theory your Ship on the world map would be circling in the air unless you go down. Will fix that too, so eventually you'll crash.

Regarding the durability of the ship: the standard dropship is meant to be a bulky thing able to withstand some onslaught. Maybe I'll add one-man vessels for an early game option. Refined chemfuel in the Form of Kerosin might be interesting.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 04, 2017, 09:39:58 AM
I vote for an electrical enigne ! :-))
Add an 10k battery instead of a fuel tank. It maybe don't got the same speed like rocket engine and can't enter orbital flight mode anymore. But for the travel along the surface more then enough.

You can unload minified solarpanels to recharge it, if you strand somewhere.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: PyroFuzz on July 04, 2017, 11:15:55 AM
This seems like a really cool mod!
I can't wait to see my dropships flying over shooting bullets everywhere!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 04, 2017, 01:12:33 PM
I can't wait until i see your dropships wreck next to the raider base.
Don't forget to give outpost AA guns by default ! :-)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on July 04, 2017, 01:32:14 PM
***BUG***

So, I've got my dropships placed at their landing pad...
I loaded in my save this morning to see that when I "select" the dropship.. None of the actions at the bottom of the screen come up?
WHAT HAPPENED?!

This also happens when you select the "set parking/landing zone" icon..

And I also can't deconstruct my dropships.. I had to get the DevConsole up and use the destroy tool, so at least I saved the ChemFuel..

---EDIT---
Going back to 1.32 has fixed this issue.. :/

---EDIT, Pt 2---
The Dropship seems to be duplicating some items in my Pawn's inventory into the cargohold..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 04, 2017, 09:05:37 PM
I've never used this mod before so I have a few questions/wanted to point some things out.

1. When I go to load the ship, the game slows to a crawl and allows me to load literally everything on the map. Chunks, corpses, etc. Is this a bug?

2. I can't uninstall the turret once it's on. Obviously not a huge problem since it's the only thing you can put on but, you know...

3. What can I put in the payload section of the weapon systems?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 05, 2017, 11:50:43 AM
Quote from: bolbies on July 04, 2017, 09:05:37 PM
I've never used this mod before so I have a few questions/wanted to point some things out.

1. When I go to load the ship, the game slows to a crawl and allows me to load literally everything on the map. Chunks, corpses, etc. Is this a bug?

2. I can't uninstall the turret once it's on. Obviously not a huge problem since it's the only thing you can put on but, you know...

3. What can I put in the payload section of the weapon systems?

1. That was requested by people who wanted to raid Outposts and take corpses as well.
2. Turrets are still experimental, and the Uninstall isn't correctly implemented yet.
3. As can be read on the first page in FAQ : There is no payload in the release yet, because bombing is not yet working.

@Constance: I'll revise the saving method later on.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Nord on July 05, 2017, 12:01:08 PM
Quote from: Constance68W on July 04, 2017, 01:32:14 PM
***BUG***

So, I've got my dropships placed at their landing pad...
I loaded in my save this morning to see that when I "select" the dropship.. None of the actions at the bottom of the screen come up?
WHAT HAPPENED?!

This also happens when you select the "set parking/landing zone" icon..

And I also can't deconstruct my dropships.. I had to get the DevConsole up and use the destroy tool, so at least I saved the ChemFuel..
Encountered this bug also. It is ship turret responsible of it. Dont know why.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 05, 2017, 01:11:29 PM
So it would be best to just ignore the weapon slots completely ?

So take some turrets and fueled generators with you .. or drop them in by pod ..

or get some raiderpedes and go all Protoss on your enemies.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on July 05, 2017, 04:39:37 PM
Weird... I haven't even messed with the turrets... :/

@SpaceDorf - I've been taking a pair of mortars and enough steel for sandbags, some medicine and packaged survival meals, dropping some sleeping spots in case we get wounded.. All hands on deck for my raids.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 05, 2017, 06:15:49 PM
Alright, revised the parking position saving.

@Spacedorf
If you are absolutely concerned about your savegame, turrets may be a bit difficult atm.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 06, 2017, 05:16:25 AM
Quote from: Constance68W on July 05, 2017, 04:39:37 PM
Weird... I haven't even messed with the turrets... :/

@SpaceDorf - I've been taking a pair of mortars and enough steel for sandbags, some medicine and packaged survival meals, dropping some sleeping spots in case we get wounded.. All hands on deck for my raids.

Yeah :) Home away from Home.

Quote from: Cpt.Ohu on July 05, 2017, 06:15:49 PM

@Spacedorf
If you are absolutely concerned about your savegame, turrets may be a bit difficult atm.

Thanks, it is not mainly out of concern, just good to know how to avoid trouble in general.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: 123nick on July 06, 2017, 05:22:39 AM
i get this error whenever the game autosaves: (http://i.imgur.com/DE6i8Oh.png) i have a dropship sitting around, built, with like, 7 chemfuel in the fuel tank, but thats about it. tis completely empty. any help?

also, can we have the ability to choose where a ship touches down in a map zone?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 06, 2017, 10:48:07 AM
When I load my game up I get these two errors:

Exception ticking OHUDropShip13732629: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.DropShipUtility.AllPawnsInShip (OHUShips.ShipBase ship) [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__843()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


Argument cannot be null.
Parameter name: source
at System.Linq.Check.SourceAndPredicate (object,object) <0x00042>
at System.Linq.Enumerable.Any<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x0001f>
at OHUShips.ShipBase.get_pilotPresent () <0x00090>
at OHUShips.ShipBase.get_ReadyForTakeoff () <0x00011>
at OHUShips.ShipBase/<GetGizmos>d__72.MoveNext () <0x000f5>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on July 06, 2017, 11:08:07 AM
nice mod, i had some bugs, i can't attack enemy bases with the ship i have to touchdown in the next tile and then make a caravan, it's fine but annoying and the other bug is sometimes i can't use the ship or the game screen, optiones use the pals, and so on :(
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 07, 2017, 01:10:02 AM
Quote from: 123nick on July 06, 2017, 05:22:39 AM
i have a dropship sitting around, built, with like, 7 chemfuel in the fuel tank, but thats about it. tis completely empty. any help?

also, can we have the ability to choose where a ship touches down in a map zone?

Did you download the latest version? The error seems to stem from a previous build.

Ship touchdown currently always drops in the center. I'll give you the same options as if you were targeting on the world map directly.



Quote from: bolbies on July 06, 2017, 10:48:07 AM
When I load my game up I get these two errors:

Which version are you using? Looks like the container of the ship, that's being referenced for getting pawns on board, is null. There was a big change to the container-code from RW a few weeks ago.

Quote from: KLk on July 06, 2017, 11:08:07 AM
nice mod, i had some bugs, i can't attack enemy bases with the ship i have to touchdown in the next tile and then make a caravan, it's fine but annoying and the other bug is sometimes i can't use the ship or the game screen, optiones use the pals, and so on :(

What do you mean by being unable to attack? In the current version, there are only assault options for enemy faction bases, with edge drop and center drop being selectable. If you want to attack friendly bases currently there's no option to attack once you've chosen to Visit them.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: DooMJake on July 08, 2017, 05:03:12 AM
This looks promising. Is there a Steam Workshop version?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 08, 2017, 02:28:54 PM
Quote from: DooMJake on July 08, 2017, 05:03:12 AM
This looks promising. Is there a Steam Workshop version?

Not yet. There is still a lot of experimental stuff in here that needs to be addressed before I dare put this on the Workshop.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 08, 2017, 07:39:38 PM
I got a ship bug without installing any turrets.

I made the mistake on landing on a crashed ship and my People on the Ship and the Ship itself vanished.
So I loaded a savegame which I thought should reverse the problem ..
Well. It did not.

After loading the ship was bugged .. clicking on it I got no ship menu and could only free the cursor by clicking on the menu button.

===== EDIT =====

I was able to load a previous game before the ship was finished and that removed the problem for now ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 08, 2017, 10:27:49 PM
@Cpt.Ohu
I'm using version 1.33
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 10, 2017, 12:22:05 PM
Quote from: SpaceDorf on July 08, 2017, 07:39:38 PM
I got a ship bug without installing any turrets.

I made the mistake on landing on a crashed ship and my People on the Ship and the Ship itself vanished.
So I loaded a savegame which I thought should reverse the problem ..
Well. It did not.

After loading the ship was bugged .. clicking on it I got no ship menu and could only free the cursor by clicking on the menu button.

===== EDIT =====

I was able to load a previous game before the ship was finished and that removed the problem for now ..

Do you still have the error log? I just crashed onto another crashed ship, and it got destroyed without problems, pawns intact.

Quote from: bolbies on July 08, 2017, 10:27:49 PM

@Cpt.Ohu
I'm using version 1.33

Could you send me the savegame in PM? I'd like to take a look at the container.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sivrehn on July 10, 2017, 05:09:00 PM
Sorry to bother you, but I didn't find any reference to this...

I started with a ship, a Firefly to be precise. Was working okay until I got a Trade Fair request (I have the recon and Discovery mod as well). I loaded my ship with two guys and some supplies and trade goods and launched. Selected drop on edge, since those fairs are sometimes slightly hostile due to the many factions in them. Also, the visit faction base button looked odd(odd font, spelling errors). The ship goes there quickly and then I press touchdown. It tgen goes to the generating map screen and proceeds to stay there forever :lol:. Did I choose the wrong option or this a possible mod incompatibility?

Thanks in advance!

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 10, 2017, 08:06:14 PM
@Cpt.Ohu
I am currently on vacation right now but I'll send it when I get back!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Gunblast on July 10, 2017, 08:13:07 PM
My ship "crashed," though it kept flying while spamming dozens of "ship is out of fuel, crashed!" messages. When I manually landed the ship, it disappeared upon touchdown and my colonist fell into a 'void plane'. Loading an earlier save doesn't bring back the ship, the console says it's already destroyed. Is there any way to spawn in a ship? Was running latest version from github
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 11, 2017, 04:00:26 AM
Quote from: Cpt.Ohu on July 10, 2017, 12:22:05 PM
Quote from: SpaceDorf on July 08, 2017, 07:39:38 PM
I got a ship bug without installing any turrets.

I made the mistake on landing on a crashed ship and my People on the Ship and the Ship itself vanished.
So I loaded a savegame which I thought should reverse the problem ..
Well. It did not.


Do you still have the error log? I just crashed onto another crashed ship, and it got destroyed without problems, pawns intact.



I have to check if I still have the savegame, I mixed up my whole modlist because I had some other issues about taming animals .. but I never checked the error log.

This will take a few hours, because I am at work right now.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on July 11, 2017, 12:23:18 PM
Quote from: Cpt.Ohu on July 07, 2017, 01:10:02 AM
Quote from: 123nick on July 06, 2017, 05:22:39 AM
i have a dropship sitting around, built, with like, 7 chemfuel in the fuel tank, but thats about it. tis completely empty. any help?

also, can we have the ability to choose where a ship touches down in a map zone?

Did you download the latest version? The error seems to stem from a previous build.

Ship touchdown currently always drops in the center. I'll give you the same options as if you were targeting on the world map directly.



Quote from: bolbies on July 06, 2017, 10:48:07 AM
When I load my game up I get these two errors:

Which version are you using? Looks like the container of the ship, that's being referenced for getting pawns on board, is null. There was a big change to the container-code from RW a few weeks ago.

Quote from: KLk on July 06, 2017, 11:08:07 AM
nice mod, i had some bugs, i can't attack enemy bases with the ship i have to touchdown in the next tile and then make a caravan, it's fine but annoying and the other bug is sometimes i can't use the ship or the game screen, optiones use the pals, and so on :(

What do you mean by being unable to attack? In the current version, there are only assault options for enemy faction bases, with edge drop and center drop being selectable. If you want to attack friendly bases currently there's no option to attack once you've chosen to Visit them.
fixed, a over mod problem
tnxs!!!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 11, 2017, 12:32:40 PM
Quote from: SpaceDorf on July 11, 2017, 04:00:26 AM
Quote from: Cpt.Ohu on July 10, 2017, 12:22:05 PM

Do you still have the error log? I just crashed onto another crashed ship, and it got destroyed without problems, pawns intact.


I have to check if I still have the savegame, I mixed up my whole modlist because I had some other issues about taming animals .. but I never checked the error log.

This will take a few hours, because I am at work right now.

Sorry .. I deleted all saves of the fucked up colony .. I try again as soon as I have a new dropship.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Jedi0n on July 11, 2017, 01:00:56 PM
Yo OP. 1.34 link doesn't exist, seems 1.34 is not published on your github. The master is available so just using that for now. Also your new ship says "gentile" uh I think you mean "gentle" ^_^
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 11, 2017, 02:02:26 PM
Quote from: Gunblast on July 10, 2017, 08:13:07 PM
My ship "crashed," though it kept flying while spamming dozens of "ship is out of fuel, crashed!" messages. When I manually landed the ship, it disappeared upon touchdown and my colonist fell into a 'void plane'. Loading an earlier save doesn't bring back the ship, the console says it's already destroyed. Is there any way to spawn in a ship? Was running latest version from github

Seems like the check for already destroyed ships didn't work properly. I'll upload a fix later on.

Quote from: KLk on July 11, 2017, 12:23:18 PM
fixed, a over mod problem
tnxs!!!

Good to hear.

Quote from: Jedi0n on July 11, 2017, 01:00:56 PM
Yo OP. 1.34 link doesn't exist, seems 1.34 is not published on your github. The master is available so just using that for now. Also your new ship says "gentile" uh I think you mean "gentle" ^_^

Should be visible now. And yes, don't know why the 'i' slipped in there.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: dareddevil7 on July 11, 2017, 10:59:22 PM
DO you think you could patch the front gun for CE?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 12, 2017, 07:14:48 AM
Quote from: dareddevil7 on July 11, 2017, 10:59:22 PM
DO you think you could patch the front gun for CE?

It's a question of time. I cannot make promises in that regard.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ChairmanPoo on July 12, 2017, 05:58:20 PM
I'm getting this error:

Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__73.MoveNext () <0x0066c>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Xubrim on July 13, 2017, 03:09:21 PM
I love the new planes. Unfortunately, the range predictions seem a little wonky. A maximum distance flight for the Albatross uses only 30% of a full tank, while the other two run out of fuel and crash quite early into their flights. Also, do you think there'd be any way to see a text based prediction of how much fuel will be consumed?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 13, 2017, 04:57:40 PM
Quote from: Xubrim on July 13, 2017, 03:09:21 PM
I love the new planes. Unfortunately, the range predictions seem a little wonky. A maximum distance flight for the Albatross uses only 30% of a full tank, while the other two run out of fuel and crash quite early into their flights. Also, do you think there'd be any way to see a text based prediction of how much fuel will be consumed?

I just wanted to post the exact same question, while I even did not know there was a full prediction at all.
Where can I find it ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Xubrim on July 13, 2017, 05:06:45 PM
Quote from: SpaceDorf on July 13, 2017, 04:57:40 PM
I just wanted to post the exact same question, while I even did not know there was a full prediction at all.
Where can I find it ?

When you mouse over tiles on the world map prior to launch, either the mod will let you move there or say something like "Area is out of range" (not actually that wording, but it's obvious) while preventing you from clicking said tile. Once you know the outer limit, in theory you could guess what would take 50% of your fuel, but as said, the prediction isn't reliable as of 1.34. You can make some pretty crude guesses via trial and error, but yeah.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 13, 2017, 05:21:56 PM
Hmm fascinating. Because my dropship just crashed with half a ton of loot and five out of seven pawns .. without giving me a warning before hand.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 14, 2017, 05:32:53 AM
The calculation of fuel consumption and therefore travel reach on the world map is a bit odd to calculate so the formula doesn't quite get it right yet.

There are now more factors to consider in calculating that alter the prediction. I'll try and fix this soon.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 14, 2017, 08:10:34 AM
Instead of a calculation could you add a more specific description to the ships ?
Like the gas usage of cars.

Uses about X fuel for 1 World-Tile when fully loaded.
This lets us at least guesstimate the range without you having to patch and program to much.

===== EDIT =====

Now that we can land on the new quest maps, it would be more important in my eyes that the dropship lands somewhere
on the border instead right in the center of the map. Worst case scenario .. right in the center of the building you are about to attack.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: EpicFox on July 14, 2017, 10:10:41 PM
Quote from: SpaceDorf on July 14, 2017, 08:10:34 AM
Now that we can land on the new quest maps, it would be more important in my eyes that the dropship lands somewhere
on the border instead right in the center of the map. Worst case scenario .. right in the center of the building you are about to attack.

Absolutely agree on this.
At this moment an assault is simply not possible due to high chance of landing in the middle of the map while the enemy has got a small base with 3-6 turrets, sometimes 1 or 2 mortars, and they will blow rip you in seconds. Tried about 6 times now but failed within seconds after landing.
Best option would be a prompt to select where to land but if that's not possible at least auto-land it on the map edge.
Hope this is possible cause I love this mod.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 15, 2017, 12:51:45 AM
@Cpt.Ohu
Back from vacation! Savegame sent!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 15, 2017, 04:35:57 PM
Updated V1.34 is up. Travel reach on the world map is now calculated correctly. This should fix ships crashing without warning, since you cannot launch it otherwise.

Regarding dropping in Maps: I'll change the position to a point at the edge for the next update.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 15, 2017, 06:31:51 PM
So I've been messing around with this mod and I got it working for about an hour, then I get the usual object reference error. My pawns also don't refuel all the way. They get to like 2300 (give or take) but stop after that. And when loading auto-saves I get an error saying it can't load the map.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Jeffsikles on July 15, 2017, 11:20:12 PM
Quote from: Cpt.Ohu on July 12, 2017, 07:14:48 AM
Quote from: dareddevil7 on July 11, 2017, 10:59:22 PM
DO you think you could patch the front gun for CE?

It's a question of time. I cannot make promises in that regard.
Politely seconding request for a CE patch, this mod looks really really cool but the CE incompatablilty makes it a tough call.
Anyone know if the game will let me run this and CE and just not use the front turret? or will it still mess things up?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 16, 2017, 05:00:18 AM
Quote from: ChairmanPoo on July 12, 2017, 05:58:20 PM
I'm getting this error:

At what point did this happen? After loading a save, or beforehand?

Quote from: bolbies on July 15, 2017, 06:31:51 PM
So I've been messing around with this mod and I got it working for about an hour, then I get the usual object reference error. My pawns also don't refuel all the way. They get to like 2300 (give or take) but stop after that. And when loading auto-saves I get an error saying it can't load the map.

The object reference error is a bit tricky because as of now I haven't been able to reproduce it or find the root of where the container might be set to be NULL.

As for refuelling: There's an auto-refuel threshold set in the defs, after which point you'd have to manually tell your pawns to continue refueling. The current treshold is 75%.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: bolbies on July 17, 2017, 02:20:41 AM
I just tried making a new colony, spawning the ships and loading them up, and now I have a new error that seems to disable the ability for pawns to get in the ship. I'm thinking that it is conflicting with a mod if I seem to be the only one having this kind of trouble.

JobDriver threw exception in initAction. Pawn=Fedon, Job=EnterShip A=Thing_OHUDropShip60685, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.ReservationManager.Reserve (Verse.Pawn claimant, LocalTargetInfo target, Int32 maxPawns, Int32 stackCount, Verse.ReservationLayerDef layer) [0x00000] in <filename unknown>:0
  at Verse.AI.ReservationUtility.Reserve (Verse.Pawn p, LocalTargetInfo target, Int32 maxPawns, Int32 stackCount, Verse.ReservationLayerDef layer) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Reserve+<Reserve>c__AnonStorey4F7.<>m__7DF () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=EnterShip, curDriver=OHUShips.JobDriver_EnterShip
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
OHUShips.<>c__DisplayClass73_0:<GetFloatMenuOptions>b__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Exoray on July 17, 2017, 10:05:03 AM
Quote
The object reference error is a bit tricky because as of now I haven't been able to reproduce it or find the root of where the container might be set to be NULL.


Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__76.MoveNext () <0x0066c>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


It happened after doing a few supply runs back and forth from a mineral deposit to base but as you said its a tricky bug but here is the error log if it helps

Edit: I built a new dropship and when I pressed the parking zone it threw that error so it has something to do with parking
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt. DuctTape on July 17, 2017, 10:36:53 AM
Quote from: Jeffsikles on July 15, 2017, 11:20:12 PM
Politely seconding request for a CE patch, this mod looks really really cool but the CE incompatablilty makes it a tough call.
Anyone know if the game will let me run this and CE and just not use the front turret? or will it still mess things up?

I tried running CE + OHU today, and the ships seem to work fine, although I only played for an hour, and didn't test the turret.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sivrehn on July 17, 2017, 05:43:29 PM
Sorry to bother, but is the Firefly ship still compatible? It has behaved oddly lately. Like, I click the set parking button and its box and controls vanish, the dev options vanish, the load menu vanishes, etc. It says it cannot find a reference to the object. I will test to see if it happens with the stock ships
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AnotherFireFox on July 19, 2017, 03:14:20 AM
I'm a super noob when it comes to modding, and I wanna play this mod with Hardcore_SK.
My first thought was I have to replace the materials to build ships into somethings being used in Hardcore_SK.
Do I have to do anything else?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 19, 2017, 04:38:39 AM
You allready ask at the HCSK thread, let me suggest you get discord and join the the HCSK discord channel and try to ask there, you will have much faster responce and even someone there made the changes for you.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AnotherFireFox on July 19, 2017, 05:25:24 AM
Thanks! That would be much better, sorry for being noob
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 19, 2017, 06:17:20 AM
Quote from: sivrehn on July 17, 2017, 05:43:29 PM
Sorry to bother, but is the Firefly ship still compatible? It has behaved oddly lately. Like, I click the set parking button and its box and controls vanish, the dev options vanish, the load menu vanishes, etc. It says it cannot find a reference to the object. I will test to see if it happens with the stock ships

It seems an error I thought fixed previously appeared again. Once back from vacation I'll fix this.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Exoray on July 19, 2017, 08:01:40 AM
Since I haven't used the parking button I have had no issues so far so I guess its the parking mechanic that causes the object reference error
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Bob_Namg on July 19, 2017, 09:04:49 PM
Is this supposed to happen?
(http://i.imgur.com/ZvZ5mYp.png)

All my dudes except for two died but it did allow me to send them on a mystical journey involving cannibalism and a lot of mental breaks to conquer an allied base
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: LiteEmUp on July 20, 2017, 06:45:07 AM
replied for bookmarking purposes..

so when is this going to be released in steam??


also any known mod conflicts??

and requires new saves or current save compatible??
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on July 20, 2017, 08:10:24 AM
Suggestion

Add operational radius to the ship description stats
Measured as a range in world hexes that a ship can jump to and still jump home without refueling.

As a player the stats fuel capacity, consumption rate and speed are arguments to a function to calculate how far the ship can jump before reaching the point of no return. And isn't computing that answer a job fit for a computer?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 20, 2017, 08:47:48 AM
Quote from: SpaceDorf on July 14, 2017, 08:10:34 AM
Instead of a calculation could you add a more specific description to the ships ?
Like the gas usage of cars.

Uses about X fuel for 1 World-Tile when fully loaded.
This lets us at least guesstimate the range without you having to patch and program to much.


Quote from: AngleWyrm on July 20, 2017, 08:10:24 AM
Suggestion

Add operational radius to the ship description stats
Measured as a range in world hexes that a ship can jump to and still jump home without refueling.

As a player the stats fuel capacity, consumption rate and speed are arguments to a function to calculate how far the ship can jump before reaching the point of no return. And isn't computing that answer a job fit for a computer?

What He/She said :P
Title: A few somewhat troubling bugs I have encountered.
Post by: Joocoob on July 21, 2017, 07:45:39 AM
I'm not too sure it it's only happening to me.

I set a colonist (or multiple) to load the dropship with whatever is needed (extra fuel, survival meals, etc.) but the colonist(s) always starts wandering off halfway through the job. They don't eat or sleep, they just wander. I haven't waited until they have passed out (though I probably should try that). The only way to I've found to fix this is either to make them board the ship again or arrest and then release them, which fixes their AI, but they don't haul things to the dropship anymore, but it doesn't allow me to utilize more haulers.

I don't intend for this to be a rant or anything, the mod is still freaking awesome and makes the game much more enjoyable.

If I need to send a log of some sort, let me know.
Title: Re: A few somewhat troubling bugs I have encountered.
Post by: Exoray on July 21, 2017, 09:02:32 AM
Quote from: Joocoob on July 21, 2017, 07:45:39 AM
I'm not too sure it it's only happening to me.

I set a colonist (or multiple) to load the dropship with whatever is needed (extra fuel, survival meals, etc.) but the colonist(s) always starts wandering off halfway through the job. They don't eat or sleep, they just wander. I haven't waited until they have passed out (though I probably should try that). The only way to I've found to fix this is either to make them board the ship again or arrest and then release them, which fixes their AI, but they don't haul things to the dropship anymore, but it doesn't allow me to utilize more haulers.

The same thing happens when you travel say to a mineral deposit or any other location you will stay more than a few days, colonists just seem to not work and just wonder about, only way I have found a way to fix this as mentioned above is to make them enter the ship and leave again then they work as normal. Only seems to happen upon the colonists first time stepping off the ship in new location, and not all of them say 30% of colonists who travelled
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 21, 2017, 04:04:24 PM
I have similiar problems with pawn behavior when trying to load my dropship.

I still have no clue what the best settings are.

When I give orders to load the ship they start out happily and stuff everything inside, but after a while they stop and either wander around confused or enter the ship and stop doing anything at all.
I tried with different numbers of loaders 1 assigned to the ship and 2 in the field below, 3 assigned, 2 assigned .. it is always the same behavior.

Is there a "best practive" for loading ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on July 22, 2017, 01:07:52 AM
I think the issue with the loading ship can be helped a bit, when you allow to load the ship without passengers.
You can let the passenger enter afterwards.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 02:18:42 AM
Yeah after fiddling a bit tonight I found out how to configure it right .. works like a charm now.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Joocoob on July 22, 2017, 04:04:46 AM
Quote from: SpaceDorf on July 22, 2017, 02:18:42 AM
Yeah after fiddling a bit tonight I found out how to configure it right .. works like a charm now.

What do you do? Can you enlighten me?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 06:22:04 AM
Quote from: Joocoob on July 22, 2017, 04:04:46 AM
Quote from: SpaceDorf on July 22, 2017, 02:18:42 AM
Yeah after fiddling a bit tonight I found out how to configure it right .. works like a charm now.

What do you do? Can you enlighten me?

You have spoken the right words.
Come and partake in my wisdom.

First. : What I did wrong :
Select 6 to 8 Pawns, fully loaded, on the passengers screen and lots of single items until the cargo hold is full ..
When Pawns got in, kicked them out and ordered them to load or do other things, when they were wandering confused.

This led to a place where 6 pawns were wandering confused and getting breakdowns because of tiredness, hunger and boredom while two sat in the boat and twiddled their thumbs.
Nothing got loaded and when I tried to order my other pawns back in the boat it did not work anymore. ...

What I do now :

Select the Pawns in the passengers tab which I want to take with me on the flight.
Select the Cargo on the Items Tab until I have everything, or the boat is full.
Then I deselect all pawns but one or two.
Set the Number of Min Haulers at the bottom between 2 and 4 and let them at it ..
When the Thumbtwiddler Squad starts getting comfy in the boat, the others keep loading,
until I get a nice little message like with the Launchpods.

Then I send the rest of the crew into the dropship.
Problem is, that there can only be one cargo interaction at the same time, either loading or boarding. When to many Pawns try to load they get confused and don't know whos turn it is.
Refuelling does work in parallel but getting 3000 Units of fuel is a bitch :)

===== EDIT ======

I nearly forgot the final part of wisdom.
When you have done the above .. be patient and ignore the pawns until the ship is loaded .. it's like boiling water.
Don't look, it will happen.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Joocoob on July 22, 2017, 09:55:33 AM
Quote from: SpaceDorf on July 22, 2017, 06:22:04 AM
Quote from: Joocoob on July 22, 2017, 04:04:46 AM
Quote from: SpaceDorf on July 22, 2017, 02:18:42 AM
Yeah after fiddling a bit tonight I found out how to configure it right .. works like a charm now.

What do you do? Can you enlighten me?

You have spoken the right words.
Come and partake in my wisdom.

First. : What I did wrong :
Select 6 to 8 Pawns, fully loaded, on the passengers screen and lots of single items until the cargo hold is full ..
When Pawns got in, kicked them out and ordered them to load or do other things, when they were wandering confused.

This led to a place where 6 pawns were wandering confused and getting breakdowns because of tiredness, hunger and boredom while two sat in the boat and twiddled their thumbs.
Nothing got loaded and when I tried to order my other pawns back in the boat it did not work anymore. ...

What I do now :

Select the Pawns in the passengers tab which I want to take with me on the flight.
Select the Cargo on the Items Tab until I have everything, or the boat is full.
Then I deselect all pawns but one or two.
Set the Number of Min Haulers at the bottom between 2 and 4 and let them at it ..
When the Thumbtwiddler Squad starts getting comfy in the boat, the others keep loading,
until I get a nice little message like with the Launchpods.

Then I send the rest of the crew into the dropship.
Problem is, that there can only be one cargo interaction at the same time, either loading or boarding. When to many Pawns try to load they get confused and don't know whos turn it is.
Refuelling does work in parallel but getting 3000 Units of fuel is a bitch :)

===== EDIT ======

I nearly forgot the final part of wisdom.
When you have done the above .. be patient and ignore the pawns until the ship is loaded .. it's like boiling water.
Don't look, it will happen.

Thank you good sir, those words of wisdom will greatly assist me in my journeys across the planet.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Madman666 on July 22, 2017, 11:06:46 AM
This mod's damn cool! I always wanted something more than just drop pods. The only thing it lacks is takeoff\flight\landing sounds.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 22, 2017, 11:36:19 AM
Quote from: SpaceDorf on July 20, 2017, 08:47:48 AM
Quote from: SpaceDorf on July 14, 2017, 08:10:34 AM
Instead of a calculation could you add a more specific description to the ships ?
Like the gas usage of cars.

Uses about X fuel for 1 World-Tile when fully loaded.
This lets us at least guesstimate the range without you having to patch and program to much.


Quote from: AngleWyrm on July 20, 2017, 08:10:24 AM
Suggestion

Add operational radius to the ship description stats
Measured as a range in world hexes that a ship can jump to and still jump home without refueling.

As a player the stats fuel capacity, consumption rate and speed are arguments to a function to calculate how far the ship can jump before reaching the point of no return. And isn't computing that answer a job fit for a computer?

What He/She said :P

I'll put the fuel consumption and a speed factor into the description. Fuel consumption is currently defined as fuel per second of flight, and a speed factor of 1 (normal dropship) means roughly 2 seconds of flight per world tile + the respective time it takes for the ship to drop on / leave a map. This calculation is a bit complicated to put into an estimate of fuel consumption on the screen, though I'll see what I can do.

And what would the reference point for the proposed point of no return be? The current parking spot? The nearest player settlement? The current position of the ship?


Quote from: Bob_Namg on July 19, 2017, 09:04:49 PM
Is this supposed to happen?

In the newest version raiders are set to land on the edge of the map, so no, this shouldn't happen anymore, unless the random drop spot finder made an unlucky decision.

Quote from: Madman666 on July 22, 2017, 11:06:46 AM
This mod's damn cool! I always wanted something more than just drop pods. The only thing it lacks is takeoff\flight\landing sounds.

Thank you! I wanted to put in sounds, but that turned out to be a bit more difficult, hence I postponed this feature.




In general the cargo loading system has had this problem since its inception. I cannot for the life of me figure out what happens to those pawns wandering around confused. I tried copying the droppod loading system as closely as possible. Thank you SpaceDorf for providing a guide to loading without errors. I'd like to put this on the front page as an explanation for new users.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Madman666 on July 22, 2017, 12:16:39 PM
Well, if you get to sounds eventually its more than good enough for me)) By the way, right now you can land your flyers right in the middle of allied settlments and pilfer all their stuff absolutely unobstructed. Is that intended? I just robbed the crap out of a tribal base and they didn't say a thing... And also didn't find how to make weapons for aircraft anywhere, are those included in your other, bigger mod? Thanks in advance for answers))
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 01:09:33 PM
You just ninjad my own answer, in which I wanted to praise the grand Cpt.Ohu and his Skitarii who recocvered this great STC in the far reaches of space and I would be honored if something of mine could help your quest.

In my current game I also noticed the calculated hex you show for range, which is really good and has not failed me so far.
I think I did not notice it before, because I fueled the Dropship to 2.3k .. so the hex was apperently so big it went out of sight over the horizon.

The point of no return is normally defined as the point where you depleted exaclty half of your fuel and return to the exact starting point is no longer savely possible, with error always rounding on the side of caution.
So if the starting and landing procedure also requires fuel, lets assume the worst case scenario of crossing a complete 400x400 map while starting and landing.
To bad the waypoint tool does not tell us how many hexes are crossed, this would make things so much easier :)

So the question is : is fuel consumption influenced by carried mass or not ?

Landing Time is the Time between the Message "Your Ship has arrived" and the moment it touches ground ?

Which is about ten seconds to roughly the center of a 300x300 map which I use. ( so between 150-200 map tiles, is the same speed used on the local map ? )

What about hovering ? you have arrived, but don't touch down ?

Since I also use the set-up-camp mod I can always land and ressuply by droppod

So Imho the description, a short excerpt from the tech manual, should tell :

----

A completely fueled and well maintained Orbital Hubs United Dropship reaches a top speed of half a hex per second and has a save maximum reach of XXX Hexes.
Calculations and Tests in our lab have proven that maintaining this speed with 150kg cargo, the OhU Standardized Value for two crewmembers, uses YYY amount of OHU approved TrashMan Chemfuel.

The assisted Take-Off and Landing Process uses another ten to twenty seconds of fuel, depending on the terrain at your landing zone.

If the full cargo capacity of one metric ton is used, the OHU Dropship still uses only ZZZ of TrashMan Chemfuel per second.

----

Remember the OHU Group is a mass producer of small ground to orbit transporters, the game is deniability.
( and only if the fuel consumption chip is set to test center mode )




Finally let us pray in the Name of the Emperor and the Omnissiah,
For Terra and Mars, the two Heads of the Aquila.


Look to your battle gear and it will protect you.
We guard it witrh our lives.
Your armour is your soul, and your soul's dedication is its armour.
The soul of the warrior is the protector of humanity.
Honour the craft of death.
Only the Emperor is higher in our devotion.
Honour the battle gear of the dead. We ask only to serve.
( and arrive in one piece )
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 01:49:18 PM
Quote from: Madman666 on July 22, 2017, 12:16:39 PM
And also didn't find how to make weapons for aircraft anywhere, are those included in your other, bigger mod? Thanks in advance for answers))

There is a turret you can build at the smithy , the 40k Weapons .. well yeah .. belong obviously to the 40k mod.

Maybe someone could talk the rimsenal team into an OhU - Addon ..

Pinky, are you pondering what I am pondering ?

gee Brain, you would love to play Dinosaurs with Mr. Washburne ?

No, Pinky .. but with the Firefly Template, it should be possible to convert the 40k Ships into a Vanilla Friendly version,
or we could even try to steal graphics from such games as FasterThanLight ..

and with them, we take over the rimWorld !


=== EDIT ====

Something that crossed my mind, while watching my pawns load another ship ..
Is there a way, are you planning a way, to cancel the loading process ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on July 22, 2017, 02:11:36 PM
Quote from: Cpt.Ohu on July 22, 2017, 11:36:19 AM
This calculation is a bit complicated to put into an estimate of fuel consumption on the screen, though I'll see what I can do. And what would the reference point for the proposed point of no return be? The current parking spot? The nearest player settlement? The current position of the ship?

Range in world hexes is the variable of interest to players. The others are sub-components to it, and if it's difficult for the dev to figure out how far a ship can go, it's nearly impossible for a player to make that calculation.

The point of no return, or operational radius of an aircraft is the maximum radius drawn from it's liftoff point out to a range where it can still return to it's liftoff point. 

QuoteFuel consumption is currently defined as fuel per second of flight, and a speed factor of 1 (normal dropship) means roughly 2 seconds of flight per world tile [plus complications].

speed (world tiles/second) x fuel (seconds) = distance (world tiles)
2 seconds/worldTile = 1/2 worldTile/second
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 02:33:47 PM
Quote from: AngleWyrm on July 22, 2017, 02:11:36 PM
Quote from: Cpt.Ohu on July 22, 2017, 11:36:19 AM
This calculation is a bit complicated to put into an estimate of fuel consumption on the screen, though I'll see what I can do. And what would the reference point for the proposed point of no return be? The current parking spot? The nearest player settlement? The current position of the ship?

Range in world hexes is the variable of interest to players. The others are sub-components to it, and if it's difficult for the dev to figure out how far a ship can go, it's nearly impossible for a player to make that calculation.

The point of no return, or operational radius of an aircraft is the maximum radius drawn from it's liftoff point out to a range where it can still return to it's liftoff point. 

QuoteFuel consumption is currently defined as fuel per second of flight, and a speed factor of 1 (normal dropship) means roughly 2 seconds of flight per world tile + the respective time it takes for the ship to drop on / leave a map. This calculation is a bit complicated to put into an estimate of fuel consumption on the screen, though I'll see what I can do.

speed (world tiles/second) x fuel (seconds) = distance (world tiles)
2 seconds/worldTile = 1/2 worldTile/second

fixed :
speed (world tiles/second) x ( fuel (seconds) - 2 x localmap_offset (seconds) )= distance (world tiles)

2 seconds/worldTile = 1/2 worldTile/second
localmap_offset = either the average value or maximal value of travel on a local map during take off and landing.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on July 22, 2017, 02:54:40 PM
So localmap_offset is the seconds of fuel burned during take-off and landing; great that clears up the complications.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 22, 2017, 03:28:38 PM
yeah. since 2 seconds on the local map are allready a complete hex, this is quite important.

And the fact that the range of the return flight is actually shorter due to this extra fuel consumption is really grinding on my nerves. And how to predict and show this ..
On the other hand, this is so true to real life, that I love the immersion it creates.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on July 22, 2017, 04:51:35 PM
Quote from: SpaceDorf on July 22, 2017, 02:33:47 PM
Quotespeed (world tiles/second) x fuel (seconds) = distance (world tiles)
2 seconds/worldTile = 1/2 worldTile/second

fixed :
speed (world tiles/second) x ( fuel (seconds) - 2 x localmap_offset (seconds) )= distance (world tiles)
2 seconds/worldTile = 1/2 worldTile/second
localmap_offset = either the average value or maximal value of travel on a local map during take off and landing.

further refinement:
speed (world tiles/second) x ( fuel (seconds) - 4 x localmap_offset (seconds) )= distance (world tiles)

Two take-offs and two landings for a complete round trip, with the remaining seconds of fuel defining the radius of maximum distance after reaching altitude. Half of that would be the radius that a ship can cover and still return home on the fuel it's got.

For a generic value of localmap_offset, maybe something representing how long it would take to cross a given map size from the edge to edge of that map size. Then the actual distance available would always be at least what is predicted, and maybe a little bit more depending on where in the map the ship parked and which way it's headed. So I like the "maximal value of travel on a local map" version.

If that generalization seems ok, then the localmap_offset could be the same value as fuel consumption per world tile crossed, the time spent in a world tile. 1/speed = seconds/worldTile
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 22, 2017, 05:10:23 PM
Quote from: LiteEmUp on July 20, 2017, 06:45:07 AM
so when is this going to be released in steam??
also any known mod conflicts??
and requires new saves or current save compatible??

A steam release will still take some time since there are a few kinks in the mod that would make support on the steam workshop a nightmare.
The mod shouldn't conflict with anything, but of course I don't know for sure. One incompability may be CE, but only if you want to use the ship turret.

Also, the mod should be savegame compatible, but that depends on whether the generation of a special world object succeeds on your savegame or not.

@SpaceDorf & AngleWyrm: If you're really interested, I can attach the excel-sheet with actual calculations at some point. The last rendition you put together is quite close already.

I'll probably just draw a second radius indicating the maximum distance to travel if you want to return to your current location. Just have to figure out how to display this info on the world map while targeting as well.

Also: Currently cargo load isn't factored into fuel consumption. The easiest way would be to add another scaling factor as a percentage. E.G. a 0.1% increase in consumption for every 1% of cargo, resulting in a maximum increase of fuel consumption of 10% for a fully loaded ship.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: AngleWyrm on July 22, 2017, 05:46:44 PM
Quote from: Cpt.Ohu on July 22, 2017, 05:10:23 PM
Currently cargo load isn't factored into fuel consumption. The easiest way would be to add another scaling factor as a percentage. E.G. a 0.1% increase in consumption for every 1% of cargo, resulting in a maximum increase of fuel consumption of 10% for a fully loaded ship.
What happens if the on-board fuel weight is consumed while in transit? Here's a page on optimizing fuel consumption (http://homepages.math.uic.edu/~jlewis/math165/asavgcost.htm) that illustrates the type of solutions and observations that arise from this question.

An interesting assertion is "if you drive a car at constant speed, then the number of miles per gallon will first increase and then decrease"
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 23, 2017, 09:32:20 AM
Yeah .. Stupid Me. My Internet Provider sucked yesterday so today I give you :

The way landing and starting works we actually know the max localmap_offset :
its the mapsize of the colony.

every landing and launching crosses the complete map once.

so for launching you allready know ( localmap.size - localmap.x ) as flightpath -> length/speed = times
while landing gives you localmap.x which remains as the only unknown value and should therefore default to max mapsize.
And I would love to see the excel file :)

===== EDIT =====

I have been messing with DropPods for the first time, and there are some things left
I would like to see for the dropships :

Setting Fuellevel allready displayes the Max Range .. if you remove the flight time for mapsize.max you can predict the save range there.

When Selecting a Pod it displays a message .. Not Ready for Launch, Loading in Progress.
Can't you use the same workgiver for your dropships ? And would it not be better to restrict the pawns assigned to the ship from loading instead of them forming a caravan ?

Something New : Could you give the Ship a fourth tab which displays the remaining orders ? Similiar to the cargo bay you can see there what is assigned to be loaded into the ship .. as addition you could abort the order from there similiar to unloading.


Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 23, 2017, 10:15:37 AM
Last for now, I hope :

What I learned from a Siege today :

Park your Dropship in a Neighboring Hex.
Use a Droppod to send a Scout into the enemy territory
Land your dropship wherever you like.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Duftmand on July 24, 2017, 06:48:51 PM
I'm playing with Hardcore SK, is this compatible? and if it isn't is there some way i can change the resources required to build the dropships so that they fit with what SK uses?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 24, 2017, 07:47:50 PM
I am reliefed HardcoreSK guy posted ..

So I will grace you with an answer first :
Honestly I don't know, and I don't care  :P  ( sorry being tired and cheeky )
My guess is, that the Dropships should work, because as far as I know ( and care ) HardcoreSK and CE ( just to be complete)
don't mess with the stuff required for the dropships .. if the droppods work, so should the dropships ..
I would be careful about the turret though.

-----------------------------------------------------
Now I have another thing to write about ...

aimless wandering of loading pawns. Could have two reasons now .. I gave the order to load and enter my second dropship
to support my attack on an pirate outpost ( the pirates ran single file into my firing squad, and a grenade took out the power of the single turret, but damn those giant spiders ... )
anyhow .. I gave the load orders, saved and closed my game.

After reloading the two assigned pawns stumbled around like someone removed their thinkdefs again.
I have to admit I am not sure if it was the restart, or that I forgot to set pawns needed to load above zero ..
after they entered and left the ship, I gave the orders again and now they are hauling away.

Sadly the Debug Log only writes about lazy minions and unhappy babys ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Rocket_Raccoon on July 27, 2017, 08:02:28 AM
Got a game breaking error when a big group of pirates attacked my colony with ships.
Not set to an instand of an object, that sort. I´ll look if i can find a screenshot/error log, bc i was not able to save after the errors popped in.
€: found some.

So it basically startet with the following error message: (https://abload.de/thumb/rimworldwin2017-07-2771sfs.png) (http://abload.de/image.php?img=rimworldwin2017-07-2771sfs.png)
At first my colonists and turrets could still hit the pirates, but after a few moments not anymore.
(https://abload.de/thumb/rimworldwin2017-07-271ks27.png) (http://abload.de/image.php?img=rimworldwin2017-07-271ks27.png)
(https://abload.de/thumb/rimworldwin2017-07-27bds1b.png) (http://abload.de/image.php?img=rimworldwin2017-07-27bds1b.png)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 29, 2017, 05:27:51 AM
Looks like there weren't enough ships created to hold all raiders. riders. These were then not properly spawned.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Rocket_Raccoon on July 29, 2017, 07:52:56 AM
Any way to fix  this? Because even after deleting the ships and the pirates it still throws out errors and is not saveable anymore.
€: to save my game.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: vLexis on July 30, 2017, 01:40:19 AM
This mod is damn impressive :D. It makes it easy for you to travel to other factions and can easily carry your items. I would like to report my problem that whenever you are in development mode and you travelled to a place, returning back home with the option 'Enter village (Dev: Instantly)' makes your dropship disappear(but the items came back). Another problem is that when you have two ships ( or more idk ) and you want to attack an enemy faction, selecting 'drop at edge' will destroy some of your dropship/s and even your items and colonists. Anyways, great work on this mod!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: vLexis on July 30, 2017, 01:44:48 AM
When you are at the loading tab ( on the items section) it's also laggy.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 30, 2017, 03:43:36 AM
Quote from: vLexis on July 30, 2017, 01:44:48 AM
When you are at the loading tab ( on the items section) it's also laggy.

thats vanilla behavior .. trading and creating a caravan is also lagging .. at least on my comp ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on July 30, 2017, 06:11:25 PM
In my experience, loading screen lagging only started after I activated the dropship mod. And yes, it then started in all loading screens, incl. vanilla caravans. Might still just be a conincidence.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Plasmatic on July 31, 2017, 05:40:27 AM
Really enjoying the mod so far. works swell, aside from not being able to choose ship as a starting way, I only get standing or drop pods, but it's not that big of a deal (I assume it's just a conflict with another mod)

After having used the ship a couple times to grab item stashes and such I would love to see a unload all cargo button.

True, it's easy enough to open the cargo and spam the drop button on everything, but if you pick up a *metric ton* (sorry, couldn't help it!) of different items rather than just a lot of one type it's a bit of a hassle.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 31, 2017, 05:57:13 AM
But that would also unload my Basic Travel Equipment.
The Tent, Sleeping Bags, 50 MRE's, 50 Medicine, Mobile Generator, ...

and so on.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sheidula on July 31, 2017, 07:07:44 AM
great mod. will there eventually be a troop transport, for about +-12 people at a time, but limited cargo?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on July 31, 2017, 12:21:24 PM
Quote from: Rocket_Raccoon on July 29, 2017, 07:52:56 AM
Any way to fix  this? Because even after deleting the ships and the pirates it still throws out errors and is not saveable anymore.
€: to save my game.

You'd have to dig through the save game and remove the Lord as well as the associated Pawns. Possible, but difficult. Sorry about that.

Quote from: Plasmatic on July 31, 2017, 05:40:27 AM
Really enjoying the mod so far. works swell, aside from not being able to choose ship as a starting way, I only get standing or drop pods, but it's not that big of a deal (I assume it's just a conflict with another mod)

After having used the ship a couple times to grab item stashes and such I would love to see a unload all cargo button.

True, it's easy enough to open the cargo and spam the drop button on everything, but if you pick up a *metric ton* (sorry, couldn't help it!) of different items rather than just a lot of one type it's a bit of a hassle.

I'll think about implementing it.

Quote from: sheidula on July 31, 2017, 07:07:44 AM
great mod. will there eventually be a troop transport, for about +-12 people at a time, but limited cargo?

Possibly for pirate factions.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on July 31, 2017, 02:27:22 PM
I am thinking about rimsenal ships for the last two days.

Since adding ships to the OhU family is easier than I thought .. my only problem is that I can't create graphics worth looking at.

But I wanted to write something completely different, concerning the loading of the dropships.

Have you considered creating multiple interaction points ?
Fueling and Loading are two different interactions and work in parallel. I think boarding is not .. or maybe it is, thats why the pawns always board the ship before they are done with loading.

If you create multiple "virtual" loading bays, equal to the number of assigned haulers, similiar to a launch group of transport pods .. every loader puts his stuff in his loading bay from where it gets "transported" into the cargo bay.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Plasmatic on August 01, 2017, 01:33:03 AM
What about a heavily armed gunship type thing? like 3 turrets + payload (when payloads are implemented)

Not much cargo, not many passengers, and a gas guzzler, but good defensive support for *less than friendly* areas
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 01, 2017, 04:34:25 AM
Everything is possible .. do you know an Artist ?
I would volunteer for the coding.

====== EDIT with new Idea ======

Quote from: Plasmatic on August 01, 2017, 01:33:03 AM
What about a heavily armed gunship type thing? like 3 turrets + payload (when payloads are implemented)

Not much cargo, not many passengers, and a gas guzzler, but good defensive support for *less than friendly* areas

Easy fix for the current ships .. :

Remove the Ordonance Slots from the Dropship and add a few seats and Storage.
( is it possible to include different seat types ? ... so prisoners do not get unloaded by default, animals don't count as seats .. )

Add the Ordonance and Gun Slot(s) to the Scoutcraft.

Instant Rolecast and use for two planes. Fighter and Gunship + Troop/Cargo Vessel.

===== EDIT 2 =====

Another good addtion would be if a ship could require more than one pilot, most
gunships and bombers require a pilot and a gunner.
Or give penalties when the requirements are not met .. one guy can use all the equipment,
two are better
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Jetpack_Maniac on August 02, 2017, 05:06:43 PM
Perhaps the ship could count as a valid sleeping spot (at low comfort for up to the max passengers)?  I just touched down in a boreal forest (to collect wood for our artic base) and my dudes immediately plop down and are sleeping on the ground before we could chop wood for beds.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 03, 2017, 09:32:37 AM
Quote from: Jetpack_Maniac on August 02, 2017, 05:06:43 PM
Perhaps the ship could count as a valid sleeping spot (at low comfort for up to the max passengers)?  I just touched down in a boreal forest (to collect wood for our artic base) and my dudes immediately plop down and are sleeping on the ground before we could chop wood for beds.

Happens to me all the time .. my solution : Bring Beds. ( or sleeping bags, or tribal cloth beds .. )


Another fun Feature for the dropship : Engine Burns.  If the drop ship uses a solid-fueled rocket engine ( modern spaceflight ) instead of antigrav ( not there yet ) or airjet turbines ( every plane that doesn't use rotors )

The engine exhaust through take off should burn a bit of area behind the ships ( like dropping 2 or 3 molotovs .. )

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 03, 2017, 12:55:03 PM
I've tried out your mod and it's awesome but there are some quirks I'd like to share. I had no errors generate on my log when these events occurred.

1. Apparently you cannot load certain items such as Medicine. I set the ship to load 20 medicine and set the min. hauler at 1 and when one of the colonists brought the medicine to the ship, they just drop the medicine next to it and the message said that the loading was completed even though there is nothing in the ship. A similar case happened with loading mortars only this time I set it to load 4 but only 3 were loaded in and the last one was dropped next to the ship.

1.5 Along with above comes with canceling the priority of hauling items to the ship. If I click on it once, it doesn't work and the colonists ends up having a bad mood because I am unable to cancel their current task. However, if I click on it multiple times, then it ends up cancelling. This happened while I had 1 colonist loading 1000 chemfuel to the ship.
2. I don't know if this has something to do with the mod but I feel it's worth mentioning. If I were to send a drop ship to a settlement or outpost and use the touchdown option, the map generation is much smaller than if I were to use an alternative method of transportation such as transport pods. The same thing occurs when just loading a random hex on the world map. Using touchdown would just generate a small map versus using a mod such as set up camp would generate a bigger one. 

Other than the above, this is an innovative mod and I love it!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on August 03, 2017, 04:52:26 PM
The issue 1 you mentioned is the 'last item not loaded'. Basically the last item to be loaded is dropped near ship instead of being loaded. If you only ordered to load 20 medicine then it was the last (and also the only) item. Workaround: order more than 1 item to be loaded, and make sure the last item (like 1 potato or something) comes from a farther stockpile, so it will be hauled last and it will be the thing dropped near ship.

Example: you have 2 stockpiles, one near the ship with medicine and one farther away with foods. You order medicine and 1 potato. Medicine is closer so it is loaded first. Then pawn goes for potato and drops it near ship (as it's the last item), but the important things are already loaded.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 03, 2017, 07:25:03 PM
Quote from: s44yuritch on August 03, 2017, 04:52:26 PM
The issue 1 you mentioned is the 'last item not loaded'. Basically the last item to be loaded is dropped near ship instead of being loaded. If you only ordered to load 20 medicine then it was the last (and also the only) item. Workaround: order more than 1 item to be loaded, and make sure the last item (like 1 potato or something) comes from a farther stockpile, so it will be hauled last and it will be the thing dropped near ship.

Example: you have 2 stockpiles, one near the ship with medicine and one farther away with foods. You order medicine and 1 potato. Medicine is closer so it is loaded first. Then pawn goes for potato and drops it near ship (as it's the last item), but the important things are already loaded.

Thanks for the reply and workaround, I guess that's how the mod handles hauling items which to me isn't much of a big deal. I'm going to look into the 2nd issue and figure out if there is a def. that is involved with the map generation size. I recently tested different types of ways to enter the map. If I were using a caravan and they entered the map, the size is the same to that of the dropship's touchdown option. If I were using a transport pod drop in, then the map size is the same of my home map (250x250). If I were using the set up camp mod to enter the map, the map size is set to whatever I specified in the mod menu (250x250).

Does OHU Dropships alter the map generation size in anyway?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 04, 2017, 07:40:18 AM
I never really noticed the second Issue until you mentioned it.

But I can confirm that I saw something similiar happen, when sending a scout by droppod, then sending the dropship,
I also have Nandonalts Camping Mods Installed, which allow for small camping maps, maybe it's some overlap there.

Another thing that happened to me yesterday : My dropship "forgot" its weapon. After I launched the ship a installed light turret head was still standing around in my base ..

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 04, 2017, 07:46:43 AM
Quote from: SpaceDorf on August 04, 2017, 07:40:18 AM
Another thing that happened to me yesterday : My dropship "forgot" its weapon. After I launched the ship a installed light turret head was still standing around in my base ..
I'm sorry but that is hilarious, I would love to see a .gif file of that happening while the ship is leaving ;D

What was the map gen size of an outpost in vanilla? Maybe OHU is utilizing vanilla map gen mechanics, but then the transport pod drop also uses vanilla map gen and it's much bigger than just a caravan walking in. I'm looking at the def. and I don't see anything pertaining to map generation (or perhaps I missed it).
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 04, 2017, 07:57:23 AM
Good Question, I will see if I can measure some map spawns.

And I try to recreate the gun-incident.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 04, 2017, 09:28:39 AM
First of all I'd like to apologise for updates and replies taking a long time now. Work and family eat up most my time at the moment. Should be better by mid August.




Regarding ships as sleeping spots: I'm already testing with letting pawns regenerate tiredness when sat in a ship.




Ship weapons staying on the ground : That's one of the problems of how ship turrets work. They are separate buildings that need to be despawned when launching, and sometimes that doesn't quite work as it should yet.




Regarding the loading bugs: currently I'm bastardizing the Droppod-system which was never intended to be used like that. Still working on improving on it and catching all references in the vanilla code that need to be changed.

The lagging during on the items tab stems from a less than ideal harmony patch that's gonna be removed in the next update.

Also found the reason for the last item loading bug, shouldn't happen in the next update as well.

And finally: Thank you for your feedback and for staying with the mod during this development phase.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 04, 2017, 09:57:54 AM
Thank you for the updates, will this new update require a new game or can I update it mid-game?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 04, 2017, 10:36:40 AM
You can even install the mod midgame ..  should be save to update.


Thank you again for all your work.

While you are here .. Have you implemented different Weapon Slots than LightCalibre and Bombing ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 04, 2017, 05:05:54 PM
Quote from: SpaceDorf on August 04, 2017, 07:57:23 AM
Good Question, I will see if I can measure some map spawns.


And so I did :
275 is my player mapsize, which I choose on start











  Mapsize   Location   Arrival
  275   Bandit Camp  Transport Pod
  275   Settle    Caravan
  120   Bandit Camp    Caravan
  120   Bandit Camp    DropShip
  100   Empty Tile    DropShip

I have yet to try out settlements.

<cursing> include long string of cursewords here </cursing>
I just flew one dropship to the location of another, to merge both ships like caravans on the worldmap.
What I got was the friendly message : your transport pods have arrived, but since there where no colonists inside, the contents are lost
<more cursing> ..
the contents of the droppods were only four of my best armed soldiers .. no simple colonists indeed ..
and again .. thank you flying spaghetti monster that I don't play Permadead.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 04, 2017, 05:23:32 PM
Thank you for testing SpaceDorf  :) I have achieved the same results as you did. I have tested a settlement assault with the dropship only and got 120. Thanks for pointing out that if you attempt to merge two dropships on the same hex, you can say bye-bye to your colonists.

When you tested the bandit camp with the transport pod and caravan, was that on a vanilla game?

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 04, 2017, 07:23:02 PM
Hell no, quite the opposite of unmodded, but like I said the only map related thing would be "Make Camp" ..

it was my current game, which luckily gave me a bandit camp at the right time :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: waifu on August 05, 2017, 07:15:24 AM
Hello there! First of all i love this mod. I cant play this game without it any more :D Unfortunately thow i am encountering a bug that is breaking the game. When i tried to install the turret on the ship i got this on my error log

Exception drawing ShipTurret_Turret914347: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Building_ShipTurret.<get_ParentShip>b__2_0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[ShipBase] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[ShipBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_ParentShip () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.TurretTop.DrawTurret () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and when i click the Button to set the current position as parking a get this error :

Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__76.MoveNext () <0x0066c>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b8>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>

The loading part , taking off , trading and landing works as intended , i only get errors when i click the park button and try to load the turret. Is there any solution for that? I load this mod last to my mod list to overide the others i have.


Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 06, 2017, 07:40:29 AM
Regarding Map Generation Size: I tried to check the world-object that's present and take its size for generation, but that doesn't yet work right. So for now, the maps are basically the same as the touchdown-maps that should only represent a parking spot. I'll try another approach soon.

Quote from: waifu on August 05, 2017, 07:15:24 AM
The loading part , taking off , trading and landing works as intended , i only get errors when i click the park button and try to load the turret. Is there any solution for that? I load this mod last to my mod list to overide the others i have.

I messed up the park button during the last modifications before the new release, accidentally swapping the lines for normal ship parking and fleet-ship parking. Since this ship isn't assigned to a fleet, it throws an error. I have fixed this error by now and it won't happen in the next version.

A quick fix for this would be to go to the main source page (https://github.com/Cpt-Ohu/OHU-Dropships) of the mod where you can download the latest things I uploaded from my local dev directory. Ship parking should already be fixed there.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: waifu on August 06, 2017, 08:31:38 AM
Thank you very much! Keep up the good work!  :D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on August 06, 2017, 10:35:32 AM
Quote from: TastyCookies on August 03, 2017, 12:55:03 PM
I've tried out your mod and it's awesome but there are some quirks I'd like to share. I had no errors generate on my log when these events occurred.

1. Apparently you cannot load certain items such as Medicine. I set the ship to load 20 medicine and set the min. hauler at 1 and when one of the colonists brought the medicine to the ship, they just drop the medicine next to it and the message said that the loading was completed even though there is nothing in the ship. A similar case happened with loading mortars only this time I set it to load 4 but only 3 were loaded in and the last one was dropped next to the ship.

1.5 Along with above comes with canceling the priority of hauling items to the ship. If I click on it once, it doesn't work and the colonists ends up having a bad mood because I am unable to cancel their current task. However, if I click on it multiple times, then it ends up cancelling. This happened while I had 1 colonist loading 1000 chemfuel to the ship.
2. I don't know if this has something to do with the mod but I feel it's worth mentioning. If I were to send a drop ship to a settlement or outpost and use the touchdown option, the map generation is much smaller than if I were to use an alternative method of transportation such as transport pods. The same thing occurs when just loading a random hex on the world map. Using touchdown would just generate a small map versus using a mod such as set up camp would generate a bigger one. 

Other than the above, this is an innovative mod and I love it!
press f or load and unload them in the aircraft
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 08, 2017, 07:21:26 AM
@ Cpt. Ohu.

I found another small thing with the dropships :)
Apparently I can't load incapacitated pawns.
So no MedEvac for me :(
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TastyCookies on August 09, 2017, 10:38:32 AM
Thanks for the latest patch Cpt.Ohu, it fixed the last item loading bug and the cargo loading menu is no longer lagging.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 10, 2017, 01:33:00 PM
Quote from: SpaceDorf on August 08, 2017, 07:21:26 AM
@ Cpt. Ohu.

I found another small thing with the dropships :)
Apparently I can't load incapacitated pawns.
So no MedEvac for me :(

Yeah, I didn't patch rescue to consider Ships yet.

Quote from: TastyCookies on August 09, 2017, 10:38:32 AM
Thanks for the latest patch Cpt.Ohu, it fixed the last item loading bug and the cargo loading menu is no longer lagging.

Good to hear!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 10, 2017, 02:14:23 PM
@Cpt. Ohu have you seen this mod, he worked some magic to make the loading of pods better.

Billies Improved Load Transport Pods[URL] (https://ludeon.com/forums/index.php?topic=34135.0)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on August 10, 2017, 06:16:57 PM
I was actually about to post a link to that, knowing that's one of my major (if only?) issues with this mod..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 10, 2017, 06:32:03 PM
Quote from: Constance68W on August 10, 2017, 06:16:57 PM
I was actually about to post a link to that, knowing that's one of my major (if only?) issues with this mod..
to slow dude  ;)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 11, 2017, 01:46:10 AM
This was actually possible with ships before. There was a fundamental change in the way containers are coded, after which I had to do a lot of rewrites and somehow the multiple pawn loading didn't work anymore.

With the newest patch, this should work again. I my tests 3 haulers simultaneously loaded my cargo.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on August 11, 2017, 02:50:25 AM
Why not divide the ship cargo into multiple container cargos.
Like at launchpod you can select multiple pod/launcher for a bigger launch start.
Give the ship a 4 container cargo, which auto. select all on a load command. Maybe that helps at the loading.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 11, 2017, 08:27:48 AM
If anything that would complicate the code even more. Currently I just tell all Pawns to load the ship, and up to 10 Pawns can have  a go at it.

Multiple loading worked before, that's how cargo loading was implemented, so I don't see how this split would help.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 11, 2017, 09:26:16 AM
If it works right now, I think we should calm down on the suggestions :)

And there is always fleet management left...
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 11, 2017, 12:49:32 PM
Yep, that's gonna be another difficult matter.

So, how should fleets be controlled?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 11, 2017, 02:01:44 PM
Quote from: Cpt.Ohu on August 11, 2017, 12:49:32 PM
So, how should fleets be controlled?

at first there is the matter of loading cargo to a fleet ..  ;D ;D

else I don't know yet .. what can they do allready ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Constance68W on August 11, 2017, 07:30:00 PM
Fleet control should be an extension of singular control, really.
Simple yet effective!


Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Rustic Fox on August 14, 2017, 02:42:41 PM
Add the ability to select the location you want to land you ship when touching down at non home locations
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 15, 2017, 03:07:47 AM
Quote from: Rustic Fox on August 14, 2017, 02:42:41 PM
Add the ability to select the location you want to land you ship when touching down at non home locations

Unfortunately that's rather difficult to do. I'd recommend sending in one pawn for reconnaisance (by droppod or as caravan) if you want to be on the safe side.

Quote from: SpaceDorf on August 11, 2017, 02:01:44 PM
Quote from: Cpt.Ohu on August 11, 2017, 12:49:32 PM
So, how should fleets be controlled?

at first there is the matter of loading cargo to a fleet ..  ;D ;D

else I don't know yet .. what can they do allready ?

Right now fleets are only there for convenient launching of several ships from the same map. I don't even know if I'd enable shiploading for an entire fleet. I'd like to leave in more control in where which cargo goes.

Fleet parking would mean you can set a fixed fleet setup on your homebase, and be able to recall all ships to their exact position. I'm trying to work out how to do this properly even if Ship A is on another tile compared to Ship B.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 15, 2017, 03:26:13 AM
First of, the changes for the current version of the ships are great.
The distance ring work great and are absolutely intuitive,
have you thought of coloring them ? The inner ring green, the outer one red ?

Less fuel and less range give me the feeling of having to work more for the use of the ship.
Which was something I wanted to write about anyway, because the construction cost for the ship still feels a bit cheap to me ( compared to the 40k ships that are a lot more expensive )

I have some ideas/wishes about fleet and ship control, but it's only half thought out .. I will write more later
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on August 15, 2017, 03:30:08 AM
QuoteUnfortunately that's rather difficult to do. I'd recommend sending in one pawn for reconnaisance (by droppod or as caravan) if you want to be on the safe side.

It is possible that you can add this feature into the dropship?
Before the dropship enter the map, it eject a passanger (maybe an invisible dummy) to the map as recon scout.
Or give the dropship a free 1 tile range droppod launcher.

QuoteLess fuel and less range give me the feeling of having to work more for the use of the ship.
Which was something I wanted to write about anyway, because the construction cost for the ship still feels a bit cheap to me ( compared to the 40k ships that are a lot more expensive )
I agree, the production cost could be alot higher.
And i wouldn't mind an AI core for the big one, as turret and navigation control unit.
But until you solve the problem with the landing spot at outpost, they need some more hitpoints too.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 15, 2017, 07:35:22 AM
Quote from: Canute on August 15, 2017, 03:30:08 AM
But until you solve the problem with the landing spot at outpost, they need some more hitpoints too.

Or Energy Shields. And at least six more gun slots for point defense.

But joke aside :


...

On Fleetmanagement

Synchronized starting and landing is of course the most important feature.
Assigning cargo to specific ships is more sensible than having a fleet loading option.
Although distributing the personell throughout the ships, or assigning pilots on fleet basis would be nice.

What else should a fleet be able to do ?

Fleet recall to special parking places sounds awesome, but also sounds like it needs a Management Menu to collect the ships, if they are spread out across the planet ( I like the epic description of that )

For setting parkingspaces the best method might be to create an invisible building identifiable by the ship that placed it. Similiar to a sleeping spot, since sleeping assignement only change when pawns sleep elsewhere, which is something the ship don't do
but the ship would need an ability to detect the map it is on.

Another thing that is always bound to fleets for me is Formation, a thing most 4x games have plenty of and rts games are severely lacking.
As implementation goes, Formations would present a possibility to set up the pattern in which the ships land, in contrast to how the ships are setup in the homebase. ( line, square, diamond, spear .. the usual )

The last one is more of a single ship management again, but could also be checked on at the fleet basis. I would love the option to set a "Standard Loadout" for a ship.
Most Quest Maps take a few ingame days to solve, so I always load one of my ship with food, some wood, backup fuel and whatever else a camp may need.

==========================================

On Landingsites

I tried sending trained boomrats as scouts via droppod but that did not work out so well,
because they are not pawns ..

The invisible pawn or built in pod-launcher sounds like a sensible method to scout the array
or drop a paratrooper from the landing ship on the map menu.

How does the droppod landing event create the map anyway, if it can decide to drop on the center or middle of the map. It must have a way to force reset the landing coordinates of the ship after map creation to something different.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Davidus on August 16, 2017, 09:06:09 AM
Having an issue right now with the dropships where the options to do anything when selected don't exist, rearranging mod order or restarting the game, or selecting previous saves does not resolve the issue either.

https://gyazo.com/ffbdfc81183f57497483e3794813dd68

Debug log
https://gist.github.com/ec85db2852eaf09f2ef7e63bc186dc62
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 16, 2017, 12:22:36 PM

System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.ShipTracker+<>c__DisplayClass20_0.<ShipsInFleet>b__0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[OHUShips.ShipBase].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[OHUShips.ShipBase].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at OHUShips.ShipTracker.ShipsInFleet (Int32 ID) [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase+<GetGizmos>d__76.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0


Reposting the interesting bit of the log :)

Are you sure you have the latest version of the Dropships ?
Or did you copy newer versions over an old one ?

I remember having seen this problem before, but can't remember the solution at the moment.

I just did remember .. having no world-object for the Dropship suggests a very old version, where the mod wasn't capable of creating a world-object when added into a running game.

I suggest removing all dropship related items from the mod .. deleting the mod completely and download the latest version for a reinstall.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Davidus on August 16, 2017, 12:54:45 PM
I didn't have any previous version of the game installed, currently running 1.35. deleted all the dropship files from my mod folder, and re-installed, but sadly didn't solve the issue
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 17, 2017, 05:34:54 AM
Quote from: Davidus on August 16, 2017, 12:54:45 PM
I didn't have any previous version of the game installed, currently running 1.35. deleted all the dropship files from my mod folder, and re-installed, but sadly didn't solve the issue

then I am out of Ideas at the moment, I can't see any mod conflicts I know of or anything.
Have you tried building the ships pointing to the right ? ( thats how I always build them, so maybe that matters .. )


@Cpt.Ohu : The Dropship uses LightWeaponSlots .. are there other slots planned or already included Medium or Heavy in addtion to the Bombing slot ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 17, 2017, 09:04:17 AM
@cpt.ohu

I repacked the Firefly Ship so the textures and defs have seperate folders  to your original ships.

I would like to do this for the 40k ships as well, so they can be easily put into the Dropship Mainfolder as Additional Ships ..

I want to do the same for the Industrial Revolution Biplane and Airship but have not asked the Author yet.

Quote from: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)

hmm .. I thought this was a 40k - Chaos only feature  :P

Can you describe this further ? The pawns just disappeared or what happened ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on August 17, 2017, 09:29:47 AM
Quote from: SpaceDorf on August 17, 2017, 09:04:17 AM
@cpt.ohu

I repacked the Firefly Ship so the textures and defs have seperate folders  to your original ships.

I would like to do this for the 40k ships as well, so they can be easily put into the Dropship Mainfolder as Additional Ships ..

I want to do the same for the Industrial Revolution Biplane and Airship but have not asked the Author yet.

Quote from: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)

hmm .. I thought this was a 40k - Chaos only feature  :P

Can you describe this further ? The pawns just disappeared or what happened ?
the ship landed in the center without load, with short range ship*
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 17, 2017, 10:52:17 AM
short range meaning the dropship ?
1000kg cargo, 8 seats ?
or the small one ?

I had this happen to me once too .. but only in an older version of the mod with the current 1.34 version I had no real bugs so far ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on August 17, 2017, 02:01:38 PM
Quote from: SpaceDorf on August 17, 2017, 10:52:17 AM
short range meaning the dropship ?
1000kg cargo, 8 seats ?
or the small one ?

I had this happen to me once too .. but only in an older version of the mod with the current 1.34 version I had no real bugs so far ..
the mid, the 500 chemfuel, 2-3 seats, low range, and so on
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 18, 2017, 09:44:55 AM
Quote from: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)

A few further questions.


x) Can you reproduce the error reliably? Meaning you can do the exact same thing and the error happens?
x) If so, do you have an error log?

x) Was it the ships first flight?
x) Was this ship from a savegame?
x) How did the pawns enter the ship?
x) Did you launch the ship from a map, or from the World view?
x) Did you load a save while the ship was in air and on the World view?

Just trying to narrow in on where the cause might be.




Quote from: SpaceDorf on August 17, 2017, 09:04:17 AM
@cpt.ohu

I repacked the Firefly Ship so the textures and defs have seperate folders  to your original ships.

I would like to do this for the 40k ships as well, so they can be easily put into the Dropship Mainfolder as Additional Ships ..

I want to do the same for the Industrial Revolution Biplane and Airship but have not asked the Author yet.

To be honest, I do not want the 40k ships from the Corruption mod as a downloadable standalone. I specifically created the dropship from vanilla assets so I wouldn't have to include something like the Valkyrie for showing purposes.
I'm not a fan of just enabling 40k aesthetics without any substance. If you want to have 40k ships, I'd rather you make your own art.

Also the valkyrie is a combined effort from an artist  (https://ludeon.com/forums/index.php?action=profile;u=19199)and my base work, so he'd have to give his consent too.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on August 18, 2017, 12:37:25 PM
Quote from: Cpt.Ohu on August 18, 2017, 09:44:55 AM
Quote from: KLk on August 17, 2017, 06:20:59 AM
when i attack a item stash with the ship it just launch it over the stash, then when i click visit the stash the ship just eat my guys :)

A few further questions.


x) Can you reproduce the error reliably? Meaning you can do the exact same thing and the error happens?
x) If so, do you have an error log?

x) Was it the ships first flight?
x) Was this ship from a savegame?
x) How did the pawns enter the ship?
x) Did you launch the ship from a map, or from the World view?
x) Did you load a save while the ship was in air and on the World view?
1 yes i could, at least is what i think, i will try to reproduce the problem today or tomorrow.
2 nope
3yes, was the first flight
4 yes, i've constructed it, saved and then launched it
5 regular way, from console, not manually.
6 map to worldwide
7 nope it was just a near flight over an item stash on his last day. I saved before the flight beacuse i had this same error before in the past versions
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 18, 2017, 08:30:21 PM
Quote from: Cpt.Ohu on August 18, 2017, 09:44:55 AM
I'm not a fan of just enabling 40k aesthetics without any substance.

Understood. This is why I asked, because the suggestion was not based on the ships being 40k Material, but being additional possible ships.

While I have your attention, I hope you could answer my other question, which has a tendency to get lost between bug-report posts ..
Have you implemented or planned other weapon slots for the ships ? Heavy or Medium ?
( dropship uses light and bomb/ordonance )
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 19, 2017, 03:02:10 AM
Well, heavy weapon slots would be for ship-to-ship combat. I want to create domestic air traffic for other factions, and give you the possibility to shoot them down. Aerial raids right now come without a warning. I'd like to make it so that enemy ships are actually launched from a nearby settlement and you'll see them coming on the world map if you have an appropriate scanner. Then you could launch an Interceptor to prevent their raid.

Bombing would mean destroying a settlement. I'm just not quite finished with thinking about balancing. Should one payload mean one erased settlement (would be the easiest thing to do), or should it take several installments? The latter would require a lot more coding and be more error prone since I'd have to keep track on how much damage a settlement has taken.

Speaking of which:

Have a look at the crew assembled for the first ever bombing mission (http://i.imgur.com/0izFZor.png).

After installing improvised HE bombs, this Dropship will fly over to a nearby pirate base and destroy it (http://i.imgur.com/wQZe3rl.png), after which it will return to its initial position.

The displayed name is not yet quite accurate, but in principle, bombing runs may be available in the next update.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 19, 2017, 02:30:12 PM
Wow .. bombing is really powerful.
I imagined it more of some ships flying over the map and starting some mortar explosions.
But I understand that this is really the easiest solution possible and I have no Idea at all how to balance it.

Concerning the Weapon Slots I was thinking about different sized weapons unrelated to their combat role.
The optimal 40k examply would be the Thunderhawk with its 2 Bolters and 1 Tank Cannon on top.

Having the whole bunch of Turret Mods in mind, and by now 4 5 Design Ideas for Rimsenal ships ( for me the greatest vanilla++ factions ) I was curious if something like this was possible.

And if your plan works out like this .. the dropship mod basically turns Rimworld into X-Com
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 19, 2017, 04:55:50 PM
Quote from: SpaceDorf on August 19, 2017, 02:30:12 PM
Wow .. bombing is really powerful.
I imagined it more of some ships flying over the map and starting some mortar explosions.
But I understand that this is really the easiest solution possible and I have no Idea at all how to balance it.

Concerning the Weapon Slots I was thinking about different sized weapons unrelated to their combat role.
The optimal 40k examply would be the Thunderhawk with its 2 Bolters and 1 Tank Cannon on top.

Having the whole bunch of Turret Mods in mind, and by now 4 5 Design Ideas for Rimsenal ships ( for me the greatest vanilla++ factions ) I was curious if something like this was possible.

And if your plan works out like this .. the dropship mod basically turns Rimworld into X-Com

Well, the thing with mortar explosions is still on the menu, as I'd like to enable bombing runs on existant maps. So if you are already attacking an outpost, in comes your ship throwing off some boms right into the enemy defenses,

This right now is just the most basic solution I could come up with.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on August 19, 2017, 05:08:59 PM
Ship with mortar, land at the edge of the map and shoot mortars into the camp. At last at this way the enemys got a chance to fire back or start an assault on the ship with some clever AI.

But since of lack of clever AI, droping mortar shells from the air on the outpost works too.
And if the ship be able to fly at the orbit, stonk chunks do the job too.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 20, 2017, 09:21:11 AM
Quote from: Canute on August 19, 2017, 05:08:59 PM
And if the ship be able to fly at the orbit, stonk chunks do the job too.

Just don't miss ..

Quote from: Cpt.Ohu on August 19, 2017, 04:55:50 PM

Well, the thing with mortar explosions is still on the menu, as I'd like to enable bombing runs on existant maps. So if you are already attacking an outpost, in comes your ship throwing off some boms right into the enemy defenses,
This right now is just the most basic solution I could come up with.

I get that ..

crap .. brains started thinking again ..

first two types of bombs :)
the cheap mortar bomb and some expensive outpost buster nuke based on a fuel-air bomb.
Both get consumed when bombing, like in reality, so bombing runs are also expensive in fuel.

And since removing outposts from the map does not influence the raids from this faction ( except for the total destruction )
it is not that overpowered. Also removing it from the world map means NO LOOT !

Sounds not so bad after all :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: thesoupiest on August 21, 2017, 04:04:52 PM
Hi Ohu! Great mod - I had never dealt with an outpost or investigated an item stash until I had a dropship in my garage. The ships are nearly perfectly functional and I'm grateful for your making them.

If I could offer a suggestion, a feature to reposition a ship on a map would be nice. I just cleared out my first enemy base, but I wasn't able to haul all the loot to the ship in time before the automatic caravan formation cut me off because the dropship was all the way at the edge of the map. If I could have, say, put one of my raiders in it and repositioned it closer to the base, I would have had a much easier time with it. Even if the fuel cost were some fixed cost far higher than would be logical, it would still be immensely useful.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 22, 2017, 01:21:44 AM
You can actually do that. Just take a pawn and relaunch the ship onto the same map, then you can choose where to go down and just land right next to the loot. Mind you that this eats up fuel.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Spino on August 22, 2017, 07:43:14 AM
Just wanted to say that this is by far one of my favourite Rimworld mods out there. It's so fun to play around with, and the textures fit vanilla style perfectly! Honestly, I'd love it if dropships like those could one day be implemented into the vanilla game.
I think that the only thing I'm not a fan of is the range of the ships but that's probably because I tend to build my colonies far away from basically everything, hah
Keep up the great work!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 25, 2017, 04:24:13 AM
Well, you could set up refuelling Outposts.

And a think I'll offer the option to refuel on friendly AI bases.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 25, 2017, 05:04:43 AM
Quote from: Cpt.Ohu on August 25, 2017, 04:24:13 AM
And a think I'll offer the option to refuel on friendly AI bases.

Another perfect silver dump the game is missing so far :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on August 25, 2017, 09:07:01 AM
Quote from: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

Long ongoing discussion.
It seems really hard to do, because the map only loads when the pawns spawn on the map.
Even droppods only decide between side or center.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 25, 2017, 04:04:22 PM
Quote from: SpaceDorf on August 25, 2017, 09:07:01 AM
Quote from: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

Long ongoing discussion.
It seems really hard to do, because the map only loads when the pawns spawn on the map.
Even droppods only decide between side or center.

Exactly. There might be a way to do it, but that would require a lot of experimentation. I cannot say if I'll be able to get this feature in or not.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: IWannaChaos on August 25, 2017, 11:15:15 PM
Are the ships not meant to be able to load pawns that are incapacitated? It would be really useful after a raid to be able to grab everything before the map disappears. Great mod overall, it gives the game another dimension.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Tal Raziid on August 26, 2017, 03:48:04 PM
So, i made a dropship with a turret installed, sent it to a pirate base, and it landed right next to their buildings; then one of my pawns (inside the ship) immediately dies due to a mortar landing on the ship. Are ship turrets just like regular turrets, but attached to the ship? And does the ship normally land right next to the enemy buildings? I'm going to assume they do, unless its a side effect of the thicker forests mod i use causing there to be no landing spots except the middle of the base lol
Update: there seems to be a bug where the bottom UI disappears when the ships are on-screen; tried using the delete tool to fix it,but then i had an error when attempting to add the new ships i made to a fleet.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on August 27, 2017, 02:40:16 AM
Yep, currently is the middle the attack spot for the dropship.
In a future update that will maybe changed.

But currently i suggest to land 1 tile before and send one or all beside one to attack, and call the dropship once your pawn entered the enemy outpost.
Then you can select a landing position.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 27, 2017, 06:48:42 AM
Quote from: Tal Raziid on August 26, 2017, 03:48:04 PM
So, i made a dropship with a turret installed, sent it to a pirate base, and it landed right next to their buildings; then one of my pawns (inside the ship) immediately dies due to a mortar landing on the ship. Are ship turrets just like regular turrets, but attached to the ship? And does the ship normally land right next to the enemy buildings? I'm going to assume they do, unless its a side effect of the thicker forests mod i use causing there to be no landing spots except the middle of the base lol
Update: there seems to be a bug where the bottom UI disappears when the ships are on-screen; tried using the delete tool to fix it,but then i had an error when attempting to add the new ships i made to a fleet.

Whenever the UI disappears, end the game and take a look at the output_log.txt and please send it to me. That's the only thing that can help me identify the problem.

And yeah, without knowing the map (meaning it was generated) your ship will do an assault dropdown like regular droppods.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: vitorss on August 27, 2017, 02:52:22 PM
I can't get it to load sleeping bags or beds on the ships, any idea why?
EDIT: nevermind, it was an error on my part, it's working beatifully now
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Reinhark on August 27, 2017, 03:15:35 PM
I did find few issues with the mod, but since I am also running million other mods, don't take my words at face value...

First, the ship does not land at the edge with certain mission. It always lands at the center? It was either quest with wiping out pirate base or bounty mission. Can't remember at the moment.

Second, Ship deconstruction(both normal deconstruction and canceling construction, I think).... It leaves "null" in total ship tracker in the save files and somehow this breaks bottom UI(tested with 4th ship constructed. To reproduce, build 4 ships and deconstruct first 3. Click 4th ship.). Not so sure why this interacts this way and breaks UI.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on August 27, 2017, 04:17:30 PM
Reinhark,
before you are posting anything, you should read at last a few pages ! Then you wouldn't at last know about the landing in center problem.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 28, 2017, 11:09:24 AM
Quote from: Reinhark on August 27, 2017, 03:15:35 PM
I did find few issues with the mod, but since I am also running million other mods, don't take my words at face value...

First, the ship does not land at the edge with certain mission. It always lands at the center? It was either quest with wiping out pirate base or bounty mission. Can't remember at the moment.

Second, Ship deconstruction(both normal deconstruction and canceling construction, I think).... It leaves "null" in total ship tracker in the save files and somehow this breaks bottom UI(tested with 4th ship constructed. To reproduce, build 4 ships and deconstruct first 3. Click 4th ship.). Not so sure why this interacts this way and breaks UI.

Probably the cleanup in the ship tracker didn't work quite right. I'll make it more thorough for the next update.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Arif21 on August 29, 2017, 09:04:41 AM
Quote from: Cpt.Ohu on August 25, 2017, 04:04:22 PM
Quote from: SpaceDorf on August 25, 2017, 09:07:01 AM
Quote from: Arif21 on August 25, 2017, 06:41:07 AM
hey, great mod. but i have an idea.. how about when we attack an outpost. we can choose where to land like we land on our settlement? ;D

thanks before...

Long ongoing discussion.
It seems really hard to do, because the map only loads when the pawns spawn on the map.
Even droppods only decide between side or center.

Exactly. There might be a way to do it, but that would require a lot of experimentation. I cannot say if I'll be able to get this feature in or not.

hmmmm.. is there any mod that can we use to see a settlement or raider camp? that could answer this problem (because it will generate/loads the settlement/camp map before). but if there aren't any mod like that. maybe you can create it. i wonder if that will be hard... sorry for my bad english.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 29, 2017, 01:26:37 PM
Well, I could create spy drones that are fired like droppods and force map generation on impact.




Also: We have another entry for the shipyard. Inverness from the Industrial Revolution (https://ludeon.com/forums/index.php?topic=33189.0) mod has made some fantastic looking old-timey planes that you can use with the base mod. If you like Rimworld with 18th century asthetics, check out his work.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: IWannaChaos on August 30, 2017, 03:00:32 PM
Any word on being able to load incapacitated pawns?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Smellfungus on August 30, 2017, 03:23:25 PM
I've noticed the same bugs as others have. On reproducing the ship disappearing one, it happens when the ship has arrived at the destination, you use the move command to select the current tile, then choose to 'visit' the location. I'm guessing the game treats it like a caravan, not drop pods, at this point. As there isn't a caravan, and as there aren't drop pods in a caravan, you get the map loading and your ship disappearing.

I've noticed my muffalo (which I loaded to haul turrets and batteries) disappear regularly, I'm guessing because I went over the weight limit (by manually forcing pawns aboard) or some other limit and they were removed. My colonists have come back with no weapons as well, and lower resource yields. Pretty sure it's through my manual allocation, but I haven't tested it.

Regarding choosing a landing spot: it may be possible to bypass it by putting in a script that triggers an imaginary caravan entering the square prior to landing. Once the dropship arrives at a location attempt to trigger a caravan arrival, in much the same way as happens in the first bug I mentioned. :) Dunno how feasible / easy that would be.

Fleets totally screw up when told to return home. I had two ships in the fleet, one with a home square and one parked further away without. On arrival they landed in the rough area of the parking area, destroying some constructions and ruining my greenhouse totally once I tried to sort it out. I decided to simply destroy the second ship, played for hours then quit the game. On reload today I found I could no longer use my first ship, due to the earlier mentioned fleet stacking bug. :p I'm currently constructing another, but I expect that to be screwed in much the same way now. It's a shame, they were really good additions! You've made an excellent mod, save for these bugs. XD

I believe there's one or two more, but I forget what they are. I'll post again if I remember. :) Thanks for all your work!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on August 30, 2017, 04:43:32 PM
Quote from: IWannaChaos on August 30, 2017, 03:00:32 PM
Any word on being able to load incapacitated pawns?

A rescue option for downed pawns should be available now when right-clicking. Not yet on ship-loading tab though.

Quote from: Smellfungus on August 30, 2017, 03:23:25 PM
I've noticed the same bugs as others have. On reproducing the ship disappearing one, it happens when the ship has arrived at the destination, you use the move command to select the current tile, then choose to 'visit' the location. I'm guessing the game treats it like a caravan, not drop pods, at this point. As there isn't a caravan, and as there aren't drop pods in a caravan, you get the map loading and your ship disappearing.

I've noticed my muffalo (which I loaded to haul turrets and batteries) disappear regularly, I'm guessing because I went over the weight limit (by manually forcing pawns aboard) or some other limit and they were removed. My colonists have come back with no weapons as well, and lower resource yields. Pretty sure it's through my manual allocation, but I haven't tested it.

Regarding choosing a landing spot: it may be possible to bypass it by putting in a script that triggers an imaginary caravan entering the square prior to landing. Once the dropship arrives at a location attempt to trigger a caravan arrival, in much the same way as happens in the first bug I mentioned. :) Dunno how feasible / easy that would be.

Fleets totally screw up when told to return home. I had two ships in the fleet, one with a home square and one parked further away without. On arrival they landed in the rough area of the parking area, destroying some constructions and ruining my greenhouse totally once I tried to sort it out. I decided to simply destroy the second ship, played for hours then quit the game. On reload today I found I could no longer use my first ship, due to the earlier mentioned fleet stacking bug. :p I'm currently constructing another, but I expect that to be screwed in much the same way now. It's a shame, they were really good additions! You've made an excellent mod, save for these bugs. XD

I believe there's one or two more, but I forget what they are. I'll post again if I remember. :) Thanks for all your work!

Handling ships on the world map is indeed a bit tricky. When your ships leave the map, a traveling droppod object is created. Once they have arrived, a modified caravan is spawned. So I have to keep moving cargo and pawns around between different game objects, which sometimes doesn't work as it should. I wanted to enable visits after landing as a world-object, but I guess the spawning of ships is messing up.

The returning home option for fleets isn't intended to be possible without having a parking position set for all ships. When returning a single ship, it should fly to the exact parking position specified.

I'll try and write a few lines on how to edit the savegame so the code-artifacts from the destroyed ship are deleted as well.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Smellfungus on August 30, 2017, 04:59:40 PM
Sweeeeet! :D That would be awesome! Yeah, I figured it would be tricky. Well, maybe put a block on assigning to a fleet without a home position set; it wasn't that I intended to do that in the first place, I simply forgot. :p I tried looking at your code but it's way beyond me. Is RimWorld code open for viewing? I ask as it seems you've got a good grasp of what's going on under the hood. :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: IWannaChaos on August 30, 2017, 06:15:49 PM
Quote from: Cpt.Ohu on August 30, 2017, 04:43:32 PM
A rescue option for downed pawns should be available now when right-clicking. Not yet on ship-loading tab though.
Thanks, this should make base raids more worthwhile.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Reinhark on September 01, 2017, 10:57:17 PM
One more minor glitche.

Ship seems to be either over or under-loading. Sometimes both in fact. upon request of loading of single item - say, simple meal x 10 when you have lots of them, - say, 100 - multiple colonists will load the ship with multiple simple meal x 10, resulting in ship having simple meal x 20 or 30.

On the contrary, loading of the crew ends way too early. upon loading half of the crew that I have requested to be loaded, loading will "complete"(message will display that loading is complete) and crew will stop loading any items I told them to load and remaining half of the supposed crew will go on their marry way. Unsure if this is intended feature. At least they should finish loading the items if it is.

I am not using any pawn AI changing mods, but can it still be mod conflict?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 04, 2017, 05:20:12 PM
Quote from: Reinhark on September 01, 2017, 10:57:17 PM
One more minor glitche.

Ship seems to be either over or under-loading. Sometimes both in fact. upon request of loading of single item - say, simple meal x 10 when you have lots of them, - say, 100 - multiple colonists will load the ship with multiple simple meal x 10, resulting in ship having simple meal x 20 or 30.

On the contrary, loading of the crew ends way too early. upon loading half of the crew that I have requested to be loaded, loading will "complete"(message will display that loading is complete) and crew will stop loading any items I told them to load and remaining half of the supposed crew will go on their marry way. Unsure if this is intended feature. At least they should finish loading the items if it is.

I am not using any pawn AI changing mods, but can it still be mod conflict?

No, it's the multiple pawns loading process not working quite right yet. Probably one of the reasons why Tynan limits pawns to 1 hauler per launchpod.

I'm experimenting with different checks now, looks promising that going off-target during loading won't happen again.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on September 05, 2017, 04:14:12 AM
QuoteNo, it's the multiple pawns loading process not working quite right yet. Probably one of the reasons why Tynan limits pawns to 1 hauler per launchpod.
Did you remember that i suggest the cargo into segments a while ago? Wouldn't that help to solve that issue ?
For each passenger 1 cargo pod, if the ship got less then max. passenger, there will be auto. assigned haulers.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 05, 2017, 07:01:41 AM
Not really. The key is tracking the cargo already loaded. That is stored central on the ship. Even if I include subsystems, I still have to check all of them and reassign when needed.

The issue is/was this: Say I load 2000 steel. That's packed in max 75x stacks. 2 Pawns start loading because one pawn would take an hour. There are now 50 left to load. Both Pawns pick up an item, one a stack of the desired 50, the other 25. Until now I was missing checks to see  before the second pawn stores his stack if it is still needed. Which it might not be, since the first pawn has dumped his 50 and the loading should finish up. Vice versa, not the entire stack of 50 is needed if the second pawn was quicker.

These checks are in testing now and it looks promising. No need to complicate it further by adding virtual droppods.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 06, 2017, 07:30:24 AM
This system for loading the ship sounds promising.

Still I think it would be a nice addition to divide the cargo space between passenger space, actual cargo and later on maybe ordonance. This would make it possible to divide the ships roles further.

True Cargo Haulers,
Troop Ships with low cargo.
Bombers, Air Support .. and so on.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 06, 2017, 04:36:57 PM
Well, this is more or less already in. Take the avereage weight of a passenger, set the passenger seats accordingly, and you have a passenger ship. You can of course still load cargo, it would be the same as putting something on the rear bench in your car. It wouldn't make much sense if a ship designed to lift 8 passengers couldn't even hold a few packs of grain.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 07, 2017, 02:06:22 PM
I made a ship, I can build it, load it, and fly it around but when I try to install a weapon the whole thing explodes ..

Any Idea what this Error Message wants to tell me ?

Exception drawing ShipTurret_Turret250268: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Building_ShipTurret.<get_ParentShip>b__2_0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[ShipBase] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[ShipBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_ParentShip () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.TurretTop.DrawTurret () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: faltonico on September 08, 2017, 02:04:22 AM
Quote from: Cpt.Ohu on September 04, 2017, 05:20:12 PM
Quote from: Reinhark on September 01, 2017, 10:57:17 PM
One more minor glitche.

Ship seems to be either over or under-loading. Sometimes both in fact. upon request of loading of single item - say, simple meal x 10 when you have lots of them, - say, 100 - multiple colonists will load the ship with multiple simple meal x 10, resulting in ship having simple meal x 20 or 30.

On the contrary, loading of the crew ends way too early. upon loading half of the crew that I have requested to be loaded, loading will "complete"(message will display that loading is complete) and crew will stop loading any items I told them to load and remaining half of the supposed crew will go on their marry way. Unsure if this is intended feature. At least they should finish loading the items if it is.

I am not using any pawn AI changing mods, but can it still be mod conflict?

No, it's the multiple pawns loading process not working quite right yet. Probably one of the reasons why Tynan limits pawns to 1 hauler per launchpod.

I'm experimenting with different checks now, looks promising that going off-target during loading won't happen again.
This works for me with regular transport pods, various pawns loading a pod:
https://ludeon.com/forums/index.php?topic=34135.msg348399#msg348399
Maybe it could be of some help to you.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 09, 2017, 03:40:06 AM
Quote from: SpaceDorf on September 07, 2017, 02:06:22 PM
I made a ship, I can build it, load it, and fly it around but when I try to install a weapon the whole thing explodes ..

Any Idea what this Error Message wants to tell me ?

Exception drawing ShipTurret_Turret250268: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Building_ShipTurret.<get_ParentShip>b__2_0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[ShipBase] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.FirstOrDefault[ShipBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_ParentShip () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.TurretTop.DrawTurret () [0x00000] in <filename unknown>:0
  at OHUShips.Building_ShipTurret.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0


I'd say it wants to tell ME that it hates me ;)
Does it throw that error consistently after reloading?

Quote from: faltonico on September 08, 2017, 02:04:22 AM
This works for me with regular transport pods, various pawns loading a pod:
https://ludeon.com/forums/index.php?topic=34135.msg348399#msg348399
Maybe it could be of some help to you.

Thank you for that link. I think I got a solution independently now.




Update V1.55 is out! Cargo loading should now be precise, the pawn wander bug should stop after 3 ingame hours at most, and turrets can be uninstalled properly.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 09, 2017, 05:21:39 AM
Quote from: Cpt.Ohu on September 09, 2017, 03:40:06 AM

I'd say it wants to tell ME that it hates me ;)
Does it throw that error consistently after reloading?


Haven't tried reloading yet, the error happen when I install a weapon into the ship and does not stop,
I have to shut down the game and I can't deinstall the weapon after installing it.

I will try the update but my guess is I messed up the weapons slot :

Shipsize is :

<graphicData>
      <texPath>Things/Ships/GD_Ships/Cheetah_drawing</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>Cutout</shaderType>
      <drawSize>(5,5)</drawSize>
    </graphicData>

<size>(5,2)</size>


   
And the weapons slot is defined like this, my main problem is the sudden appearance of a third variable in the positioning :


        <weaponSlots>
<li>
          <SlotName>Left Gun</SlotName>
          <slotType>LightCaliber</slotType>
          <turretPosOffset>(2,0,0)</turretPosOffset>
          <turretMinSize>(1,1)</turretMinSize>
    </li>
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 11, 2017, 08:03:46 AM
The Error Disappeared with 1.55

Installing and Uninstalling the turret works now whithout problem.

still a short explanation of "<turretPosOffset>(2,0,0)</turretPosOffset>"
would be cool.
I allready dentified the first as x-axis, but would like to know if I can use "real"-values or
if I am bound to integer.
And which values can I use for z.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Minnigin on September 11, 2017, 08:19:56 AM
Quote from: SpaceDorf on September 11, 2017, 08:03:46 AM
And which values can I use for z.

I think its like the Cartesian coordinate system, the center number will always be 0 since its supposed to represent the z axis
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 11, 2017, 09:11:17 AM
Quote from: Minnigin on September 11, 2017, 08:19:56 AM
Quote from: SpaceDorf on September 11, 2017, 08:03:46 AM
And which values can I use for z.

I think its like the Cartesian coordinate system, the center number will always be 0 since its supposed to represent the z axis

I know :)
But in this case the z-Axis stands for graphic layers. Above the wing, under the wing .. etc.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 11, 2017, 09:23:49 AM
X and Z are in actual coordinates in the cartesian 2d system. Y is the height of the object, so a negative value renders the turret underneath the plane, a positive or zero value above. You can use floating numbers for this entry.

The other position offset defines the tile in which the turret will spawn.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 11, 2017, 01:29:12 PM
Thank you :)
That helped.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: EpicGunBlast on September 13, 2017, 11:27:16 AM
Just updated the mod and it was all working fine, did some runs to settlements came back and now the drop ship has nothing i can select (launch, load etc). Also when i try constructing one it just disapears once the construction bill is done, heres the error it shoots out:

System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.ShipTracker+<>c__DisplayClass21_0.<ShipsInFleet>b__0 (OHUShips.ShipBase x) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[OHUShips.ShipBase].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[OHUShips.ShipBase].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at OHUShips.ShipTracker.ShipsInFleet (Int32 ID) [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase+<GetGizmos>d__76.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Edit:  Also when i use godmode to try and spawn one in i get this error

Object reference not set to an instance of an object
  at OHUShips.ShipBase.InitiateInstalledTurrets () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.InitiateShipProperties () [0x00000] in <filename unknown>:0
  at OHUShips.ShipBase.PostMake () [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: KLk on September 13, 2017, 07:32:37 PM
with two ships parked, if i return one, both disapears with no error D:
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 14, 2017, 03:34:48 AM
About industrial planes: they have their own research (Flight and Airship patent) available at Industrial tech level, but completing those does not allow to build them. You still need the Shipbuilding basics research, which is further up the tree and requires multianalyzer.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 14, 2017, 05:35:22 AM
Sorry .. thats my bad :)

Thanks for the Info.

Fixed.

[attachment deleted by admin: too old]
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 14, 2017, 06:40:22 PM
Checked the differences between this new xml and the old one, and this part of the new looks suspicious (it is for the Airship, line 232):


        <fuelFilter>
          <thingDefs>
            <li>Coal</li>
          </thingDefs>
        </fuelFilter>


In the old def this used to be chemfuel. Are you sure there is coal in unmodified game?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 14, 2017, 06:48:11 PM
nope, there is not :)

I thought you were using the Industrial Revolution Mod, where both Vehicles originate from.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 14, 2017, 06:56:15 PM
@Cpt.Ohu :

I have a request for the Mod .. could you increase the displayed length of the weapon port name so bigger names fit ?

And I am afraid I am going to have more requests in the future .. maybe some of them become pull requests :)

[attachment deleted by admin: too old]
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 15, 2017, 04:29:44 AM
Quote from: SpaceDorf on September 14, 2017, 06:48:11 PM
I thought you were using the Industrial Revolution Mod, where both Vehicles originate from.

I'm using them with Dropships mod, but not the Industrial Revolution itself.

But that's not a problem, I merged only the parts I need into the XML (now that I see what they are).
Thank you for the quick fix :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ptx on September 15, 2017, 05:35:14 AM
(http://i.imgur.com/e7rcZS8.png)

My first ship .....and it's stuck there. After launching the ship, it flew towards the edge of the base map, gone, and it just sits there on the world map. It's fully fueled, 1500 chemfuels. Visit friendly settlement, stuck. A drop at the edge, also stuck. I waited a minute, an hour, a day, and it's still stuck there.

Still  a great mod though, I think the aerial surprise attack is excellent. Build a base on the open field, and bam, death from above. Build a base into the mountain, infestation. In vanilla, open field is safer. With this mod, there are no safe place in the rimworld. I have lost 2 colonies, due to pirates dropping directly on top of my open field base. Now, my current mountain base can support an airplane....... and it's going nowhere. Just my luck.
Bottom most on the mod list, no result. Uppermost on my mod list (just below hugslibs etc), also no luck. Removing any caravan related mod, still stuck.
I guess it's traditional caravan for me then.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 15, 2017, 05:58:56 AM
Can you upload your save game and modlist ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Lady Wolf on September 15, 2017, 08:21:01 PM
I noticed a graphical bug today, after your ship lands if you have it take off and then land again in the same square but different area it just took off from, (such as relanding the ship on the other side of your base to be closer to resources you wish to load before flying off,)

It will leave a second "ghost" graphic of the ship that will appear to land and park in the original position on the map. If you save and reload however the ghost will vanish, but still seems worth mentioning.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ptx on September 16, 2017, 12:59:23 AM
Quote from: SpaceDorf on September 15, 2017, 05:58:56 AM
Can you upload your save game and modlist ?

I suppose I could do that, but I'm inclined to say no, due to my mod list contains that one single exiled mod which gives nymphomaniac pawn (better than smokeleaf). :D

My assumption for any mod is that the mod creator have tested their own mod multiple times before release. Bottom line, the mod works on their computer.
What the modder don't control is the interaction between mods in the end user's computer. Not yet anyway (well, except in mod packs and friendly patches).

So when a mod doesn't work like what I'm experiencing, I'll just chalk this one as Unity 32 bit quirkiness.
It's not the first time I've broken a game due to large number of mods. As a KSP player, unity 32 bit does weird things, and sometimes it makes a few mods don't work. It's like unity just decides to simply forgot those few mod, it still loads the mod graphics, but not the mod mechanics. When KSP switches to unity 64 bit, it becomes stable, friendly to large amount of mods. That's my experience anyway, using 6GB RAM and windows 8.1 64 bit. Others have said the 32 bit version is more stable, perhaps because they use smaller amount of mods.

My solution simply to select few mods as core, must have mods, and usually it will work again. Then add other less essential mods, one by one, until it broke again. :D

It's still an alpha game, so, if anything don't work, I certainly don't mind.
I wanted to start a new run anyway. In my current game, male pawn has a reproductive organ from Birds and Bees mod AND a dick from the exiled mod ....that mental image does not sit well in my head.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 16, 2017, 11:12:50 AM
Quote from: ptx on September 16, 2017, 12:59:23 AM
Quote from: SpaceDorf on September 15, 2017, 05:58:56 AM
Can you upload your save game and modlist ?

It's still an alpha game, so, if anything don't work, I certainly don't mind.
I wanted to start a new run anyway. In my current game, male pawn has a reproductive organ from Birds and Bees mod AND a dick from the exiled mod ....that mental image does not sit well in my head.

Oh you mean THAT mod ..  ;D
I removed it because of the inherent weirdness .. but had no problems with the dropships when using it.
And having a few RimSlaves around is nearly as useful.

I hope you find the problem :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Smellfungus on September 17, 2017, 11:19:35 AM
Have the issues with "Object reference not set" been fixed yet? And if not, any chance of a save fix? It seems that building a second dropship has broken OHU on my new save. Never flown it, no fleets used, but still it disappeared and my original had become orphaned. :(
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on September 18, 2017, 05:47:30 PM
Quote from: SpaceDorf on September 14, 2017, 06:56:15 PM
@Cpt.Ohu :

I have a request for the Mod .. could you increase the displayed length of the weapon port name so bigger names fit ?

And I am afraid I am going to have more requests in the future .. maybe some of them become pull requests :)

Knock yourself out. If it's working I have nothing against pulls. Right now increasing the port name space isn't that high on my list of priorities though.

Quote from: ptx on September 15, 2017, 05:35:14 AM
(http://i.imgur.com/e7rcZS8.png)

My first ship .....and it's stuck there. After launching the ship, it flew towards the edge of the base map, gone, and it just sits there on the world map. It's fully fueled, 1500 chemfuels. Visit friendly settlement, stuck. A drop at the edge, also stuck. I waited a minute, an hour, a day, and it's still stuck there.

Still  a great mod though, I think the aerial surprise attack is excellent. Build a base on the open field, and bam, death from above. Build a base into the mountain, infestation. In vanilla, open field is safer. With this mod, there are no safe place in the rimworld. I have lost 2 colonies, due to pirates dropping directly on top of my open field base. Now, my current mountain base can support an airplane....... and it's going nowhere. Just my luck.
Bottom most on the mod list, no result. Uppermost on my mod list (just below hugslibs etc), also no luck. Removing any caravan related mod, still stuck.
I guess it's traditional caravan for me then.

Did any errors show up when you selected that ship? If it is the first and you just launched it, that's rather strange. Can you start from an earlier safe and repeat the same steps?


Quote from: Lady Wolf on September 15, 2017, 08:21:01 PM
I noticed a graphical bug today, after your ship lands if you have it take off and then land again in the same square but different area it just took off from, (such as relanding the ship on the other side of your base to be closer to resources you wish to load before flying off,)

It will leave a second "ghost" graphic of the ship that will appear to land and park in the original position on the map. If you save and reload however the ghost will vanish, but still seems worth mentioning.

Is this happening consistently? I can jump around my map as much as I like without any ships doublespawning.

Quote from: Smellfungus on September 17, 2017, 11:19:35 AM
Have the issues with "Object reference not set" been fixed yet? And if not, any chance of a save fix? It seems that building a second dropship has broken OHU on my new save. Never flown it, no fleets used, but still it disappeared and my original had become orphaned. :(

Not yet, mainly because I haven't been able to reproduce it 1:1 and am still looking for possible explanations.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 18, 2017, 06:01:53 PM
Quote from: Cpt.Ohu on September 18, 2017, 05:47:30 PM
Knock yourself out. If it's working I have nothing against pulls. Right now increasing the port name space isn't that high on my list of priorities though.

Thanks. I will try my very best.
I just thought this might be nothing more than tweaking a few variables.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Lady Wolf on September 20, 2017, 03:37:09 AM
I also noticed a small bug with the nose turret when using the Combat Extended mod, the turret will ask for 5.56mm nato ammo but there's no way to reload it, making the turret non functional?

Not really expecting you to make a new turret or change the mod to be compatible or anything, (though that would be awesome if you did!) more, I'm pointing it out for others who use Combat Extended so they don't assault an enemy colony expecting the turret to provide fire support and get the same rude awakening my assault force did.  :-*
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 20, 2017, 04:59:49 AM
Another thing about the Improvised ship turret: it seems to be one of the most profitable trade goods right now. For several reasons:
1. it takes no work to make (1 work, instant build time) - that just looks wrong
2. it weights only 15 kg (standard security Improvised turret is 100 kg, for example)
3. it sells for good money (base value $1000)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Smellfungus on September 20, 2017, 08:26:13 AM
I've noticed that the disappearing shops bug happens often on world load and on the return of a ship to a colony. I'm guessing it's something to do with the way world objects are handled. I'd guess there are values that either aren't saved or are deleted preemptively. That or the mechanism for linking the world object back to the construction struggles when there's more than one instance of a ship on the map. Hmm. Now I think about it the wings were crossed a little when I built my second ship in this colony... I'll have a mess around and see if I can't find a reproducible cause.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sirgzu on September 20, 2017, 09:11:26 AM
Sorry if that was already asked but dint have time to go through 29 pages..
How do you / Can you change a landed ship position on a map?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 20, 2017, 09:50:27 AM
Quote from: sirgzu on September 20, 2017, 09:11:26 AM
Sorry if that was already asked but dint have time to go through 29 pages..
How do you / Can you change a landed ship position on a map?

Launch and Land on the same Hex.

Sadly it is not possible to change the ships direction after it is built.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 21, 2017, 04:09:42 AM
Now I've got the NullReferenceException error.

After building an Airship, none of the loading pages work anymore (not for the Airship, not for the other aircraft, not for transport pods or caravan). The pages just show empty, as if I do not have any items or pawns. This is logged:

Exception filling window for OHUShips.Dialog_LoadShipCargo: System.NullReferenceException: Object reference not set to an instance of an object
  at OHUShips.Dialog_LoadShipCargo.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)



Exception filling window for RimWorld.Dialog_LoadTransporters: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Dialog_LoadTransporters.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Removing the Airship with debug tools instantly fixed that.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Spleenling on September 21, 2017, 04:37:01 AM
How difficult would it for me to add more ship turret types? I have several mods that turrets and was wondering how hard it would be to mount some of those? My XML skills are limited, I can reverse engineer other peoples code but writing new code is beyond me.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 21, 2017, 05:02:51 AM
Easier than you think :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Tal Raziid on September 23, 2017, 02:02:25 AM
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef,Verse.Pawn,Verse.BodyPartRecord) <0x0003b>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x00297>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x0003d>
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x004df>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x003ac>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x00105>
at RimWorld.Faction.GenerateNewLeader () <0x0022f>
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef) <0x002ae>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch1 () <0x00072>
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (string) <0x0002e>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x00164>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__615 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

    Not entirely sure if this is from this mod, but i've seen errors pop up after "activating shiptracker" or whatever, in the log. It seems to be  preventing world gen? Unless this error is harmless/not caused by this mod
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on September 23, 2017, 06:35:15 AM
Issue with parking spots.

I have 2 ships: a firefly and a biplane. Both have parking spots set (in different spots of course).
The biplane has just returned from a trading flight (using the return ship command).
Firefly is currently sitting in second base.
I order the firefly to return, it takes off. At the same time the Biplane also takes off (with no crew!) and lands on the firefly's parking spot.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Lady Wolf on September 23, 2017, 08:39:44 PM
Quote from: s44yuritch on September 23, 2017, 06:35:15 AM
Issue with parking spots.

I order the firefly to return, it takes off. At the same time the Biplane also takes off (with no crew!) and lands on the firefly's parking spot.

I noticed this with the default drop ships as well, it seems as if all the ships try to use the same parking spot that was set by whatever the last ship you chose "set parking spot" with?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Spleenling on September 26, 2017, 06:28:42 AM
Any idea when bombing runs will be enabled?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 26, 2017, 07:12:19 AM
When it's done :P

Sorry. I had to, I don't meant to troll you.

Did you have any luck with the turrets ? If not PM me,
I can send you the templates for that.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 28, 2017, 05:53:54 PM
Me again :)

I have some thoughts on fuel balancing.

How much fuel should bigger ships need, and how should this fuel be produced ?
The current way of producing fuel seems okay for a small colony, but not efficient enough to supply a real fleet.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: TolSatha on September 28, 2017, 06:00:58 PM
Was bored and made this the other day, for anyone playing with Tiberium factions mod.

Brotherhood of Nod Carryall, based on the deprecated GDI Orca design.
No weapons but has a large cargo capacity and good range.

(https://preview.ibb.co/fmXf8w/NOD_Carryall.png) (https://ibb.co/dEw7ow)

(https://image.ibb.co/m6mJvb/Nod_Carryall.png) (https://imgbb.com/)

I initially did it in the original dark blue color, but it just didn't look very nice ingame, so I made it in lighter grey instead.
Installation same as described below OP - just copy the files into the proper OHU Mod folders. Tiberium factions mod not needed.

Feel free to tweak the stats and here's the .psd file if you want to improve on the graphics.
https://www.dropbox.com/s/cl4u49b1lau8qrr/Carryall.psd?dl=1

[attachment deleted by admin: too old]
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 28, 2017, 06:07:47 PM
This looks really good.

It might even look better if you added more of the red and white contours it would give the Carryall more volume.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Spleenling on September 29, 2017, 12:11:39 AM
Quote from: SpaceDorf on September 26, 2017, 07:12:19 AM
When it's done :P

Sorry. I had to, I don't meant to troll you.

Did you have any luck with the turrets ? If not PM me,
I can send you the templates for that.

Yet to try was going to hold off messing with the mod files, as I had the feeling if I did I would look on the forums and find an update and have to do again, also I have Insomnia which makes coding something I'm only in the mood for once every week or two.
Quote from: TolSatha on September 28, 2017, 06:00:58 PM
Was bored and made this the other day, for anyone playing with Tiberium factions mod.

Brotherhood of Nod Carryall, based on the deprecated GDI Orca design.
No weapons but has a large cargo capacity and good range.

(https://preview.ibb.co/fmXf8w/NOD_Carryall.png) (https://ibb.co/dEw7ow)

(https://image.ibb.co/m6mJvb/Nod_Carryall.png) (https://imgbb.com/)

I initially did it in the original dark blue color, but it just didn't look very nice ingame, so I made it in lighter grey instead.
Installation same as described below OP - just copy the files into the proper OHU Mod folders. Tiberium factions mod not needed.

Feel free to tweak the stats and here's the .psd file if you want to improve on the graphics.
https://www.dropbox.com/s/cl4u49b1lau8qrr/Carryall.psd?dl=1

I feel like it should have maybe two bomb bays when those have been added. I remember the Orca being a bomber in C&C3 (Only one i've played)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on September 29, 2017, 02:56:47 AM
Quote from: SpaceDorf on September 28, 2017, 05:53:54 PM
Me again :)

I have some thoughts on fuel balancing.

How much fuel should bigger ships need, and how should this fuel be produced ?
The current way of producing fuel seems okay for a small colony, but not efficient enough to supply a real fleet.
Did you thought about S.A.L.: Station Automation and Logistics
https://ludeon.com/forums/index.php?topic=31570 ?
Together with industrus roller and SS Cultivator Tools, you can build up an automated bambus plantage, use the roller to haul them to the refinery and let them auto. craft into fuel.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 29, 2017, 03:38:58 AM
Quote from: Canute on September 29, 2017, 02:56:47 AM
Together with industrus roller and SS Cultivator Tools, you can build up an automated bambus plantage, use the roller to haul them to the refinery and let them auto. craft into fuel.

I have not thought of this yet, because it includes to many additional mods.
I would rather produce a more integrated way of producing fuel, either in larges batches or further refining.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on September 29, 2017, 06:41:29 AM
An auto. refinery ?
Hopper on the station, and the station convert the organic into fuel, constantly. I think i saw a similar thing for fertilizer at an older VG release.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 29, 2017, 08:15:16 AM
Quote from: Canute on September 29, 2017, 06:41:29 AM
An auto. refinery ?
Hopper on the station, and the station convert the organic into fuel, constantly. I think i saw a similar thing for fertilizer at an older VG release.

Something like this.
an an oil rig and a bigger refinery.
Helium-3 and its production .. something in this direction.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on September 29, 2017, 09:15:54 AM
I would prefer Mechanoid core with electrical e-fan engines like
https://lilium.com/
:-)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on September 29, 2017, 10:12:41 AM
Looks cute. Exactly what I had in mind for attacking a Pirate Base   ;D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 06, 2017, 08:41:32 AM
What about installable components for the dropships ?

Additional Cargospace, Fuel Pods or Armor which would infuse small changes to the basic ship ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on October 06, 2017, 10:48:04 AM
TARDIS, Inside bigger then outside ?
Don't you build a complete ship, if you want expand the cargo, you need to remove passanger seats or fuel tanks ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 06, 2017, 12:21:08 PM

No, what I meant were external added objects, which can be connected to hard-points similiar to weapons.
Which would add their weight to the ship and influence fuel usage and speed.

External Fuel Tanks :

(http://aviationhumor.net/wp-content/uploads/2015/10/external-tank.jpg)


Or added Storage Space :


(https://i.pinimg.com/736x/35/a9/78/35a97811ae5eba6beceb60474be1bc1d--space-ship-scifi.jpg)

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on October 07, 2017, 02:31:42 AM
LOL, these crazy russian ! :-)
But the american arn't much better with their space shuttle on a jumbo.
But i hope you know the jumbo at expample was beside the nessesary crew empty and couln't load passenger or cargo.
The engines/wings can't carry these extra weight.

to pic 2, they use anti-grav which create a bubble around the ship, in that case it doesn't matter if the cargo is outside or inside. But thats is a far advanced tech then planes/VTOLs.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 07, 2017, 09:16:23 AM
Quote from: Canute on October 07, 2017, 02:31:42 AM
to pic 2, they use anti-grav which create a bubble around the ship, in that case it doesn't matter if the cargo is outside or inside. But thats is a far advanced tech then planes/VTOLs.

True in this order of magnitude, and I tell you that those where only the middle of the space transport pack I found.

But looking a few post above at the GDI Carryall or a Transport Helicopter which can "attach" several containers to itself .. this is possible.  ..

Now I have an Idea for a OhU Qualified Transport Vessel  :o
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on October 07, 2017, 10:03:50 AM
Sure it is possible when the vehicle is designed for it.
Regular transport helicopter can transport 1-2 ton's too, inside or outside, but not inside and outside at the same time.
And you just want add extra cargo/fuel outside to expand the limit, and this isn't very realistic.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 07, 2017, 10:35:04 AM
Actually it is.

Fighter Planes can equip addtional Fuel Tanks beneath their wings,
and it would not be so far off to add at least some cargo capacity the same way.

But it is true, that I was more thinking of a way to magnetically attach some boxes, tanks or seats to prepared places on the ships body.

Seeing that the Sci-Fantasie Engines have more raw power and rely less on aerodynamics as current plains.
And I am not proposing that every Vehicle is able to that, nor that every Vehicle should be a VTOL.
You can allready define a incoming and outgoing angle for Dropships.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on October 07, 2017, 11:05:16 AM
You don't want understand it, sure planes/helicopter got a designed payload. You can equip this places with weapon,bombs or fuell/cargopods.

Ofcourse you can say, you want put cargo/fuelpods into the the weapon mounts of your dropship.
That is fine. But i think this is hard to code.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 07, 2017, 11:14:59 AM
Quote from: Canute on October 07, 2017, 11:05:16 AM
Planes/helicopter got a designed payload. You can equip this places with weapon,bombs or fuell/cargopods.

Did I mention the possibility of Shields and Armor Types ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Spleenling on October 08, 2017, 05:21:17 AM
If you are going to add a dedicated Transport ship might I suggest an Assault Ship with more weapons but little room for cargo, like a Valkyrie or Thunderhawk, but more Rimworldy.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 08, 2017, 06:14:08 AM
I might think about it :-D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ekcja on October 10, 2017, 09:58:13 AM
When I get my colonist to enter the ship, the loading bar [the one when you start to do things for an example: growing potatos] goes up to the end, but when it reaches it, it restarts and my colonist is still outside, and I kept waiting like 2-3 minutes and my colonist was still trying to enter the ship. Help, please.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 10, 2017, 10:51:05 AM
I never encountered this problem.
The single case I can think of is that there is not enough room for your pawn.
Draft and Undraft the Pawn, this resets his active work and removes him from the loading list ( i think )

If you now check on the passengers screen you will see the absolute weight of your pawn ( his own weight plus every piece of equipment hes wearing ) and If you still have enough cargo space on the ship.
A pawn requires to things to enter a ship.
First a free seat. Second enough free cargo space to carry his aboslute weight.

Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ekcja on October 10, 2017, 12:19:31 PM
Well, I made a big ship, 1k cargo space OHU Dropship, tried to just make one colonist enter, He didn't enter. I drafted,undrafted multiple times, yet, failure. My colonist had like 1/10 of the cargo weight, and was only one that had been ordered to enter the ship, nobody before him entered it, it's just a loop, I also have modifications: HugsLib, Rimfridge,Vegetable Garden,Glitter Tech,Basic Bridges,Hospitality,Save Our Ship,Tiberium Rim & Factions and of course OHU Ships that are activated, Save Our Ship adds few things to ship category including doors and "wall" it also affects the ship's code, it could be the case, I'm not sure, I'll edit the message if that mod will be the case, if not, then not.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sirgzu on October 10, 2017, 12:55:10 PM
Microverse Battery => Rick's flying saucer
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 10, 2017, 01:22:46 PM
Quote from: ekcja on October 10, 2017, 12:19:31 PM
Well, I made a big ship, 1k cargo space OHU Dropship, tried to just make one colonist enter, He didn't enter. I drafted,undrafted multiple times, yet, failure. My colonist had like 1/10 of the cargo weight, and was only one that had been ordered to enter the ship, nobody before him entered it, it's just a loop, I also have modifications: HugsLib, Rimfridge,Vegetable Garden,Glitter Tech,Basic Bridges,Hospitality,Save Our Ship,Tiberium Rim & Factions and of course OHU Ships that are activated, Save Our Ship adds few things to ship category including doors and "wall" it also affects the ship's code, it could be the case, I'm not sure, I'll edit the message if that mod will be the case, if not, then not.

I say Save Our Ship should not influence the Dropships, because they are based on Droppods rather than SpaceShips and has it's own code definitions, no other mod should be able to interfere with.
I can't confirm GlitterTech and TiberiumRim yet, but all the other Mods are save.
Try putting the dropships last, or switch with SpaceShips ..

My guess is that it is some Interaction between GlitterTech and TiberiumRim, because both are pretty big content overhauls.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ekcja on October 10, 2017, 01:42:42 PM
I disabled those mods, yet the same result, I may be using the old rimwolrd alpha 17 version, I didn't update the game with the hotfixes, this may be the case?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 10, 2017, 02:24:25 PM
 :o :o

u what ? .. no install performance patch r u m4d br0 ?

you should absolutely try updating rimworld  ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ekcja on October 11, 2017, 02:18:01 AM
Yeah, I did update it and it  seems like it works, thanks for help. I didn't update it earlier because I didn't want to, I just wanted to play and I didn't care about the patch, but now I do.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 11, 2017, 03:13:28 AM
Quote from: ekcja on October 11, 2017, 02:18:01 AM
Yeah, I did update it and it  seems like it works, thanks for help. I didn't update it earlier because I didn't want to, I just wanted to play and I didn't care about the patch, but now I do.

You don't play many PC Games, do you  ?  ;D ;D ;D ;D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Djohaal on October 14, 2017, 02:28:32 PM
I'm experiencing a strange bug. I got a "ghost" sprite of my airship stuck on the map, even after I deconstructed the actual ship. The ghost also remains even after loading-unloading the save.
EDIT: I managed to remove it by manually editing a save and removing this entry:
I've also been getting duplicate caravans which are empty, I still have to figure out what is causing them.
EDIT#2: Encountered another issue in my save, whenever I selected a new vessel and clicked on the set parking button the game's UI would crash hard, becoming irresponsive except for the menu button on lower right. Upon closer inspection the fleet manager had a null entry (probably from deleting the stuck sprite) on its list alongside my vessel. After removing it the set parking spot button started working properly again.
Quote<thing Class="OHUShips.ShipBase_Traveling">
<def>OHUDropShipLeaving</def>
<id>OHUDropShipLeaving1</id>
<map>0</map>
<pos>(162, 0, 180)</pos>
<fleetID>-1</fleetID>
<destinationTile>-1</destinationTile>
<destinationCell>(-1000, -1000, -1000)</destinationCell>
<arrivalAction>EnterMapFriendly</arrivalAction>
<leavingForTarget>False</leavingForTarget>
<containingShip>
<def>OHUDropShip</def>
<id>OHUDropShip1329927</id>
<map>-3</map>
<pos>(162, 0, 180)</pos>
<rot>1</rot>
<health>500</health>
<faction>Faction_38</faction>
<weaponSlots>
<li>
<SlotName>Front Gun</SlotName>
<posOffset>(4, 0, 0)</posOffset>
<posOffset>(4.0, 0.0, 0.0)</posOffset>
</li>
<li>
<SlotName>Payload</SlotName>
<slotType>Bombing</slotType>
<posOffset>(-1000, -1000, -1000)</posOffset>
<posOffset>(-1000.0, -1000.0, -1000.0)</posOffset>
<loadID>1</loadID>
<slotType>Bombing</slotType>
</li>
</weaponSlots>
<fuel>581.4587</fuel>
<configuredTargetFuelLevel>0</configuredTargetFuelLevel>
<ShipNick>Nova Hammer</ShipNick>
<timeToLiftoff>0</timeToLiftoff>
<timeWaited>0</timeWaited>
<ParkingMap>Map_0</ParkingMap>
<ParkingPosition>(162, 0, 180)</ParkingPosition>
<DeepsaveTurrets>True</DeepsaveTurrets>
<assignedTurrets>
<li>
<def>ShipTurret_Turret</def>
<id>ShipTurret_Turret2139694</id>
<map>-3</map>
<pos>(162, 0, 176)</pos>
<health>350</health>
<faction>Faction_38</faction>
<instigator>null</instigator>
<lastAttackedTarget>(0, 0, 0)</lastAttackedTarget>
<stunner />
<assignedSlotName>Front Gun</assignedSlotName>
<parentShipLoadID>Thing_OHUDropShip1329927</parentShipLoadID>
<installedByWeaponSystem>ShipTurretTemplate</installedByWeaponSystem>
</li>
</assignedTurrets>
<loadedBombs />
<innerContainer Class="Verse.ThingOwner`1[Verse.Thing]">
<innerList />
</innerContainer>
</containingShip>
</thing>
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: sirgzu on October 16, 2017, 10:46:08 AM
I've had a problem with a few pawns disappearing from a ship, here is what happened:

I load 4xcolonists + 4xcamels + some stuff, drop into a empty tile first, then launch again onto an anomaly where I drop onto an enemy base and have to fight off turrets and take over the base, which I do with m4 colonists. Since it was a bit of a bloodbath it took some time to micromanage and with running the 2 other colonies I might have saved the game a couple of times until reembarking the ship. That's when I notice that my 4xcamels are gone from the passenger bay... I know for sure that they were there and didn't starve from the 873xhay left in the cargo bay. Seems like they just vanished.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: paulvin on October 16, 2017, 11:48:40 AM
Quote from: sirgzu on October 16, 2017, 10:46:08 AM
I've had a problem with a few pawns disappearing from a ship, here is what happened:

I load 4xcolonists + 4xcamels + some stuff, drop into a empty tile first, then launch again onto an anomaly where I drop onto an enemy base and have to fight off turrets and take over the base, which I do with m4 colonists. Since it was a bit of a bloodbath it took some time to micromanage and with running the 2 other colonies I might have saved the game a couple of times until reembarking the ship. That's when I notice that my 4xcamels are gone from the passenger bay... I know for sure that they were there and didn't starve from the 873xhay left in the cargo bay. Seems like they just vanished.

animals go into the cargo bay not in the passengers i think
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on October 16, 2017, 02:42:29 PM
I enable this mod and get the following yellow error - "duplicate code-linked translation key.  Install in language English."  Is there a way to get rid of this error short of uninstalling this mod?  Thanks!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on October 16, 2017, 02:44:20 PM
select english language in rimworld ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on October 16, 2017, 03:00:35 PM
If only it was that easy.  I went into options and made sure the language was English.  Disabled the mod.  No error.  Enabled the mod and got the error again. Grr.  Going through my 100+ mods and not using any that are throwing either yellow or red errors anymore. 
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: ANormalhuman on October 21, 2017, 11:05:05 AM
Have you considered making a submarine mod similar to this one? I think it would be pretty cool.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on October 21, 2017, 11:31:03 AM
Submarine to trade with underwater outposts ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: The_Spare_Ace on October 22, 2017, 02:05:51 AM
Possible bug with the Airship from the OHU Industrial Airship and Biplane expansion: I built an airship hours earlier, and just now I tried to click on it, and nothing happened. Well, nothing happened when I clicked on anything afterwards. Earlier I could click on it just fine, but now, the game just bugs out. Inbetween the 2 times I've tried it, I've installed the Notification Archiver mod, and the RT's Weapon Pack, so there may be an incompatibility there. I hope this is the right place to submit this report.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: The_Spare_Ace on October 22, 2017, 05:33:43 PM
I think I have found the problem. It seems to be a problem with the Airship not saving properly.

Image of debug log after save, before reloading (taken after reloading, but was logged before reloading): https://i.imgur.com/g9VO37O.png

Image of debug log after save and reloading: https://i.imgur.com/ZFqVxyg.png

I tried recreating the bug a second time, but it didn't occur.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Djohaal on October 23, 2017, 01:38:40 PM
On the pawns refusing to load the vehicles. Apparently they can't be hungry. Mine were adamantly refusing to load an airship until I realized they were starving. Fed them and ta-da, they are loading stuff again.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on October 29, 2017, 08:24:44 AM
It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.

I hope this will change over the next 2 months, but for now, this mod will remain as is with all faults.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: jivoyej on November 06, 2017, 01:45:00 PM
can you, please, answer me about "drop at edge" thing? )
then i point that - my plane drop in the middle of tile ) and everybody starts killing me )
it is not so good, as i thought.
can i drop real at the edge of screen\tile? how can i do that?
thanks a lot!)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Tenshi~Akari on November 07, 2017, 01:02:27 AM
Just as a future note for whenever you are able to check into it: Came across a buggy issue not too long into a former save file I had when I had this mod installed last week. There was a massive "Lord tick" bug that ended up preventing my game from saving at all. This happened not too long after an aerial drop ship raid from one of the vanilla enemy factions, and I think it had to do with attacking a few of the structures of my colony. Even long after the pawns & ships were destroyed, it still persisted. From what I could see in dev mode, a "Lord toil" did not remove itself after the death of the enemy pawns, and I ended up having to scrap the save file since I could not save any sort of progress from that point.

I know a log is better than trying to describe though. Unfortunately, I'm trying to track down what I did w/ the error that I copied over so it can be seen verbatim, but I can't seem to remember if I actually saved the notepad file like I thought I did for reference... might've been a victim of an unexpected Windows update. :'(
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on November 07, 2017, 04:16:32 AM
Quote from: jivoyej on November 06, 2017, 01:45:00 PM
can you, please, answer me about "drop at edge" thing? )
then i point that - my plane drop in the middle of tile ) and everybody starts killing me )
it is not so good, as i thought.
can i drop real at the edge of screen\tile? how can i do that?
thanks a lot!)
Currently not possible.
Solution, land 1 worldmap tile before your destination and send out a caravan to the outpost.
Then you can select where you want to land.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Superlagg on November 09, 2017, 11:41:53 AM
Pawns seem to forget all of their relations when they arrive at a dropsite.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on November 09, 2017, 12:33:43 PM
Quote from: Superlagg on November 09, 2017, 11:41:53 AM
Pawns seem to forget all of their relations when they arrive at a dropsite.

Vanilla behavior.

This also happens, when you arrive at quest sites or found a second colony.
Relations are only shown to pawns on the same site ( or related pawns of different factions )
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on November 30, 2017, 09:47:42 PM
Any news on an update to b18?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on December 01, 2017, 03:44:01 AM
Quote from: Cpt.Ohu on October 29, 2017, 08:24:44 AM
It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.

I hope this will change over the next 2 months, but for now, this mod will remain as is with all faults.
I wouldn't await anything before xmas.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 01, 2017, 05:39:57 AM
I tried, but I can't get it to work ..
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on December 01, 2017, 09:36:42 AM
Thanks for trying Spacedorf!  Well Canute, maybe we will get a late Christmas present from you.  I love this mod.  Especially when mercs crash their ships onto my base and now I'm fighting door to door with them.  :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on December 17, 2017, 03:18:08 AM
Good news just in time for Christmas:

Swenzi (https://ludeon.com/forums/index.php?action=profile;u=75833)has updated the mod to A18. I will do some more tests and put this version up for download during the week.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on December 17, 2017, 12:21:06 PM
Quote from: Cpt.Ohu on December 17, 2017, 03:18:08 AM
Good news just in time for Christmas:

Swenzi (https://ludeon.com/forums/index.php?action=profile;u=75833)has updated the mod to A18. I will do some more tests and put this version up for download during the week.

Good lord man, that is awesome news!! :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 17, 2017, 12:46:23 PM
Thank you Swenzi and Ohu.

And thank you dear Mod - Fairy )

Just in time to drop by my frenemies riding mutated reindeer
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 18, 2017, 07:21:22 AM
I tried the B18 Version, and i destroyed a friendly outpost by landing there.

1.) loaded a dude into a dropship
2.) flew to neighbouring outpost
3.) used trade button : worked
4.) used touch down button : message outpost got destroyed.
5.) the ship landed on the outpost anyway,
6.) the worldmap displayed the icon for a destroyed outpost
7.) the outpost got removed when I left.

8.) Debug Message
Failed to create tale object CaravanAssaultSuccessful with parameters null: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Pawn.GenerateFrom (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawn..ctor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at RimWorld.TaleFactory.MakeRawTale (RimWorld.TaleDef def, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.TaleFactory:MakeRawTale(TaleDef, Object[])
RimWorld.TaleRecorder:RecordTale(TaleDef, Object[])
RimWorld.Planet.FactionBaseDefeatUtility:CheckDefeated(FactionBase)
RimWorld.Planet.FactionBase:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



==== EDIT ====
9.) Landing at the edge of an enemy outpost worked  as intended  ;D
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on December 19, 2017, 01:05:01 PM
Quote from: SpaceDorf on December 18, 2017, 07:21:22 AM
I tried the B18 Version, and i destroyed a friendly outpost by landing there.

1.) loaded a dude into a dropship
2.) flew to neighbouring outpost
3.) used trade button : worked
4.) used touch down button : message outpost got destroyed.
5.) the ship landed on the outpost anyway,
6.) the worldmap displayed the icon for a destroyed outpost
7.) the outpost got removed when I left.

8.) Debug Message
Failed to create tale object CaravanAssaultSuccessful with parameters null: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Pawn.GenerateFrom (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawn..ctor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0
  at RimWorld.TaleFactory.MakeRawTale (RimWorld.TaleDef def, System.Object[] args) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.TaleFactory:MakeRawTale(TaleDef, Object[])
RimWorld.TaleRecorder:RecordTale(TaleDef, Object[])
RimWorld.Planet.FactionBaseDefeatUtility:CheckDefeated(FactionBase)
RimWorld.Planet.FactionBase:Tick()
RimWorld.Planet.WorldObjectsHolder:WorldObjectsHolderTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



==== EDIT ====
9.) Landing at the edge of an enemy outpost worked  as intended  ;D

I've dealt with worse bugs than that! :)  Could you put the mod up so I could try it please? I'm not going anywhere with those drop pods. 
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 19, 2017, 01:10:18 PM
the mod is up on OhU's GitHub, follow the link from the first thread.

I have actually nothing to do with this release. You have to thank Swenzi (https://ludeon.com/forums/index.php?action=profile;u=75833) for that.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on December 19, 2017, 01:52:31 PM
Thanks Spacedorf!  I'll check the link out at the beginning of the thread and try the mod out! :)

Err.  You can call me a nitwit but I can't seem to find the B18 release.  I went here -

https://github.com/Cpt-Ohu
and here
https://github.com/Cpt-Ohu/OHU-Dropships
and here
https://github.com/swenzi
googled "swenzi github dropships." No luck.
I sent a message to swenzi on discord but I'm not sure if I'm doing that right.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Gyu on December 19, 2017, 02:21:53 PM
Quote from: asquirrel on December 19, 2017, 01:52:31 PM
Thanks Spacedorf!  I'll check the link out at the beginning of the thread and try the mod out! :)

Err.  You can call me a nitwit but I can't seem to find the B18 release.  I went here -

https://github.com/Cpt-Ohu
and here
https://github.com/Cpt-Ohu/OHU-Dropships
and here
https://github.com/swenzi
googled "swenzi github dropships." No luck.
I sent a message to swenzi on discord but I'm not sure if I'm doing that right.

https://github.com/Cpt-Ohu/OHU-Dropships/tree/A18

Here! I was looking for it too.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: asquirrel on December 19, 2017, 03:36:33 PM
Thanks!! :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 19, 2017, 04:41:37 PM
I seem to have trouble loading my dropship.

As soon as I give the order to load the ship .. assign cargo, assign people and haulers and hit the accept button the game starts loading and does not stop.

Memory seems to be fine, but the game hogs one of my processors and stops reacting.

I could reproduce the error three times
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: MrWeeGee on December 21, 2017, 04:44:29 AM
Quote from: SpaceDorf on December 19, 2017, 04:41:37 PM
As soon as I give the order to load the ship .. assign cargo, assign people and haulers and hit the accept button the game starts loading and does not stop.

Confirming this issue as well, game freezes just as my pawn starts hauling the first piece of cargo. Thanks for making some headway on the B18 release though!
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 21, 2017, 04:50:58 AM
I can circumvent the problem when I assign only one or two pawns to the ship and don't set the "min haulers" value.

This makes the loading process possibly but also really slow.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: DickButt on December 27, 2017, 01:53:57 PM
this mod for A18 ?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Canute on December 27, 2017, 04:53:43 PM
Nope because there exist no A18.
For B18, check the page 33, but contains serveral errors.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Cpt.Ohu on December 28, 2017, 07:52:21 AM
The loading error is the main reason why I haven't updated the download link yet. An experimental release is up, but it needs fixing.

Friendly outposts will also require more work because the system wasn't there when dropships was created.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on December 28, 2017, 08:33:20 AM
Well, the ships are usable if you're aware of the bug. Just need to assign enough pawns directly and not set min haulers, and they will haul all things to the ship.

Sometimes the pawns 'forget' about the loading process however, and go to do other things before everything is loaded. By other things I mean other work, not eating or sleeping.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 28, 2017, 12:01:16 PM
@Cpt. Ohu : Does this mean you are back for good
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on December 29, 2017, 06:00:03 PM
Correction to my previous post: apparently assigning 5 specific pawns and 0 additional haulers to load the ship still leads to a hang. Oh well.
At least I can still  load people one by one, just not goods, so it's still good to send reinforcements or evacuate someone if that someone can stand up.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 30, 2017, 10:37:46 AM
I think 3 is the breaking point.

I can assign two sometimes to load, but not always. More always breaks.

No matter if I assign them as passengers or dedicated loaders.

I found that assigning a single dedicated hauler for just loading works best.

When being somewhere else than my main base, I assign a one or two tile wide stockpile around the ship. This way even a single loader is done in a few moments and I can load the ship in stages.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on December 30, 2017, 01:41:12 PM
Well, yes, that works when plundering outposts. Not so great when trying to do a merchant run with a few 100s of different items :)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on December 30, 2017, 01:58:29 PM
True.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: evilbob on January 03, 2018, 04:34:01 PM
I am dreaming of the 18b dropship
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Harry_Dicks on January 05, 2018, 02:24:07 PM
Quote from: evilbob on January 03, 2018, 04:34:01 PM
I am dreaming of the 18b dropship

Have you tried Shuttlecraft? It looks promising, I haven't gotten around to testing it out yet though.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: MrWeeGee on January 05, 2018, 08:07:45 PM
Quote from: MrWeeGee on December 21, 2017, 04:44:29 AM
Confirming this issue as well, game freezes just as my pawn starts hauling the first piece of cargo. Thanks for making some headway on the B18 release though!

Just realized I'm also using Billy's Improved Load Transport Pods (https://ludeon.com/forums/index.php?topic=34135.0) which may have been conflicting with the load process of the dropship. I can't really test it out atm, but thought it'd be worth mentioning, in case others having the issue are using it as well.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: evilbob on January 06, 2018, 09:27:29 AM
Quote from: Harry_Dicks on January 05, 2018, 02:24:07 PM
Quote from: evilbob on January 03, 2018, 04:34:01 PM
I am dreaming of the 18b dropship

Have you tried Shuttlecraft? It looks promising, I haven't gotten around to testing it out yet though.

yes i tried shuttlecraft mod. my experience was, could not build shuttlecraft, there was an error with Ancient Ship Crash event my game frees when I opened fire and I had to load each time from save. In addition, I lost some wondering caravans events (the animals disappeared but the cargo remained).
Thanks to the forum's help, I found that shuttlecraft mod was the culprit and I deleted it.
After everything started to work again
I hope this mod will be back soon for 18b because a17 worked perfectly
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on January 06, 2018, 01:53:17 PM
I use Billies Mods as well, did you try without ?

In A17 both mods worked well together and afaik Ohu even used some code from billy
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Reinhark on January 06, 2018, 10:57:43 PM
I came here to report that to my dismay, original loading script of rimworld (to launch pod) is flawed with same loading error I have observed in A17. (that of not loading last few hunk of items, low loading priority)

I hope you are aware of it before attempting to find error within your own code, for they may be present within the core game.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: MrWeeGee on January 10, 2018, 03:27:48 AM
Quote from: SpaceDorf on January 06, 2018, 01:53:17 PM
I use Billies Mods as well, did you try without ?

In A17 both mods worked well together and afaik Ohu even used some code from billy

Yeah, they worked fine together in A17 and it doesn't seem to be causing this issue. Still happens with only HugsLib + Dropships loaded.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SpaceDorf on January 10, 2018, 03:47:34 AM
Yeah, I had some hiccups and general game breaking when loading caravans the last few days.

Without having Dropships installed.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Honestly Sassy on January 29, 2018, 01:24:02 AM
Any idea when this mod will be updated to B18? I would love to try and use it in my Tiberium Rim playthrough.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: roneitpd on February 09, 2018, 09:58:24 AM
We already have for B18? ;)
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: darkwar1213 on February 09, 2018, 10:56:28 AM
https://github.com/Cpt-Ohu/OHU-Dropships/releases

i found that but i haven't tested it at all, idk if that's a release for a18, a WIP or someone else's update.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: SunSeeker on February 12, 2018, 09:34:16 AM
so, have you tried it? is it working for b18?
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: Harry_Dicks on February 12, 2018, 10:20:00 AM
Quote from: SunSeeker on February 12, 2018, 09:34:16 AM
so, have you tried it? is it working for b18?

It works but there are some issues I believe. If you read through the past few pages on this thread you can see some of the things others ran into, as well as the possible solutions they came up with to deal with these issues.
Title: Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
Post by: s44yuritch on February 12, 2018, 01:38:03 PM
Main issue seems to be that you can't use more than 1 person loading the ship - any attempt to assing more than one leads to a hang. Otherwise it works. And you can just force load (by right-clicking the ship while having the colonist selected) more people at any time.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on February 14, 2018, 12:36:02 PM
I have updated the experimental B18 update with the help of Swenzi. Multi-loading should work again normally now.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Harry_Dicks on February 14, 2018, 02:25:13 PM
Quote from: Cpt.Ohu on February 14, 2018, 12:36:02 PM
I have updated the experimental B18 update with the help of Swenzi. Multi-loading should work again normally now.

YES! I've been waiting to try this out for awhile. Thank you! ;D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: evilbob on February 15, 2018, 08:21:56 AM
is B18 is stable ? or there may be errors in the game running ?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Drglord on February 18, 2018, 12:55:46 AM
Using the b18 version of the mod and have some questions.
1st and most important when you go to city etc. you can't do missions (there is no fulfil trade icon only the normal trade.)
2nd what does the touchdown do? I tried to use it when hovering above a city and the ship just dissapeared. Is it supposed to work as landing in fight sites?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on February 18, 2018, 02:53:53 AM
Sick bro. does this make the cargo pods all but useless then?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Drglord on February 27, 2018, 09:38:19 AM
Yeah it makes them useless and until the whole caravan thing gets fixed and becomes relevant (also the quests become relevant etc) this is the only way to travel mid to late game.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: s44yuritch on February 27, 2018, 10:03:46 AM
Transport pods are still relevant, for combat drops at least. The ships are rather slow compared to pods, you can't reinforce a caravan or remote base in time with ships. Pods, however, can get there in time.

Plus the pods are way more fuel-efficient to move small amounts of cargo. If you need to get 100 components to a different base, with pods it will cost 80 steel, 1 components, and 150 fuel, but the ship can easily burn 500-1000 fuel on the way (not even counting the need to return afterwards).

Which is to say, the ships aren't as good when you don't have enough cargo to fill the whole ship.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on March 01, 2018, 02:17:34 AM
Oooo thank you I will be adding this to my current save then. This and Yes, Vehicles help in expanding the world. Tired of walking so much haha
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on March 02, 2018, 01:19:23 AM
can you use the ships offensively in your own map or are they like more resilient turrets in that case? I ask because it mentions future plans are adding bombs so wondering if the former would be the case in that scenario. Or did you mean for it to then work like a mortar?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: s44yuritch on March 02, 2018, 09:19:14 AM
(I'm not the mod author, just a mod user) the bombs don't work yet, only the turrets work. So you can use the ship as a reposition-able turret. Can be used offensively, too, but the ship isn't that resilient to damage (just a little harder to destroy than 1 block of a stone wall).
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on March 02, 2018, 07:53:38 PM
Quote from: s44yuritch on March 02, 2018, 09:19:14 AM
(I'm not the mod author, just a mod user) the bombs don't work yet, only the turrets work. So you can use the ship as a reposition-able turret. Can be used offensively, too, but the ship isn't that resilient to damage (just a little harder to destroy than 1 block of a stone wall).
Hey thanks for the reply. Thats what im wondering, how is it used offensively? If the guns on the ship make it a turret, then Im assuming the future bombs addon will work like a mortar? I wont be able to fly a jet and mow raiders down from above pretty much lol
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Drglord on March 09, 2018, 07:15:48 PM
Okay people still choose to put people into these ships when rescuing them since they seem to work as stasis pods... Anybody know a way to turn that off by editing something on the files?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Milante on March 09, 2018, 07:41:40 PM
Cpt.Ohu, I have created a mid-sized freighter that I'd like to submit to you to add to the mod, or keep as a separate addition to your mod. I've included a picture of it here, and I have thrown together the xml for it, but I was unclear from reading your description of immediately uploading the full package would be acceptable. Let me know, and I'll throw it up, or start a separate thread if you'd prefer.

Also, I haven't used forums in... probably over a decade, so please excuse my rusty etiquette and general lack of interface knowledge.

[attachment deleted due to age]
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: alcangle_neal on March 18, 2018, 06:07:42 PM
Firstly, this mod is amazing! Totally changed the way I play the game and opened up wonderful new opportunities for me, so a massive thank you for that! :D
Unfortunately though I am (pretty consistently) running into an issue when using the ships, it seems as though everytime I load the game I get a single use of a ship, then after it has returned home it refuses to fly anywhere else and just keeps telling me "Cannot Launch as Fleet. At least one ship doesn't have enough fuel to reach the target". This appears regardless of if the ship is in a fleet or not, and seemingly ignoring the fact that the ship has a full fuel load (1500). The only thing it lets me do is "Return ship", which is does perfectly well, but I can't do anything else until I reload the game :(
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on March 20, 2018, 07:59:02 AM
PLEASE PLEASE PLEASE fix the "drop at the edge" thing or better let me chose were to land my ship. please.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: SpiderPsycho on March 26, 2018, 05:56:38 AM
Hey I've been having some issues with the mod. Turrets seem to break the GUI and things, so I don't use them. https://git.io/vx0DY Here's the error logs that HugsLib produced. If you could check them out that'd be great. Ignore the other stuff, unless its interfering.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: mangalores on March 26, 2018, 01:18:42 PM
It may be the same as the destroyed outpost bug reported a few pages back but at this stage it seems the mod cannot support the map missions?

I tried to rescue a wounded wanderer by flying there. It worked and cured the wanderer but I could only rescue him by leaving the map on foot, not via the dropship which was a pain.

I also tried to meet for peace talks but while a map was loaded the peace talk dialoge was not.


Hope this can be fixed in the future. I like the mod alot. Heck, a raid against me was pirates landing with two dropships to attack me. Though there may be some balancing in there concerning dismantling those for valuable resources.

Great work!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on March 26, 2018, 04:48:10 PM
Yep, you can't load up a hostile or neutral into pod's,dropship or portal's.
You need to wait for him to stay up and join maybe your side, or for downed hostiles you need to capture them before, which require a room.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Drglord on March 27, 2018, 08:42:14 PM
Quote from: mangalores on March 26, 2018, 01:18:42 PM
It may be the same as the destroyed outpost bug reported a few pages back but at this stage it seems the mod cannot support the map missions?

I tried to rescue a wounded wanderer by flying there. It worked and cured the wanderer but I could only rescue him by leaving the map on foot, not via the dropship which was a pain.

I also tried to meet for peace talks but while a map was loaded the peace talk dialoge was not.


Hope this can be fixed in the future. I like the mod alot. Heck, a raid against me was pirates landing with two dropships to attack me. Though there may be some balancing in there concerning dismantling those for valuable resources.

Great work!

For the peace talks i have a workaround.
Fly to the spot of the talks.
Then select the ship-caravan on the map and right click (or it is left?) on the peace talks like you want to walk there with a caravan. And boom peace talks resolved.
For the rest of the missions - trade or such you could land a hex away and then walk to the outpost- city with mission... Best that can be done and really it would take less than a day.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: TrEvIzE on March 28, 2018, 11:57:01 AM
It is possible to land somewhere else than in middle of the map?

Land in middle of an ennemy base is not really funny. That cost me some dropship...
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on March 28, 2018, 12:14:55 PM
Quote from: TrEvIzE on March 28, 2018, 11:57:01 AM
It is possible to land somewhere else than in middle of the map?

Land in middle of an ennemy base is not really funny. That cost me some dropship...
I'm trying to patch the code to do that.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on March 28, 2018, 03:48:35 PM
This fork makes the ship drop at edge location always. Hopefully. Theorically.

USE WITH CARE! I don't really understand Cpt.Ohu's code. So this is probably bugged as hell.

https://github.com/riccardocagnasso/OHU-Dropships
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: pyromaniacal13 on April 03, 2018, 11:18:07 PM
Hey, I have a problem. I'm using the B18 version, and I just used my dropship to assault an item stash. Instead of the ship landing and everyone getting out, everyone just came in from the edge of the map, and my ship and its cargo of food disappeared. When it was time to head out again, my people just walked out like normal, as if I hadn't taken a dropship out. What did I do wrong, and how do I fix it? Thanks!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on April 04, 2018, 05:02:47 AM
QuoteHey, I have a problem
Yep, you problem are, you posted here before you read the last few pages at last.

Yes this is a common problem, land before and then move in to attack or try out the version from phas, one posting before your's.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: pyromaniacal13 on April 04, 2018, 07:11:00 AM
Oops. I tried using the previous and next buttons, but that changed the entire thread, and I just saw the page selection buttons. That's my fault.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on April 05, 2018, 09:33:00 AM
Quote from: Canute on April 04, 2018, 05:02:47 AM
QuoteHey, I have a problem
Yep, you problem are, you posted here before you read the last few pages at last.

Yes this is a common problem, land before and then move in to attack or try out the version from phas, one posting before your's.

Just don't blame me when your computer explodes in a big ball of plasma
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: KAcidi on April 16, 2018, 07:26:10 AM
Quote from: phas on April 05, 2018, 09:33:00 AM
Quote from: Canute on April 04, 2018, 05:02:47 AM
QuoteHey, I have a problem
Yep, you problem are, you posted here before you read the last few pages at last.

Yes this is a common problem, land before and then move in to attack or try out the version from phas, one posting before your's.

Just don't blame me when your computer explodes in a big ball of plasma

After you "patch" i cant set home place for ships. All game just freezing.
But, it make ships usable. Thx man!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on April 16, 2018, 11:44:44 AM
Still better than the computer exploding in a big ball of plasma.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Maik_6 on May 05, 2018, 09:11:35 AM

Hello, tell me please how to change the cargo hold and the tank. I change the values ​​in CompProperties_Ship.cs, but in the game everything remains as before. Or someone can tell?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: trapbuilder2 on May 07, 2018, 06:37:21 AM
Hello, I am having an issue where when I try to get the colonists to load everything back into the ship for the return trip, they seem to completely ignore it and do other things, even just wandering around if there is nothing else to do. This is an issue as my people are slowly starving and I dont want to leave without all the loot I left for in the first place.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: randy on May 09, 2018, 06:48:50 AM
get a stockpile going everything works if you set up a stockpile
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: trapbuilder2 on May 09, 2018, 12:25:09 PM
Quote from: randy on May 09, 2018, 06:48:50 AM
get a stockpile going everything works if you set up a stockpile

That's the problem, everything is already in a stockpile. They are just wandering around starving to death rather than loading the ship.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: randy on May 09, 2018, 06:25:47 PM
Quote from: trapbuilder2 on May 09, 2018, 12:25:09 PM
Quote from: randy on May 09, 2018, 06:48:50 AM
get a stockpile going everything works if you set up a stockpile

That's the problem, everything is already in a stockpile. They are just wandering around starving to death rather than loading the ship.

debug and load stuff instantly?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: trapbuilder2 on May 10, 2018, 04:14:40 PM
Quote from: randy on May 09, 2018, 06:25:47 PM
Quote from: trapbuilder2 on May 09, 2018, 12:25:09 PM
Quote from: randy on May 09, 2018, 06:48:50 AM
get a stockpile going everything works if you set up a stockpile

That's the problem, everything is already in a stockpile. They are just wandering around starving to death rather than loading the ship.

debug and load stuff instantly?

I dislike using the console, I have a hard time stopping myself from cheating. I ended up just leaving without the loot to stop everyone from starving/
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: kornpat_2002 on May 12, 2018, 11:43:28 AM
How to find an aircraft's guns?

And when I'm selecting what to load, The Reset/Accept/Cancel kinda overlapped with other text
I don't know how to attach image, It would be nice if you teach me how  :'(
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: sumghai on May 17, 2018, 07:09:56 PM
Quote from: phas on March 28, 2018, 03:48:35 PM
This fork makes the ship drop at edge location always. Hopefully. Theorically.

USE WITH CARE! I don't really understand Cpt.Ohu's code. So this is probably bugged as hell.

https://github.com/riccardocagnasso/OHU-Dropships

Based on some cursory testing, I've found that your fork of the mod sometimes causes the dropship (and the colonists aboard) to be completely despawned from the game.

I ultimately reverted back to Cpt.Ohu's original version, and whenever I take a dropship to attack a hostile settlement/outpost, I chose to manually land at the edge rather than assault the settlement directly.

Quote from: kornpat_2002 on May 12, 2018, 11:43:28 AMAnd when I'm selecting what to load, The Reset/Accept/Cancel kinda overlapped with other text
I don't know how to attach image, It would be nice if you teach me how  :'(

The forums has a file attachment feature on the Post Reply page, but usually it's better to upload images to an external hosting site like Imgur first, and then reference the remote image URL it in your post.

Since I've experienced the same problem you're describing, I'm posting this screenshot here:

(https://i.imgur.com/QJfgGRW.png)

Essentially, it looks like a GUI draw error where the inventory list overflows and gets drawn over the buttons at the bottom.


By the way, Cpt. Ohu, I'd like to request the ability to name and rename individual dropships, since I'm not fond of the autogenerated names like "Orange Bastion".
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Gianludiciassei on May 18, 2018, 11:55:32 AM
I have downloaded this mod and installed in an existing savegame, everything seemed ok but when i built the First ship and loaded It with 200 chemfuel i tried to send It to another colony that only takes 43 fuel to be reached but in the selector of the destination any tiles was signed like "out of range" like i had no fuel at all.
I have the more vanilla turrets mod and the Save our Ship mod too can someone tell me if there is any way to solve this bug (or if in Just missing something?)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on May 18, 2018, 01:13:46 PM
How do you know it just need 43 chemfuel ?
Does your regular transport pod need that much fuel ? You can't compare them with the dropship, they need alot more fuel.

You just should spawn with the dev. tools alot of chemfuel, fuel up the dropship to 2000, i think that the max, and try it out then.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Commander Beanbag on May 18, 2018, 11:06:08 PM
Found a nasty hitching problem caused by this mod. Or most likely is; I have 120 mods and it can get confusing.

The work subtype to install/uninstall ship weapons, added as part of Construction task, causes a short but extremely frequent hitch, because it triggers every time a builder pawn looks for a new job to do.
To fix this, you can install Fluffy's work tab and unassign this work subtype, or completely delete it from your copy of the mod.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: phas on May 21, 2018, 07:32:44 PM
120 MODS?!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jagerius on May 22, 2018, 12:00:40 PM
It would be really nice to include this super obvious bug with this mod, that if you land directly on item stash or quest area your ship will just disappear. I've just lost like half day in real time trying to save half of my colony stranded in some shithole because I coudn't go back that far on foot. One guy just slit his wrist and died to infections because they spent like a quadrum or two w/o nothing in 3x3 makeshift "house".
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: WraithCadmus on May 29, 2018, 07:00:15 PM
I'm struggling to launch my first dropship. I have a large amount of disparate items to load so it takes a while, so I assign a few haulers in the bottom-left of the UI. The problem is if they get interrupted by food, sleep, or taking penox they forget about loading the ship and return to normal. I could try again but I don't know if that's going to cause me more issues down the line, and for some cargo as it tracks stacks I don't know how much I already have easily.

I tried this with all my other mods disabled on a fresh map and I was able to replicate the issue, even with starter colonists who had nothing better to do but haul.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: s44yuritch on May 30, 2018, 02:30:02 AM
This happens to me all the time: people forget about loading task. So I just re-order the ship to be loaded. Keep track of weight indicator in the load window, this includes already loaded items.

In my experience, this has more to do with how long the loading takes and not just the number of items. So, if the ship is very close to the stockpile, more items can be loaded before interruption.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Goldini50 on May 31, 2018, 03:32:34 PM
Hey guys,
Im struggling with launching my Dropship.
If I click on "Launch" and select any target within range, the only thing what happen is that my ship is shown on the world map and stuck on the same tile like my colony is.
It just doesn't move.
Tried the following things to fix this issue:
- different mod load order ( beginning / end)
- new savegame
- different space ships

Im using the latest version of this mod.

[attachment deleted due to age]
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on May 31, 2018, 04:15:29 PM
How much fuel got your dropship ?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Goldini50 on June 01, 2018, 02:15:23 AM
Tested with 200 / 1000. As I checked it doesn't work I used Dev tools to set the fuel to max - unfortunately without success.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: WraithCadmus on June 02, 2018, 06:04:12 AM
What's the 'correct' way to go to events with this mod? Is it to Touchdown or do you need to land a hex over and leave someone with the ship?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on June 02, 2018, 07:14:53 AM
phas made a patch you can find one page 37, that let the dropship land on the edge instead of center  at event maps.
But without that, yes, land before the map, and let one or all pawn's move to the map, later you can callin the dropship and select where it should land.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: WraithCadmus on June 02, 2018, 07:21:11 AM
Landing in the centre isn't the issue (hey it makes chain shottys more fun!), it was that I couldn't load in prisoners/loot, but krzychukoko on the RimWorld Discord pointed me towards needing items to be in stockpiles and/or home areas. I'll give that fork a try. Is it intentional that Touchdown creates a full-size map or is that something going weird with another mod?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: WraithCadmus on June 02, 2018, 12:38:53 PM
Also I just wanted to say I love the mod and I'm amazed it works as well as it does given how ambitious it is as a concept. ;D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: slayerlucas4 on June 11, 2018, 03:55:39 AM
is there any chance of us getting a fix for the pawns thoughts getting messed up? i love your mod but it makes it a little irritating when pawns break after loading and just wonder around aimlessly >.>
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on June 11, 2018, 04:11:58 AM
The original author currently don't work on this mod, so i wouldn't await anything soon.
Ofcouse it is an open project on Github and other can work on it too, but i wouldn't count on this.

Maybe at Rimworld 1.0 this mod get improved/finished. But currently you need to take it like it is.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ink. on June 16, 2018, 10:07:41 PM
Question for anyone using this: is there a workaround or fix for being able to load colonists that are incapacitated/refugee/prisoner into the dropships? I have people at a previous battle that I need to get home, and a caravan isn't exactly a great option for my needs (unless someone knows of a vehicle mod for caravans that'll speed things up considerably and let me carry them home).
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: calantlar on June 17, 2018, 04:25:42 AM
Quote from: Ink. on June 16, 2018, 10:07:41 PM
Question for anyone using this: is there a workaround or fix for being able to load colonists that are incapacitated/refugee/prisoner into the dropships? I have people at a previous battle that I need to get home, and a caravan isn't exactly a great option for my needs (unless someone knows of a vehicle mod for caravans that'll speed things up considerably and let me carry them home).

There's a way but it's a bit messy.

1. Build a small room around the dropship with no roof. (might work with one aswell but i just remove it to be safe for immersions sake and well ... obvious reasons)

2. Build some beds for your injured or prisoners (If you've got both build a small room for one the prisoners inside the original one)

3. Load like normal.

Essentially there needs as few rooms between pawn and dropship as possible when loading to reduce the chance of it bugging out, additionally loading with only one pawn at a time can solve some problems if it comes to that (it's recommended anyways). I will say though from my personal experience once the loading problem occurs and the above doesn't work then i make a NEW save then load it to see if that works, sometimes it does, most of the time it doesn't. I've started making multiple saves when loading, 3 to be precise.

1. The first save I make is before I even give the order to load stuff, this is the most important one since it's the recovery save.
2. Second one I make if im performing a large loading procedure i tend to make one about half way through.
3. One once i'm finished, incase the mod bugs out during launch.

In general loading prisoners is a bit messy, you can use a mod like https://ludeon.com/forums/index.php?topic=33631.0 (https://ludeon.com/forums/index.php?topic=33631.0) to give temporary controll over prisoners (that can walk ofc) to manually transport them in a more expedient way though im not sure how stable the mod is nor if it's compatible with what you run but if it is it could be a nice workaround.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on July 19, 2018, 04:37:59 PM
i tried loading the cargo ship with a colonist and see how far I could go from base and saw that there wasnt a 'cancel load' option so i just didnt click a destination and clicked 'return ship' and saw that the ship left and came back to land on the same spot. Now after my colonist left the ship he is just 'wandering' and doesnt do any action unless I click him manually. Whats going on? does this effect go away?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: AnotherFireFox on July 20, 2018, 08:48:55 AM
Is the mod author gone? Where can I get a permission to make a fork of it?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: SpaceDorf on July 23, 2018, 06:35:04 AM
Discord or GitHub.
Personal message on the forums might work as well.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on August 01, 2018, 10:54:19 PM
An issue I have is when clicking on a ship nothing shows up at the bottom: load, launch, etc. I cant even click on anything in my colony. Only way to fix is by clicking on a colonist from another colony, then clicking back to the colony. If i create another ship I see the options on it but not my older ship. I left a ton of animals in the cargo bay, i think its been a quadrum since. b18

Object reference not set to an instance of an object
at OHUShips.ShipTracker/<>c__DisplayClass21_0.<ShipsInFleet>b__0 (OHUShips.ShipBase) <0x00009>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAllStackBits (System.Predicate`1<OHUShips.ShipBase>) <0x000c7>
at System.Collections.Generic.List`1<OHUShips.ShipBase>.FindAll (System.Predicate`1<OHUShips.ShipBase>) <0x00042>
at OHUShips.ShipTracker.ShipsInFleet (int) <0x0006d>
at OHUShips.ShipBase/<GetGizmos>d__76.MoveNext () <0x00662>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x001b0>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at (wrapper dynamic-method) RimWorld.MainTabWindow_Inspect.ExtraOnGUI_Patch1 (object) <0x00013>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Tocato on August 02, 2018, 03:01:16 AM
Quote from: Canute on June 02, 2018, 07:14:53 AM
phas made a patch you can find one page 37, that let the dropship land on the edge instead of center  at event maps.
But without that, yes, land before the map, and let one or all pawn's move to the map, later you can callin the dropship and select where it should land.
By 'land before the map' you mean use the 'touch down' option with the ship to generate a temporary map and then send someone to enter the real target location right? How do you get your colonists to leave the touched down map with anything other than the ship though? Is there a form caravan option somewhere?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on August 02, 2018, 03:06:37 AM
Temp. map's should have a green area at the map borders, move a pawn to that and he leave the map and start a caravan.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Tocato on August 02, 2018, 05:12:02 AM
Oh nice! Ty I wasnt aware of that. One thing I want to note is that two of my people who boarded the ships were inspired just mins before leaving the base. They became that way after another colonist back home who still has it, and its supposed to last a week, so they should too. I dont know if the inspiration just disappears when you enter the overworld in vanilla and will reappear when i reenter my colony (a sort of stasis) or if the ships themselves clear the inspired status but just something I thought you should know
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on August 02, 2018, 05:33:34 AM
Just a reminder.
This mod is currently not further developed, the author put it on hold until he got more time.
So be aware there are many potential bug's and glitches. You basicly can use it but you shouldn't await that any feature is working correct.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Tocato on August 02, 2018, 03:23:44 PM
Its fine. Just letting him know so hes aware of a potential bug when he gets back to modding.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Smexy_Vampire on August 05, 2018, 12:51:41 PM
love this mod makes me think of the old x-com ufo deffence kinda wish to dive the old skyranger in
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: swatguy17 on August 20, 2018, 05:01:13 PM
How would I add this to an existing save?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: asierus24 on August 24, 2018, 06:26:53 PM
Anyone having the problem of destroying friendly outposts when visiting/drop on edge them?  Maybe my colonists are riding a nuke lol
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: PM_ME_NAKED_SINGULARITIES on September 02, 2018, 11:11:34 AM
Is updating this awesome mod to B19 on your radar? it adds a lot of fun new possibilities to rimworld/  :)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jagerius on September 29, 2018, 11:44:05 AM
How about some nice update to this great mod :)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: DickButt on September 30, 2018, 10:16:41 AM
B19 update pleasssee =D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: vandal on October 22, 2018, 08:25:27 AM
We need you Ohu
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: DickButt on October 22, 2018, 09:06:56 AM
We need a Update for 1.0
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: 893 on October 27, 2018, 10:25:05 AM
Update for 1.0????????Pleaseeeeeeeeeeeeeeee
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on October 27, 2018, 01:51:20 PM
Whenever this updates will be the signal that its time to get ready to upgrade to 1.0. So long as it hasnt i am safe, as facial stuff/colonist bar are still being tested for it. But by the time this one releases itll really light the fire on my ass
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: The_Spare_Ace on October 27, 2018, 03:29:41 PM
That might be a while, Ruisuki. Maybe forever.
Mod author said "It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.
I hope this will change over the next 2 months, but for now, this mod will remain as is with all faults." His last message was in April.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Ruisuki on October 27, 2018, 06:56:18 PM
damn thats disappointing. I was kinda expecting this though, so i guess 1.0 will have to wait until next year for me :(
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Lyca0n on October 30, 2018, 11:03:21 PM
Yeah it's a real shame about this mod, love the concept of aerial raiding beyond transport pods even if it would be OP and be end game in the tech tree .....Because sometimes shooting yourself out of a giant cannon wile coyote style if your just planning on selling some yayo tea to your neighbors feels a bit like overkill

(edit:Probably could just do with a reusable drop pod like what WM produced before dropping off the map)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: TastyCookies on November 07, 2018, 05:00:02 PM
FYI guys, Cpt.OHU is still working on this mod, he said in this Discord that it will take a while but is still working on it, that message was sent on Oct. 29th.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cruxxor on December 12, 2018, 11:11:06 AM
Any updates? I really need this mod in my 1.0 playthroughs.

I played some games without it, but it's so good, Rimworld doesn't feel right without it :(
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: SYDWAD on December 20, 2018, 12:49:50 AM
This was an Awesome mod, i hope it gets updated by someone one day...
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: WREN_PL on December 25, 2018, 01:08:36 PM
Update pls
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Gwaheer on December 28, 2018, 07:38:30 AM
This mod looks so much more interesting, then regular transport pods. It's a shame, what it is not updated anymore.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Beathrus on January 01, 2019, 11:56:08 AM
I like it.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on January 03, 2019, 01:35:19 PM
Well, I made some progress recently. A proper 1.0 release is getting closer now.

As always, there's no ETA. It' done when it's done. If you are interested and don't mind being a tester (with the risk of breaking a savegame) you can go to the Github Page (https://github.com/Cpt-Ohu/OHU-Dropships). There you can download a current 1.0 build that allows the most basic mechanics, travel and trade.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: arsxxxx333 on January 04, 2019, 08:57:50 AM
 with each "touchdown" "aircraft dropsite" at any point of the map appears hostile base amd the friendly settlement with this command automatically becomes defeated.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: sidfu on January 04, 2019, 10:32:34 AM
if u choose to start by landing in dropship game freezes as its constantly trying to make the characters
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Gwaheer on January 04, 2019, 12:01:51 PM
Well, I tried test build. This was quick game :))

For my 1 colonist and 30 000 colony wealth I got raiding party of 12 on 3 dropships. Armor, chain shotguns and whatever, I never had a chance.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: mangalores on January 04, 2019, 04:17:29 PM
Quote from: Cpt.Ohu on January 03, 2019, 01:35:19 PM
Well, I made some progress recently. A proper 1.0 release is getting closer now.

As always, there's no ETA. It' done when it's done. If you are interested and don't mind being a tester (with the risk of breaking a savegame) you can go to the Github Page (https://github.com/Cpt-Ohu/OHU-Dropships). There you can download a current 1.0 build that allows the most basic mechanics, travel and trade.

Wish you luck! Checked out the source code to see if one can quick wire the mod to work with 1.0 but the errors just escalated. Looks like a lot of rewrite/adjustments to make it work again.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Icarus on January 05, 2019, 11:06:11 AM
Really glad this mod got finally updated.

The dropship raid REALLY needs a nerf, and this is probably already known but flying just about anywhere with the dropship and landing results in enemies spawning out of thin air.

Edit: Found another bug, if you touchdown at any settlement that isn't yours, you'll destroy it and game will attribute it to you. Should probably disallow that.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Gwaheer on January 05, 2019, 04:17:00 PM
Well, I built my defenses and gave it another go.

Traveling works fine for me, but initial loading to dropship is bugged. I assigned single colonist to load up himself and some goodies, he started working as it was regular caravan, but then lost interest and switched to another tasks.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: arsxxxx333 on January 08, 2019, 05:22:26 AM
Now when you landing all OK, thx very much, only such signals of "negotiations," "send a medic" when landing a normal map, without pawns
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: isavegas on January 08, 2019, 10:26:43 PM
I've stumbled across a few bugs with OHU Dropships, not that it has stopped me from enjoying the hell out of the mod! :)


Thanks for all of your hard work! OHU Dropships is a great addition to my modlist!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: vandal on January 10, 2019, 08:47:04 PM
hey ohu your mod is one of my favorites thanks for sticking to it. Last one lions barrage
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on January 12, 2019, 08:34:58 AM
Thank you all for your initial feedback and those bug reports. I'm actively working on them and have fixed several already. I'm confident I can upload an update this weekend.

I'm glad you guys still like it  :D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jan2607 on January 14, 2019, 02:59:11 PM
Awesome to see you working on it :)
But I think I will wait for a more stable version, since I'm running lots of mods that could cause bugs...
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: moonra on January 23, 2019, 06:16:13 PM
I used the Predator to carry T-shirts for a caravan requests [52 for 2 archotech arms!] and set down a couple tiles away from the requesting colony. But the airship dropsite doesn't have a "reform caravan" function! Fortunately all it took was copying the
<comps>
      <li Class="WorldObjectCompProperties_FormCaravan" />
     <li Class="WorldObjectCompProperties_TimedForcedExit" />
    </comps>

from Set Up Camp, worked just fine. I really like that I can "abandon" the ship on its own and come back to it later, I couldn't do that with Set Up Camp + Cargo pod transport.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jan2607 on January 24, 2019, 06:54:43 PM
I finally used this mod, and I really like it :)

My thoughts about it:
- my colonists don't refuel the ships automatically as they do with pods. I have to manually force them every haul. Because the ship needs 3000 fuel, it takes a lot of time.
- It is not possible to directly fly to quests (caravan requests, peace talks). Maybe you could have the ship as a caravan, so you can contact the settlement with a right click? Or give us a button in the ship action menu to complete the quest while the ship hovers over the settlement.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Sixdd on January 25, 2019, 06:02:09 AM
Keep it up Ohu, this is getting better every update. I can't wait for the day when I can fly my very own aircraft to the next town over and blast my 1980's rock music at those losers :)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jan2607 on February 08, 2019, 05:46:52 PM
There is a bug with generating maps for quests: I got several quests for outposts or hidden items and when you get these quests, it also says how many enemies you will get there. And everytime I use dropships to reach the site, I get a whole colony full of 20-30 enemies. Needless to say that my small expedition team got wiped out.
And in one raid for a hidden AI core I didn't find the core.
So generating the quest maps is really bugged at the moment.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Sixdd on February 08, 2019, 07:20:19 PM
It isn't a permanent solution but I think you can land next to the quest tile and then go back to your ship when you are done. I don't know if this works for certain, but I think I remember someone else doing it this way.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jan2607 on February 08, 2019, 07:54:20 PM
I need the ships mostly for the return to my colony (since the other options are to build transport pods or to form a caravan). So my solution for now will be to attack with pods. When the battle is won, I will send in another colonist with the ship to collect my colonists.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Sixdd on February 09, 2019, 02:19:18 AM
That works too :D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on February 09, 2019, 03:17:03 AM
Since the ship got a greater range then pods, you can land with the ship next to the eventtile, let move 1-2 pawn with caravan into the event.
Once the map is loaded you should be able to select the landing site at the event map with the ship.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: vandal on February 15, 2019, 05:50:26 AM
its now been one year exactly since the thread title. thanks for sticking with it OHU at least there wont be a need for more mod updates after this one :)

i think
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jan2607 on February 28, 2019, 02:33:02 PM
I got a ghost ship. For some reason, the game generated the image of a ship on a position, where a ship was parking before launch. It didn't disappear when it got launched and it was still there after landing back.
I can't interact with it. It is the one that looks illuminated: https://imgur.com/a/igHkKby
Is there a way to remove it?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on March 04, 2019, 12:27:35 PM
Quote from: Jan2607 on February 28, 2019, 02:33:02 PM
I got a ghost ship. For some reason, the game generated the image of a ship on a position, where a ship was parking before launch. It didn't disappear when it got launched and it was still there after landing back.
I can't interact with it. It is the one that looks illuminated: https://imgur.com/a/igHkKby
Is there a way to remove it?

You could try to destroy it with the Action-Debug-Menu. Otherwise it would mean sifting through the savegame looking for whatever object this ship may be.
This image indicates that the thing you see taking off had an error and wasn't removed properly.

Quote from: Jan2607 on February 08, 2019, 05:46:52 PM
There is a bug with generating maps for quests: I got several quests for outposts or hidden items and when you get these quests, it also says how many enemies you will get there. And everytime I use dropships to reach the site, I get a whole colony full of 20-30 enemies. Needless to say that my small expedition team got wiped out.
And in one raid for a hidden AI core I didn't find the core.
So generating the quest maps is really bugged at the moment.

The quest maps are still under construction so to speek. Generating an outpost was a quick solution for most normal world objects you can land on, since back then it was only outposts. The checks to see which type of quest hides underneath are coming in the next fix.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: lelukeson on March 08, 2019, 10:46:50 AM
Thank you so much for updating this mod, I really missed my playthroughs using it. Great job, cheers.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Bunkier on March 11, 2019, 06:52:00 PM
I've made some ships for ya

Name: C-77 Freighter
Manufacturer: SMA Industries
Fuel Capacity: 2500
Maximum Cargo Capacity: 3000kg
An unarmed four-person craft designed for heavy goods transport with moderate fuel consumption. Vast cargo space.

(https://cdn.discordapp.com/attachments/551826897596579855/551827181685309450/Ship_final.png)

Name: S-342 Transporter
Manufacturer: SMA Industries
Fuel Capacity: 5000
Maximum Cargo Capacity: 4500kg
An unarmed eight-person dropship designed for heavy cargo transport. Equipped with rocket thruster can travel short distances in quick time in cost of fast fuel consumption.
(https://cdn.discordapp.com/attachments/551826897596579855/551828549011636234/Ship2_finished.png)

(files in attachment)

[attachment deleted due to age]
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Luncario on March 12, 2019, 05:40:18 AM
Quote from: sma342 on March 11, 2019, 06:52:00 PM
I've made some ships for ya

Name: C77 Freighter
Manufacturer: SMA Industries
Fuel Capacity: 2500
Maximum Cargo Capacity: 3000kg
An unarmed four-person craft designed for heavy goods transport with moderate fuel consumption. Vast cargo space.

(https://cdn.discordapp.com/attachments/551826897596579855/551827181685309450/Ship_final.png)

Name: S342 Transporter
Manufacturer: SMA Industries
Fuel Capacity: 5000
Maximum Cargo Capacity: 4500kg
An unarmed eight-person dropship designed for heavy cargo transport. Equipped with rocket thruster can travel short distances in quick time in cost of fast fuel consumption.
(https://cdn.discordapp.com/attachments/551826897596579855/551828549011636234/Ship2_finished.png)

(files in attachment)

It seems that you only gave the textures in the files :( , but thx I was looking for heavy transport Ships for retrieving goods :D
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Bunkier on March 12, 2019, 07:52:11 AM
Ah sorry, my bad, files in attachment

[attachment deleted due to age]
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Cpt.Ohu on March 14, 2019, 01:04:28 PM
Awesome stuff you got there  :D

I'll add it to the main post if you like.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Bunkier on March 14, 2019, 04:33:00 PM
I would enjoy it
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Vehicular_Zombicide on March 15, 2019, 12:46:48 PM
Going off the cargo ships posted above, would it be possible to specialize the ships for specific rolls? Say...

- Standard Dropship= jack of all trades vehicle. Not particularly strong in any role, but a decent all purpose vehicle. Lowered cargo capacity, one gun slot.

- Kestral= Rapid medium range personnel transport. Lower health and fuel consumption than standard dropship, and comes with built in cryopod and ability to load downed colonists. Specializes in medical rescue missions. Unarmed.

- Albatross= long range transport for single person. Unarmed, no changes otherwise.

- C77 Freighter= short range light cargo transport. Max capacity of two people and 2000 kg cargo, uses skin posted above. Unarmed.

- S342 Transport= heavy long range cargo transport. Max capacity of two people and 3000 kg cargo, uses skin posted above. Unarmed.

- Assault Dropship= heavily armored combat transport designed to deploy troops directly into a combat zone. Carries 8 passengers but with greatly reduced cargo capacity. Armed with two gun slots, requires heavy weaponry (Gatling gun, missile launchers, grenades, etc) to damage. Massive fuel consumption.


Just thought I'd throw out some ideas for specialization if you were open to them- as things stand now, the standard dropship is more than enough for all purposes, and the kestral is near useless. Specializing would give each one a more niche roll to fill.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Xentor on March 22, 2019, 06:31:01 AM
Would it not usefull to perhaps update the Mod initiationpage with the new downloadlink and all?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Canute on March 22, 2019, 07:45:46 AM
It is a github project, if you are a bit clever you notice you would notice you can click at the Cpt-Ohu and OHU-Dropships.
Since the project don't got a final 1.0 release yet, there isn't any need to update the first posting yet.

Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: ckennedy2 on April 08, 2019, 02:42:09 PM
could you possibly update this mod for rimworld 1.0?
I really want this mod but I don't want to break my game by installing a mod for B19 when my game is 1.0

Edit: Sorry, I meant B18
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: PrincessOfBankai on April 19, 2019, 12:51:12 AM
Quote from: ckennedy2 on April 08, 2019, 02:42:09 PM
could you possibly update this mod for rimworld 1.0?
I really want this mod but I don't want to break my game by installing a mod for B19 when my game is 1.0

Edit: Sorry, I meant B18
You should be able to use this mod on 1.0, the only issue is mod compatibility, but there is a discord op has that can try to fix those issues.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Vehicular_Zombicide on May 08, 2019, 07:15:00 PM
Quote from: sma342 on March 12, 2019, 07:52:11 AM
Ah sorry, my bad, files in attachment

How do I install this? I moved all the contents of the defs and textures folders you provided to the defs and texture folders of the main mod, but I'm still getting the "missing textures" red x whenever I try to build them in the world- both in the build menu and in the colony itself.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Bunkier on May 09, 2019, 10:32:40 AM
Those count as seperate mod, you put two folders into mods folder and then you activate them in game. Updated version in attachment.

[attachment deleted due to age]
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Platonov555 on May 19, 2019, 05:31:49 PM
Super mod, wish this would get added to Vanilla. This and vehicles. I mean seriously, drop pods and donkeys? In what like 36th century?  ;D ;D ;D

OHU hope you update this properly. Your mod adds something real special to the game. Thanks!
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Katuhiro on May 21, 2019, 08:08:54 PM
Please fix A17 version.

ShipBase -> TryAcceptThing
Replace a

if (!humanlike)
{
return this.innerContainer.TryAdd(thing, true);
}

to

if (!humanlike)
{
if(thing.holdingOwner != null) {
  return thing.holdingOwner.TryTransferToContainer(thing, this.innerContainer, thing.stackCount, true);
} else {
  return this.innerContainer.TryAdd(thing, true);
}
}


This fix a bug where animals dissapear with error: Tried to add Turkey61870 to ThingOwner but this thing is already in another container. owner=OHUDropShip61989, other container owner=LandedShip Hunter (tile=1102)

In 1.0 you can use TryAddOrTransfer
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Jovzin on May 24, 2019, 03:08:00 AM
Hello,
The mod is great but I have issues to download additional cargo ships.
When I am tryint to unpack them I am getting error with pakcage :(   
Do you have them on your github page too please ?  Somehow this downloading via attachment is not workign for me well :( 
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Mystery on May 28, 2019, 04:13:35 PM
This mod isn't going to be updated anymore?
I really want a better way than caravans...
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: account13123 on June 06, 2019, 11:48:37 PM
Quote from: Mystery on May 28, 2019, 04:13:35 PM
This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.

@Ohu- this is really cool! One thing I can think you've probably got in the back of your mind is adding more weapon options. Meaning you'd have to design them, balance them, make artwork for them... lots of work.

Or instead, you could borrow the work Haplo has graciously made available under Creative Commons for his Misc. TurretBase (https://ludeon.com/forums/index.php?topic=3612.0), which is simply a "blank" turret that the player can then install a ranged weapon(vanilla or mod) on, which the turret then takes on the properties of. Your ships would have hundreds of weapon options that you never have to think about yourself, including the entire arsenal of the Astra Militarum which benefits your main mod.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Fullhammer on June 07, 2019, 06:54:44 PM
Quote from: account13123 on June 06, 2019, 11:48:37 PM
Quote from: Mystery on May 28, 2019, 04:13:35 PM
This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.


So, the mod has been updated to 1.0?
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: account13123 on June 08, 2019, 05:13:46 AM
Quote from: Fullhammer on June 07, 2019, 06:54:44 PM
Quote from: account13123 on June 06, 2019, 11:48:37 PM
Quote from: Mystery on May 28, 2019, 04:13:35 PM
This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.


So, the mod has been updated to 1.0?

I tested it earlier and can confirm yes! I haven't tried all the features, but I was able to spawn a ship, load some people in it, fly to a friendly base, disembark, load back up, fly back home, and it all seemed to work.

I bashed together a ship using the included .xcfs, and a few free assets from https://www.kenney.nl/assets/space-shooter-extension

https://i.imgur.com/tkLnqgY.png
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Fullhammer on June 08, 2019, 06:55:58 AM
Quote from: account13123 on June 08, 2019, 05:13:46 AM
Quote from: Fullhammer on June 07, 2019, 06:54:44 PM
Quote from: account13123 on June 06, 2019, 11:48:37 PM
Quote from: Mystery on May 28, 2019, 04:13:35 PM
This mod isn't going to be updated anymore?
I really want a better way than caravans...

The links on the first post haven't been updated, BUT if you check the github there's commit messages mentioning fixes for 1.0. I'm gonna try it out and see if it works, but I think it's good to go.


So, the mod has been updated to 1.0?

I tested it earlier and can confirm yes! I haven't tried all the features, but I was able to spawn a ship, load some people in it, fly to a friendly base, disembark, load back up, fly back home, and it all seemed to work.

I bashed together a ship using the included .xcfs, and a few free assets from https://www.kenney.nl/assets/space-shooter-extension

https://i.imgur.com/tkLnqgY.png

Damn, this is kinda very good news! Thanks for testing ^_^
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: arsxxxx333 on July 16, 2019, 03:38:04 PM
Hello guys, has anybody know when smbd will fix this mega wonderful mod? Error with landing, when there is a task to save the prisoner or ruin the block post, on the place to land generates random enemy base and u mast drop in near cell and create a caravan in the task cell and more different errors. I rly like this mod and i hope, u fix it pls! :)
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: madmax3004 on August 07, 2019, 06:52:50 PM
Hi everyone, we are working on updating the mod to 1.0! Feel free to join us on the OHU discord to keep up to date with our progress.

Discord: https://discordapp.com/invite/f2duMGS
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: omatkoicorko on August 25, 2019, 05:16:29 AM
Good to hear it, its nice mod, i wish i have it now in 1.0 one request from me. Update sprites of it. Make some futuristic dropships, similar to orca from c&c. I believe one guy did somethig similar on page 29 of this mod.
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: Tocato on September 11, 2019, 07:25:25 PM
I believe in you. I believe in OHU
Title: Re: [A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)
Post by: roneitpd on March 12, 2020, 06:16:17 AM
Por favor...
Versao 1.1
gosto muito de mod, uso desde sempre...
fazendo muita falta!