Vassal X-Wing module v6.5.0 - now with autobumping

By Mu0n729, in X-Wing

Yup, the ships need to be made (autospawned or manually picked out from Pieces) from a 6.5.0 running x-wing module at least.

On 3/1/2017 at 0:46 PM, Ailowynn said:

WOW. This is awesome. Yes, people, put money in the tip jar. These guys deserve some thanks. Hella cool.

Definitely. Awesome features in last two updates. Tips have been left. Continue the great work!

2 hours ago, VanderLegion said:

Are you sure he'd upgraded to the latest version?

2 hours ago, PhantomFO said:

Also, was he using the current version when he made his list, or had he loaded a list created under an earlier version?

34 minutes ago, Mu0n729 said:

Yup, the ships need to be made from a 6.5.0 running x-wing module at least.

Yeah... I'm not sure. I'll double check. Thanks everyone.

Having two large ships side by side performing 1-turns at each other doesn't stop them where they are at the moment.

autobump good.

It's not perfect, I've had a couple of ships end up the equivalent of half a centimetre or more apart, and the nubs haven't lined up perfectly once or twice, but it's awesome, it saves SO much time.

You guys rule.

11 hours ago, PhantomFO said:

Also, was he using the current version when he made his list, or had he loaded a list created under an earlier version?

Yeah, that might be the problem. Autobumping doesn't really work with "old" bases...

1 hour ago, thespaceinvader said:

It's not perfect, I've had a couple of ships end up the equivalent of half a centimetre or more apart, and the nubs haven't lined up perfectly once or twice

We're still working out the kinks, some edge cases are harder to find. At least it's easy to correct the position because the template is still available.

Edited by haslo

Yup, that was what made it easy to work with. It's a really functional system; I'd personally leave it basically intact - fix any minor glitches with the system that finds the position, but when you do, still leave the templates visible after a bump to make sure.

7 hours ago, Admiral Deathrain said:

Having two large ships side by side performing 1-turns at each other doesn't stop them where they are at the moment.

It worked perfect for me. You sure you had them squared away at 100%?

Edited by MegaSilver
2 minutes ago, MegaSilver said:

It worked perfect for me. You sure you had them squared away at 100%?

Hm, I think so, but maybe I'll have to try again.

We played the HotAC mission "Nobody Home" last night, and with 16 ships on the board, bumping was rampant. We would never have finished the mission without auto-bumping active.

We noted three glitches:

(1) A straight-ahead auto-bump inexplicably pushed the bumping ship back and out of base-contact by about two-thirds of a base length.

(2) A bump where the bumping ship could have fit between two ships was instead pushed all the way back to the first ship.

(3) A straight-ahead bumping ship started with another ship in contact with its side edge. The straight-ahead ship didn't move at all, instead of sliding along the in-contact ship as it should have.

Still, there were probably 60 bumps. No exaggeration. Auto-bump is a freaking miracle.

I think I've solved the issue with the straight autobump leaving a big gap. It'll be put in the next module version!

On 3/1/2017 at 11:47 AM, Mu0n729 said:

Play J00r vassal season 4 games d00d!

Slightly off topic: I would love to join Vassal league, how does one go about doing so?

Also, awesome work, as always. This is incredible.

I needed a reason to play on VAssal again!

There was a little mistake in the zones that are checked with straight paths. The dashed areas aren't part of the path. Near the end position of a straight moving ship, we needed an area adjacent to the straight template and instead, we had the zone half a base too far.

Tricky equations to work with, since in these bizarre coordinates, we're local to the ship but entirely with negative y coordinates... It was an easy mistake to do.

Sbump.jpg

I'ma ... just gonna take Mu0n's word for this.

Looks like the squad autospawn point calculator doesn't take the discount for TIE/x1 into account. Just FYI.

5 hours ago, thespaceinvader said:

Looks like the squad autospawn point calculator doesn't take the discount for TIE/x1 into account. Just FYI.

this looks like a good opportunity to add squad total to the XWS format and/or what the squad builders output.

If I start adding tons of corner cases in the module, present and future, that's one more area that can break over time.

On 3/1/2017 at 9:52 AM, sozin said:

I missed a few players. Here's a new version.

32376573723_bce67b8603_o.png

What about HotAC and the XWA podcasts?

Hmm, yeah, I was just trying to capture software that had been written. I guess hotac counts since it is a vmdx Vassal extension?