#621
Posted 01 February 2013 - 06:15 AM
#622
Posted 01 February 2013 - 06:24 AM
draeath, on 01 February 2013 - 06:15 AM, said:
#623
Posted 01 February 2013 - 06:24 AM
Personally I don't think there's any issues how it is now, and I don't want to add complexity into it for the sake of it - nobody is really complaining about it, so it seems silly to change just yet.
Maybe it can be added back in at some point in the future, but right now I *personally* think it's not necessary.
#624
Posted 01 February 2013 - 06:35 AM
Mikeemoo, on 01 February 2013 - 06:24 AM, said:
Second: for the sake of it? I think I made it pretty clear that sensors currently seem to know the facing of the sensor, so it makes sense to give that compass heading to the user. It's no for the sake of it, it's about making sense, and consequently avoiding having to hack around it by several ugly methods.
Third: nobody is complaining? You got 2 people that don't find much sense to the current situation. What do you expect, 20 people? IMO stuff that does not make sense should be fixed as soon as it is noticed, and not after users complain.
#625
Posted 01 February 2013 - 06:41 AM
Orwell, on 01 February 2013 - 01:57 AM, said:
tabs, on 01 February 2013 - 01:09 AM, said:
vector.new(pos.xCoord, pos.yCoord, pos.zCoord):normalize()It's my view on the case. But maybe you can convince me otherwise. And there are more members on the team anyway.
Well, what if you had a magnetic sensor that gave the direction of the turtle? With a bit of complicated maths you could probably figure it out.
#626
Posted 01 February 2013 - 06:45 AM
CoolisTheName007, on 01 February 2013 - 06:35 AM, said:
Mikeemoo, on 01 February 2013 - 06:24 AM, said:
Second: for the sake of it? I think I made it pretty clear that sensors currently seem to know the facing of the sensor, so it makes sense to give that compass heading to the user. It's no for the sake of it, it's about making sense, and consequently avoiding having to hack around it by several ugly methods.
Third: nobody is complaining? You got 2 people that don't find much sense to the current situation. What do you expect, 20 people? IMO stuff that does not make sense should be fixed as soon as it is noticed, and not after users complain.
#627
Posted 01 February 2013 - 06:46 AM
TheGeek, on 01 February 2013 - 06:41 AM, said:
#628
Posted 01 February 2013 - 06:48 AM
TheGeek, on 01 February 2013 - 06:41 AM, said:
#629
Posted 01 February 2013 - 07:13 AM
CoolisTheName007, on 01 February 2013 - 06:35 AM, said:
Mikeemoo, on 01 February 2013 - 06:24 AM, said:
Second: for the sake of it? I think I made it pretty clear that sensors currently seem to know the facing of the sensor, so it makes sense to give that compass heading to the user. It's no for the sake of it, it's about making sense, and consequently avoiding having to hack around it by several ugly methods.
Third: nobody is complaining? You got 2 people that don't find much sense to the current situation. What do you expect, 20 people? IMO stuff that does not make sense should be fixed as soon as it is noticed, and not after users complain.
Sigh.
1) Having the coordinates change depending on the rotation of it DOES introduce complexity. Consider that your target names are also going to be renamed each time. I feel this would confuse people. Absolute is less complex than relative.
2) Yes, for the sake of it. It's working well the way it is.
3) The two people who question it are both involved in development, so I don't consider them to be users.
I'm not AGAINST it at all, and it's not even my call anyway - but I personally do feel that it's working absolutely fine the way it is and adding directional stuff would just make it a bit harder for users to work out whats going on. It needs a lot of thought before it's implemented if it ever is.
You have to remember that the majority of OCS users don't really know much about programming, but they know OCS lets them do something they want to do and are trying to find out how. I feel adding any directional stuff, at this stage, would offer no advantage to advanced users and merely confuse the beginners.
#630
Posted 01 February 2013 - 07:24 AM
#631
Posted 01 February 2013 - 07:25 AM
However, I wont be the one going through all the old code examples and updating them, making the new videos or updating the documentation
Orwell, come help me with DNACraft
#632
Posted 01 February 2013 - 10:14 AM
#633
Posted 01 February 2013 - 10:50 AM
CoolisTheName007, on 01 February 2013 - 06:09 AM, said:
I completely agree. We just need a getFacing, instead of a compass, or a way to change what card is used in the peripheral.
#634
Posted 01 February 2013 - 11:30 AM
mentlerd, on 01 February 2013 - 10:50 AM, said:
#635
Posted 01 February 2013 - 11:36 AM
#636
Posted 01 February 2013 - 11:44 AM
Mikeemoo, on 01 February 2013 - 07:13 AM, said:
#637
Posted 01 February 2013 - 11:58 AM
Mikeemoo, on 01 February 2013 - 10:14 AM, said:
This is doable, if they are labelled correctly. I will implement this tonight.
#638
Posted 03 February 2013 - 03:01 AM
very nice mod but it stopped working for me with latest FTB (Direwolf20 Pack).
when running the testprogramm from the 1st post getTargets() freezes the program
edit:
i removed "Direwolf20/minecraft/mods/OCSLua/" in the FTB dir and the mod is working again.
edit2:
is it possible to get heat value from engines? seems like the buildcraft card doesnt read heat values.
i can only read heat from industrial craft reactors etc.
#639
Posted 03 February 2013 - 05:57 AM
thiele, on 03 February 2013 - 03:01 AM, said:
very nice mod but it stopped working for me with latest FTB (Direwolf20 Pack).
when running the testprogramm from the 1st post getTargets() freezes the program
edit:
i removed "Direwolf20/minecraft/mods/OCSLua/" in the FTB dir and the mod is working again.
edit2:
is it possible to get heat value from engines? seems like the buildcraft card doesnt read heat values.
i can only read heat from industrial craft reactors etc.
Buildcraft heat stuff has been temporarily removed and will be back in the next version
#640
Posted 03 February 2013 - 12:21 PM
Just stop to report that we noticed huge fps drop with gauages placed on mfsus.
Normally it is around 100 fps after placing two of them fps drops to around 14-19 in area nearby.
We are using last version on server with forge .516 and ic2 .212.
Thanks
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