Shipwright Archive

Thread: Orske's Current Best Resources for Shipwrights

SandLizard
Tue Mar 22, 2005 3:02 pm
#27



Goraf wrote:
The script is working great for me now, thanks! I noticed one problem. It is picking up a 68% polymer as the best inert petrochemical on Valcyn when there is a 97.9% lubricating oil. When I view all resources, I see the lubricating oil listed, but it picks the polymer as the best.

Cheers,
Alirc




thanks for catching that. i'll take a look at it tonight when i can. my initial guess is the 97.9 result is last and ignored before best result is set. just a guess though. i'll update as soon as i know what's up.




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

SandLizard
Tue Mar 22, 2005 6:06 pm
#28



Goraf wrote:
The script is working great for me now, thanks! I noticed one problem. It is picking up a 68% polymer as the best inert petrochemical on Valcyn when there is a 97.9% lubricating oil. When I view all resources, I see the lubricating oil listed, but it picks the polymer as the best.

Cheers,
Alirc




fixed. my guess was wrong. it was the resources with the '0' stats screwing it up (where that stat didn't exist), added a couple if statements and it's all better now.

yes, i'm that good.

um....

nevermind, i'm sure there's some other little error somewhere




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

SandLizard
Wed Mar 23, 2005 6:52 pm
#29



Tartuffe wrote:
I just can't get over how cool this is...
/vote for it to be stickied





thanks. i'm really glad people are using it, i find myself jumping on all the time to check things also. i tried implementing a 'last best' resource feature, where it remembered what was previously best, but it blew up in my face -- i'll have to try another route to get that done. not top priority right now. what is, is fixing the errors from using the incorrect stats. check this thread out for more information.

basically, i need to know for certain whether to change to these stats for weapons:

Max Damage - 50/50 PE/OQ***
Energy Per Shot - 50/50 CD/OQ***
Refire Rate - 50/50 PE/OQ***
HP - 33/66 OQ/UT***
Mass - 33/66 OQ/UT***

I'll add them in as a separate 'item' in the list, so to keep the originals for now, but 'tsxx1' who did the testing seemed pretty thourough.




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

SandLizard
Thu Mar 24, 2005 8:43 pm
#30

fairly major code change, though almost nothing is changed for a user, so i'd like you guys to watch out for errors I may have missed, though i don't think there are any.

1. All resources now are sorted, with best being top resource and on down.
2. They are numbered now (basically numbered the lines, ooo big change, heh).
3. Selecting the actual 'type' of schematic (Armor, Engine, etc) will load data *only* for that type.
4. New, improved look... (well, *I* think so...)
5. Starting and Max experimentation percentages are now listed for each schematic.

So you all know, soon I expect to add estimated starting and max possible experimentation percentages for each 'schematic'. I also still plan on adding 'last best' feature too, so we know the last spawn that was the best previously (so if we know all our harvesting has done good or not, heh)

EDIT: Also, I want to personally thank tsxx1 for helping me with the starting and max possible experimentation percentages for this update.

Message Edited by SandLizard on 03-25-2005 10:18 AM




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

Jadae
Fri Mar 25, 2005 12:41 pm
#31

from what I have seen so far today, for kauri its not showing any recent resources even though it did ask me to update the list for kauri.
SandLizard
Sat Mar 26, 2005 6:14 pm
#32



Jadae wrote:
from what I have seen so far today, for kauri its not showing any recent resources even though it did ask me to update the list for kauri.




hrm. did you click the link for 'click here to update kauri data' ? If not, the data displayed by the 'show only best resources' and 'show all' will be using older SWGCraft data. I may switch over to an automatic system soon (where it updates automatically if needed), I do it this way, well, because... well, I guess I really don't know why, heh. It does keep checking SWGCraft to a minimum though, as it will only check status files for servers when someone wants to update, not on every script run. Just had an idea though now, when I get to it I may just check the timestamp itself if it's over an hour old (as SWGCraft updates every hour on the hour) and update if that's the case.

If you did, perhaps SWGCraft data hasn't been updated by someone on your server yet, I'm guessing this is the most likely possibility. Personally, I try to keep the main Shipwright-centric resources updated on Starsider as well as I can, though I rely on others to do most (I make sure conductive borcarbitic copper, gravitonic fiberplast, high grade polymetric radioactive etc., are always up-to-date, along with miscellaneous steel and others when I can).

Hope that answers your problem, let me know if you have any other problems.




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

SergeAyotte
Sun Mar 27, 2005 7:50 am
#33

Incredible Tool SandLizard!!


Could it be easy to port to different profession?

THink you could get it to run on a Windows based server instead of Unix?





Benaneb Swatas Tarquinas Scout-Artisan-Pilot
Sarken Vaksy Starsider "new born"



[XgX[[[ggggW[gggggggggggggggggg)

SandLizard
Sun Mar 27, 2005 4:26 pm
#34


SergeAyotte wrote:
Incredible Tool SandLizard!!
Could it be easy to port to different profession?
THink you could get it to run on a Windows based server instead of Unix?





actually, yes on both counts. very easy to port to another profession, I have it just read in two data files I created for shipwright, just would need two per profession wanted.

also, though it's running on SunOS right now, it'd be fairly easy to change to windows with, say, activeperl (perl.exe or perlis.dll) and IIS(/Apache). not sure about mod_perl on apache though. just would need to change the first line of the code (though IIS should realize what to run if set up correctly). I'd have to check my directory access though, as it expects cgi-bin and a web-docs directory right now, but there isn't any absolute paths that need changing, just some of the relative ones (for CSS/profession data/current resource data directories).

if you want to check some of my instructions for other profession' data files, go to SWGCraft forums and check out THIS POST.

Message Edited by SandLizard on 03-27-2005 05:29 PM




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

coranimus
Wed Mar 30, 2005 5:59 pm
#35

Someone Sticky this for cryin out loud
Congo78
Sat Apr 02, 2005 4:59 am
#36

Cheers, mate. Awesome website.





Shipwright Geoffry Eavic
Shop's closed until they fix the conductivity bug
Imperial Pilot Ace Osilo Eavic

Goraf
Mon Apr 04, 2005 6:20 am
#37

I noticed that engine top speed is calculated as 33%CD/33%OQ/33%PE in your script. It is actually 50%OQ/50%PE.



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

SandLizard
Mon Apr 04, 2005 7:53 am
#38



Goraf wrote:
I noticed that engine top speed is calculated as 33%CD/33%OQ/33%PE in your script. It is actually 50%OQ/50%PE.




Thanks for catching that! Sorry about the mistake, most of the data I had used for the required stats was from beta, so there had been some mistakes - hopefully there are no more errors like that.

Oh, it's fixed now too

Thanks again,
-Orske




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
\\\\\\\ /\|/\ ___/@\___ /\|/\ ///////
\\\\\\\ {--+--}_ /_\_____/_\ _{--+--} ///////
\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

Goraf
Fri Apr 08, 2005 5:58 am
#39

Hey Orske,

I just noticed another schematic error. Missile launchers are 50/50 CD/OQ, missile stats are 50/50 OQ/PE. The tool is using CD/OQ for both.

Cheers,
Alirc



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

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