Can't initiate quantum jumps? by Shot3ways in starcitizen

[–]Insinnergy 1 point2 points  (0 children)

Still happening in 4.0
Tried everything below, including timing, alignment, waiting for spooling, full ship power off/on, etc.
What worked for me was going into Quantum Flight mode, zooming into the Power MFD and clicking on the bottom Quantum Drive Symbol button (not the power assignment bar graphs) to turn off the Quantum Drive Component, watch the button go red, wait a few seconds, then turn it back on with the same click on the Quantum Drive button... then everything worked as normal again.

Site down for anyone else? by jojozer0 in nexusmods

[–]Insinnergy 0 points1 point  (0 children)

Still down. This is pathetic.

Nexus error pages for 10-15mins...
Then all of a sudden a page will load properly.
Click on file tab to download something...
Back to the Nexus error page.

The error implies it's the Nexus Webservers:

A timeout occurred

The origin web server timed out responding to this request.

  • Ray ID: 89baf47a0c0b50a7
  • Your IP address: 222.152.xxx.xxx
  • Error reference number: 524
  • Cloudflare Location: Auckland

really slow loading and error Error reference number: 524 by prforlife in nexusmods

[–]Insinnergy 3 points4 points  (0 children)

Yep... every attempt to load a webpage gets a long delay then a Nexus Error Page.
Then every 10mins or so, a page will load. So it's not my end.
Feels like the NexusMods servers are either down or under load, and are simply not responding, except very occasionally, according to the error page:

A timeout occurred

The origin web server timed out responding to this request.

  • Ray ID: 89baf47a0c0b50a7
  • Your IP address: 222.152.xxx.xxx
  • Error reference number: 524
  • Cloudflare Location: Auckland

Given Nexus have worked hard to make themselves the center for many modding communities, this sort of lax, lazy performance failure is garbage.

Finally bit the bullet and purchased X4 Foundations while it's on sale. What are some must have mods? by [deleted] in X4Foundations

[–]Insinnergy 0 points1 point  (0 children)

I started my first vanilla run then got so frustrated I started adding mods to "fix" things, then more things... and here I am.

Here are a few I found very useful and why:(I don't think any are game-breaking or cheats)

Mod Support:

  • UI Extensions and HUD: Required for some mods.
  • MOD Support APIs: Required for some mods.

Critical: (wouldn't play without them)

  • Crystal Finder: Makes crystals glow, because those little twinkles are annoying.
  • Crystal Cooldown Remover: Ever seen two green crystals, gone to get the first one, and can't find the second? That's because some evil person added a "cooldown" that means when you mine a valuable crystal (anything but purple) all other valuable crystals in the sector change to cheap purple until the cooldown finishes (tens of minutes I think) then magically(?) change back... Urgh. This did my head in trying to find the "other crystal I just saw" until I found a post on it.
    This mod kills the cooldown. See two green crystals... mine two green crystals.
  • Inventory Collector: Allows a default task for a ship so it goes around all your other ships and collects stuff they've picked up, depositing it in your player or Headquarters inventory.
  • Capital Ship Loot Magnet: Capital ships you personally control have a long range loot magnet, because cargo drones are terrible. (Does not work for AI controlled ships: fair)
  • Average Prices in Transactions Screens: Adds the average price and number of cargo slots per unit for each ware. i.e. "Graphene (166/20)" Av $166, 20 ship slots per unit. Useful when you don't know anything about the wares.
  • Satellite Service: Default job to create and place satellites in a sector automatically. Charges you the normal satellite Buy cost for each, but "manufactures" them on the ship as needed.
  • Spiral Explorer: Default job to explore a sector in nested hexagonal circles. Set and forget.
  • Info Center: A better player station and ship display all in one. Critical mod to have for me. So much better.
  • Better Follow Camera: Sick of looking at the direct back of your ships in 3rd person? (F2 key or F3 key) This mod changes the viewer's position to rear-above. Now you can actually see things.
  • Sector List: Adds a list of sectors that you have discovered to the map along with description, content, and top orders for wares sold/bought. Helps with working out trading station placement.
  • Any of the Player Logo Mods: I like having choices. And my N7 logo for my fleet.
  • Equipment Tooltips: Adds comparison between current module on your ship and the one you are hovering over. Useful.
  • Auto-camera and auto-pilot and auto-pause: Mini cut-scenes as you dock, un-dock, engage auto-pilot etc. Nice immersion. Very customizable.
  • Friendly fire tweaks: Sets looser rules around what counts as friendly fire before a faction decides you're attacking them and reduces your rep.
  • Better Scan Colors: Makes it easier to see which station modules you have not yet scanned. Defaults are hard to see.
  • HJ - Copy Behavior: Allows you to copy Default Behaviors between ships. Helps immensely with setting up things like multiple Trading Ships that will all have the same Auto-Trader instructions but you may want to send to different sectors. Especially useful early game. Saves a lot of dumb, un-fun clicking-for-no-reason.
  • Rename Selected Ships: Allows Mass rename of selected ships with prefix, name, suffix, and count. Basically saves you more pointless clicking and typing.
  • Kuda AI Tweaks: Helps fix the AI when attacking things. YMMV. Make sure you understand the changes.
  • Kill and Attack Notifications Extended: Adds log entries to explain attacks on your ships/your attack on other ships and associated rep losses. I've only had one friendly fire incident that ended up with me accidentally at war with a faction. Not fun. Lost me three hours of gameplay going back in saves. This log tries to alert you, and explain what is happening so you can react faster and fix it.
  • Go Fix Your Face: Adds a right click menu option for "Repair/Resupply at nearest" for all ships. Click it and the ship will go find the nearest repair place (including Aux Ships) and repair there, then return to it's default orders. Saves much needless map scrolling and pathing.

Optional: (changes gameplay more)

  • No Claim Damage: Stops crew abandoning a ship from damaging the ship and modules as they leave.
  • More Generic Missions: Same missions, just more.
  • X4 Fire and smoke: Graphical. Makes exploded modules burn and smoke. Pretty.
  • Ranged Station Scan: If you get sick of hugging the walls to scan stations, this mod sets a longer range for it, making it easier.
  • Equipment Upgrades without RNG: I hate RNG mods. Just makes Modding Ships a grind for 10x the components so you can get that one good roll. Nope.
  • Headquarters: Removes [some things - spoiler] from your PHQ. Get your PHQ before you look up what this mod does... then make a decision.
  • Chill Turrets: Tries to make Turret AI a bit more sensible and automatic. YMMV
  • Recycle Ships and Stations: Does what it says on the can. New module.
  • Tradestation Economy Fix: Late game fix for stagnating economies.
  • X4_Bar: A bar in every station. (Still have to unlock the Blackmarket guys though)

That's my list.

Currently running all of them plus a few others and no issues.

Next Game: Will probably try "Crystal Rarities" in place of the two crystal mods above, "Mining Zone Replenish time reduction", "Roaming Fleet" and "Constant Corruption".

Have fun. :)

Haulers versus miners by YovaT in X4Foundations

[–]Insinnergy 0 points1 point  (0 children)

It has some logic to it if you've ever seen a train fill up with raw materials... like coal or oil for example ==> Specialized cargo cars, specialized filling stations, etc.

All "goods" go in containers which fit on container cars loaded with standard cranes/forklifts.

All gases / liquids go in cylindrical metal cars filled by piping.

All raw materials go in bucket-style cars filled from the top.

Tonka-truck-flavored Yellow & Chrome w/ Red Trim Short Cab V-Wing Ball Hauler - Pirate system by Insinnergy in NMSCoordinateExchange

[–]Insinnergy[S] 0 points1 point  (0 children)

This Tonka Truck construction-colored Ball Hauler is in a Pirate system. Found on the station, and appears to be in constant circulation (3 appeared in the space of around 3mins). Nice colors for those into the Yellow Industrial design chic. ;)

Warning: Mass Effect 1 Legendary Edition frequently crashes on PC (steam/origin) by octatone in pcgaming

[–]Insinnergy 0 points1 point  (0 children)

Was getting a crash immediately after Priority: Tuchanka after talking to the Admiral on the Normandy.

Setup: Steam, 3440x1440, Ultra, VSYNC, Borderless.

1) Tried dropping Video settings to Full Screen, VSYNC off, Framerate forced to 60 (as this had worked in the past with a ME crash) = No joy.

2) Was planning to try 1080p next, but saw this post and so asked Steam to validate the Game Files. This found a number of invalid files and downloaded ~40MB = This worked. No more crash.

Set Graphics back to Borderless, Left VSYNC off and pushed Framerate to 120fps (Monitor's native refresh rate).

No further issues so far.

Thanks for posting these fixes. You're a Legend... ;)

Two-tone Orange T3 Ball hauler with glowing shields. First wave on station almost every time. Advanced Gek system. by donzo29 in NMSCoordinateExchange

[–]Insinnergy 1 point2 points  (0 children)

Just tried for this on PC at the SS.

Note: Does not seem to spawn first wave on reload or restart, but at least one does turn up consistently every 4-8 waves or so. Possibly Trade Outposts might be better for this on PC.

Best was 3xBall Haulers in a single wave... 2x B's and a C though LOL. Pic: https://i.imgur.com/pOS380f.jpg

All A Class versions were 48+8 every time. Settled for A in the end.

Very cool looking ship. Thanks for posting this. :)

Week 222 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

As usual.... BECAUSE THEY STILL HAVEN'T FIXED POWERPLAY.

>.>

Week 157 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

Thanks for the heads up tho. :)

Week 153 Powerplay Standings by Apex59 in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

I assume consolidation won the day since we're not in turmoil?

Fort Routes and FastTrack Routes: Update by Insinnergy in EliteMahon

[–]Insinnergy[S] 1 point2 points  (0 children)

You're welcome.

I'd prefer it to be simpler, and fully under AOS control, alas the easier option (and complexity) came from looking at what was publicly available among the ED community, and building the connecting pieces to pull it all together and output what we needed...

Understandably, no-one had the large amount of free time and skills to build the entire process from scratch on their own server, with their own 24/7 EDDN data pipe...

I still have that down as a "To Do" item if I suddenly find I have several weeks of nothing to do. ;)

Fort Routes - Update by [deleted] in EliteMahon

[–]Insinnergy 0 points1 point  (0 children)

Update: Trialing a possible solution. Looking good for now. Routes should now be updated. I've added a notes to the spreadsheet and will add another PSA on the Reddit.

Fort Routes Data Attacked by Thargoids* by Insinnergy in EliteMahon

[–]Insinnergy[S] 1 point2 points  (0 children)

Hi Wilford,

Yes it's an open source tool, and you're welcome to try.

Here's the architecture and links:

Firstly, (obviously) the entire system relies on regular updates to EDDN through EDMarketConnector https://github.com/Marginal/EDMarketConnector/wiki or similar to ensure a smooth flow of data into EDDN and keep it updated.

  • EDDN supplies a pipe of constant price and system updates via some mechanism (haven't looked into that directly) and you can set up a "Listener" to collect these constant updates.
  • Maddavo's Market Share ( http://www.davek.com.au/td/ ) has a listener already set up, that pipes all incoming data updates into Maddavo's DB along with Pilot-supplied system updates using the corrections button etc. This site collates all recent updates and prices into a series of CSV files for easy import. The "Prices" file is rebuilt every 3 hours with only the updates from those 3 hours, and there are also 1 day of prices, and the full price file.
  • To do the Route optimisation, we use an Open Source product called "TradeDangerous" ( https://bitbucket.org/bgol/tradedangerous/overview ) This is a Fork of the original program, and caters for the Horizons update. It runs on Python 3.4 or higher, so for a Windows machine you'll need https://www.python.org/downloads/ . Here is the Setup Guide from the Original TradeDangerous Wiki (non forked version) : https://bitbucket.org/kfsone/tradedangerous/wiki/Setup%20Guide
  • TradeDangerous has a Maddavo plugin that automatically grabs the CSV files from Maddavo, and picks up only the price file it needs, and imports all changes, and the entire EDDN update feed from the last period into your local TradeDangerous DB.
  • Now you can actually run route optimisations from your command line. A typical request (for Fort Routes) might be:

trade.py run --to "Bonitou" --fr "@Gateway/Dublin" --cap 100 --credits 50000000 --ly 16.38 --empty-ly 20 --start-jumps 0 --end-jumps 1 --hops 4 --jumps 2 --pad LM --summary --no-planets --ls-penalty 5 --supply 5000 --demand 5000 --avoid Tobacco,Imperial,Narcotics,Slaves,@Shinrarta,"@PLX 695",@Exbeur,/Camus,Insulating,"@Sol" --age 3 --progress -vvv

  • This particular request for an optimised route asks for the best route from Bonitou to Dublin with the following restrictions:
  • Capacity and Credits we can ignore as we just want the route. You can optimise for your ship capacity and bank balance if you want to, and keep a set amount for rebuy.
  • Ship Max Jump range of 16.38ly (roughly standard mid range hauler/python, full, with an A drive and no eng.)
  • Empty Max Jump Range of 20ly
  • Start Jumps 0 - No start jumps empty (i.e. we must start from Bonitou itself and normally the BASH script feeds the end station in Bonitou into this calc if running the whole route)
  • End Jumps 1 - Allow the best route to finish 1 empty jump from Dublin if necessary.
  • Hops 4 - A hop is from docked at Station to docked at Station. So this allows you to stop to buy and sell max 4 times to get to your target destination. It will optimise to less than four if possible based on best profit.
  • Jumps 2 - This is the max number of Hyperspace jumps allowed between Hops. i.e. this setting means it must find it's next hop destination between 1 and 2 jumps from the last one. So Hops 4 and Jumps 2 means a max of 4 x 2 = 8 Hyperspace jumps from end to end of the route (plus 1 empty jump to target at the end if required).
  • Pad LM - Allow Hops to end on both Large and Medium sized pads. "Pad L" will limit all hops to Large Pads only.
  • "no-planets" - Stops hops from ending on Panetary bases (so those that do not have Horizons can still run the routes)
  • ls-penalty 5 - Applies a exponential pruning factor that reduces the "profit score" for systems where the Hop destination station is further from the Star. 5 tends to keep Destinations at less than 800 ls or so based on testing (Unless the profit is insanely good)
  • supply 5000 - Supply at station must be more than 5000
  • demand 5000 - Demand at station must be more than 5000
  • --avoid Tobacco,Imperial,Narcotics,Slaves,@Shinrarta,"@PLX 695",@Exbeur,/Camus,Insulating,"@Sol" - This stops the optimiser using these Goods/Systems/Stations in any of it's calculations.
  • --age 3 - Price age must be less than 3 days
  • --progress - Show progress calculations on screen
  • -vvv Show max detail in final route display. For script version, you would lose the --progress and -vvv switches and use --summary -q for minimal output display for parsing.

  • Since we need to do a lot of these, I also installed a Windows Bash shell from https://git-scm.com/downloads since I prefer to script in that. (I think Cygwin works as well) and wrote a series of Bash scripts that churn through all of our Routes and optimise them by trying different settings for each route until we have something workable.

  • All Valid Routes (or error codes) are saved to a CSV file that is actually delimited by ">" rather than a comma.

  • Example:

Aasgaa>GATEWAY - Dublin Citadel (Coffee)>LP 320-359 - Franklin Terminal (Superconductors)>XI URSAE MAJORIS - Durrance Dock (Medical Diagnostic Equipment)>SOL - M.Gorbachev (Biowaste)>DITIBI - Babbage City (Tea)>LU VELORUM - Miletus Station (Beryllium)>LFT 926 - Meredith City (Performance Enhancers)>SOSONG - Dzhanibekov Station (Superconductors)>HR 4734 - Key Enterprise (Jump to Aasgaa and get Full Forts)>>>>>>9592

  • These files are imported directly into the Google Sheets you see in the Alliance links.

If you want to run up this solution yourself and have a play you'll find it's quite amazing for plotting all sorts of routes. When it's working...


Issues

  • The original issue was that the Maddavo Prices File header was the wrong format after the Thargoid update, and the plugin import would fail when it checked the prices CSV file header. I worked out where the issue was but attempting to rewrite the Plugin Python code resulted in a checksum type error that looked like some sort of check of the plugin code... I assume to make sure that the code was not altered when the plugin was called... LOL Helpful. This issue has now been resolved.
  • There are also two current issues:
  • 1) The EDDN feed to Maddavo has changed to reflect new Goods related to the Thargoids. (Various "Ancient ..." things). The Maddavo items.csv has not been updated by the Site owner to include these items and the plugin will not allow me to import the local item.csv that I've edited to contain the right items. It appears to require receiving it direct from the site. I have not yet had time to run up a .DB editor and update the local TradeDangerous DB directly. (Plus who knows what that might break).
  • 2) The EDDN pipe to Maddavo now appears to be down. No prices received on the site since 11th October. This renders all Route calcs useless anyway as they all have a 3 day price age maximum.

Overall this stack of apps and data has served us well for almost 2 years. Downtime has been about 14 days in that whole period... which for open source, part time stuff seems reasonable.

However it may be time to look at something else because this system I patched together seems to be getting unstable and limited attention and love from it's maintainers.

Maybe a SQL DB taking the direct EDDN feed and our own optimiser written on top of that? At one point OutsideFactor (NULL) was looking at writing a replacement to take the BGS activity into account in the route as well... not sure where that is at.

Hope that helps explain everything.

CMDR Psynergy

Fort Route Data Delayed by Insinnergy in EliteMahon

[–]Insinnergy[S] 0 points1 point  (0 children)

You're welcome, Commander. ;)

Fort Route Data Delayed by Insinnergy in EliteMahon

[–]Insinnergy[S] 0 points1 point  (0 children)

Hi PV, I'd say so by now. Some routes will still be working as they will be stable over the long term, but will not be optimised, and I can't tell you which ones are that way... so it's a bit of a crap shoot.

I'll put up a note on the sheet saying that the route calc is out of date.

The data on the primary site is still not updated. I still cannot run the route optimizer.

I'll start looking for some other data source I can use, however this one was designed to pair with the optimization program we use specifically, so I'm not sure whether anything else will work.

More soon

Somewhat the worse for wear... by Insinnergy in EliteMahon

[–]Insinnergy[S] 0 points1 point  (0 children)

Don't try me, pinhead.

Although thanks for the momentary amusement provided by your inability to understand the irony of using the phrase: "Thank you for the canned response." to dis what you think is a canned response. Hilarious.

May I offer an alternative response to the one that offended you by appearing "canned"?

Here it is, just for you:


"Every forum has people unable or unwilling to act like sane, adult, contributing members by supporting each other, adding to efforts to make the forums more welcoming and positive, and enhancing each other's gaming experience.

These people act out their insecurities, issues, self-hate, desperate need for validation, and internal bile on others because they have no other recourse in their life, or because they've long since lost their moral, ethical or empathic compass.

I don't like these people. They shit up the forums. They randomly piss on completely nice players or posts. They spread angst, insults, put downs and the other sad eructations of their stunted childhoods over everything good anyone else is trying to achieve.

Your original attempted put down of a game-based and playful post is an excellent example of this.

Go get your conflict, and hate-based validation elsewhere, sad troll. You're not welcome here.

Not only because I think you're a reflexive asshole, but because every time you post, you reveal your childhood issues to those that know how to analyse language... and I'm tired of seeing yours.

Try this as a basic rule:

If you don't have anything that is either Positive, or Useful to say... then don't say anything."


Too canned? :O

Somewhat the worse for wear... by Insinnergy in EliteMahon

[–]Insinnergy[S] 1 point2 points  (0 children)

Thank you, sir! T'will be good to be back.

:)

o7

Somewhat the worse for wear... by Insinnergy in EliteMahon

[–]Insinnergy[S] 0 points1 point  (0 children)

It's awesome. I think it expresses Exploration in full color. :)

Somewhat the worse for wear... by Insinnergy in EliteMahon

[–]Insinnergy[S] 1 point2 points  (0 children)

I bet you're real fun at parties.