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Posted: Sat, 30. Jul 16, 07:38
by wazlord
Is it possible to somehow group those ships that we assign to YAT2 to have groupings set up so that when we lookup at the property owned we can have something like below, rather than having them listed down (so that we can minimize and check which ships are yet to be assigned to any Manager

-- Albion Skunk
-- YAT2
-- -- Trader
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3
-- -- Miner
-- -- -- Ship1
-- -- -- Ship2
-- -- -- Ship3


If there is a way to do this already can someone share it pls?
thanks

Posted: Sat, 30. Jul 16, 09:20
by w.evans
@wazlord, not exactly what you're asking for, but wouldn't something similar be accomplished by assigning ships to a warehouse and using Yorrick's Galaxy Station Range? They wouldn't then running be YAT though but just the vanilla trading scripts with galaxy (or whichever-you-set) range. (I think?)

Posted: Sat, 30. Jul 16, 12:11
by wazlord
w.evans wrote:@wazlord, not exactly what you're asking for, but wouldn't something similar be accomplished by assigning ships to a warehouse and using Yorrick's Galaxy Station Range? They wouldn't then running be YAT though but just the vanilla trading scripts with galaxy (or whichever-you-set) range. (I think?)
i dont mind actually, as long as they are as efficient :)
never really compared both but if they can do the same, ill go for that method instead

Posted: Sat, 30. Jul 16, 17:50
by YorrickVander
Probably the best way would be to setup a ship, say a large well defended one, next to a station. Assign YAT ships to that, send them on their way :)

Posted: Sun, 31. Jul 16, 01:53
by wazlord
hmm,
what would happen to those ships, say in case the main ship that those trader ship that was assigned to somehow slips through the zone (as once we assign it to either Defense/Manager/Architect, dont think we can control it) and got itself killed, will this disrupt the traders/miners commands?

Posted: Sun, 31. Jul 16, 11:44
by YorrickVander
No :) It would merely act as a command holder - however do let me know if there are any issues with doing it.

Posted: Tue, 2. Aug 16, 20:45
by DrHarvey12
Hello,

Firstly, thanks so much for the mod. I love having a similar convenience of automated trading like I did in X3:AP whilst I get on with the fun stuff of capping ships and doing missions.

I was just wondering if there is any reason to invest in the MK3 trading computer which at around 50 million is a massive amount of money for me starting off. Assuming I only ever use YAT for my trading ships I assume they won't benefit from it or will they? Any other reason it might be useful for me in the early game stages (20 hrs in or so)?

Thanks,

DrH

Posted: Wed, 3. Aug 16, 02:00
by YorrickVander
No the YAT ships won't use it. It would only be worth it for say a manually controlled build materials ship to buy everything in one round of travel.

Posted: Wed, 3. Aug 16, 09:09
by DrHarvey12
YorrickVander wrote:No the YAT ships won't use it. It would only be worth it for say a manually controlled build materials ship to buy everything in one round of travel.
Thanks for confirming - seems like I can hold off for the timebeing :)

Posted: Wed, 21. Sep 16, 01:07
by Andy_MB
"YAT traders will not show up in manual trade dialogs."
After this mod starts and I make first 'Cancel Trade Offer Updates' at one station,
all my ships disapears from manual trade dialog.
I disabled mod and load from the previous save. No effect! all my ships stell not shows in manual trade dialog.
where there is a lock? how to return?

Posted: Wed, 21. Sep 16, 01:32
by YorrickVander
YAT ships are filtered in a modified lua file, and only by captains set as YAT pilots. I am having trouble seeing how this has occurred for you, but I suggest testing by changing a ships captain and looking again on the manual trade. Removing trade updates has absolutely no bearing on filtering.

Posted: Wed, 21. Sep 16, 09:31
by Andy_MB
Helped delete the config files.
config.xml / uidata.xml / progressbar.xml

Odd YAT Behaviour

Posted: Thu, 6. Oct 16, 16:27
by NewtSoup
Why did My YATs wander off into Xenon space?


I have screenies to show if needed. But two of them wandered into empty space ( Far off a zone ) and one seems to have tried trading with a xenon station. Well put it this way, it went into a xenon zone ( Tagged Xenon Unknown Zone as I've never been there) With 3 Unknown Stations and got itself blown up.

** Edit Screenshots including one of the log showing that the 2 yat traders lost were indeed blown up by an unknown station **

http://mybitofthenet.atwebpages.com/traders.html

Posted: Thu, 6. Oct 16, 16:36
by UniTrader
if it was in toride or west gate it might be caused by the issues with predefined paths in vanilla.

Posted: Thu, 6. Oct 16, 16:53
by NewtSoup
It was indeed in west gate.. is there any way around this?

Hopefully Yorrick can make a fix?

Posted: Thu, 6. Oct 16, 17:45
by YorrickVander
Damn, you're gonna make me break out the debug text lines? -shudder- If TNBT doesn't have decent debug facilities i may weep. And still do it anyway :P

Odds on this is as Unitrader suggested, but I will see if I can see anything YAT specific. It is unlikely though as the movement code is all vanilla calls. The YAT scripts themselves are largely vanilla but renamed with the appropriate changes; I didn't want to take on the job that uni has rewriting all that from scratch...

Posted: Thu, 6. Oct 16, 18:02
by NewtSoup
Haha :)

I'd be happy with knowing a work around if there is one.

3 of my YATS succumbed in the end. I only have 1 left so I've just secured a Rahanas from Atlas Pirates

They very kindly donated an energy / container one which I have repaired and droped 5 mill credits into in drones

40 cargo lifter drones
20 interceptor drones
10 construction drones

( Should it have combat drones? Ship has a DO )

I've just assigned it to YAT, homed in District 5 ( which has the shipyard in West Gate ).

Posted: Thu, 6. Oct 16, 18:16
by UniTrader
YorrickVander wrote:I didn't want to take on the job that uni has rewriting all that from scratch...
well, it was much work initially, but now it really start to pay off big :) still surprised how easy it was to finally add Coordinated Group Boosts and Jumps - even when i had those in mind from the very beginning about 1½ Years ago (but lying dormant till about 2 months ago when i began working on Ship Escorts)

Posted: Sat, 8. Oct 16, 20:40
by Loltak
After did half a billion with "by hand" I decided that It's time to give independence to my traders :D

So thanks for this useful mod :)

Posted: Fri, 20. Jan 17, 08:56
by Sparky Sparkycorp
Hi Yorrick,

I had an idea for the Free Miners in case an update was feasible in the future.

Medium Miners are cheap and easy to aquire but naturally not so great if operating at longer ranges like System or Galaxy. It occurred to me that if we could set a sell range YAT Miners (maybe equal to harvest range if simplest), we could use them to supply specific regions (and thus in effect have multiple station ranges per station per ship).

I'm not suggesting the replacement of thr default arrangement of harvest in home area, then sell galaxy-wide as tha offers different functionality.

The example that gave me the idea was using YAT Medium Miners to collect Silicon, Ore and Nividium in Glaring Truth for the campaign station, then a different process for the Crystals in Bleak Pebbles. I imagine it could be useful in some other circumstances.

Regards,
Sparky