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Dumpshock Forums _ Community Projects _ The Shop.....

Posted by: Jetmaster Jan 5 2004, 08:19 PM

Well, I've got ahold of the source for the shop, and was wondering if you (you as in the dumpshockers) would like a new build following rigger 3 rules. If yes, I'd probably port it to C++ (as it will be the language I will be using the most) But before I start any work and get the headaches involved with debugging and recoding it, I want to know how much interest there would be for this.

All original credits go to the original author of the shop, all I'd be doing is updating it to current rigger 3 standards, and maybe adding a little XML functionality, so the community would be one step closer to having a set of tools to build everything they could want for their characters/campaign.

Posted by: Grey Jan 5 2004, 08:24 PM

This is something I've been dieing to see happen for a long long time. I'd be willing to help anywhere I could. I don't know how to program at all, but I can update DAT files (I've done a lot of updates for NSRCG's DAT files).

Posted by: Fahr Jan 5 2004, 09:24 PM

I had thought of doing something like this myself... and am also a C++er... and more than willing to do data entry...

I really like the riggers so this is a good project and at the very least you would get bug reports from me wink.gif

-MIke R.

Posted by: Tanka Jan 6 2004, 03:16 AM

Do it! It'll save us the headache of all those nasty calculations.

Posted by: smilbandit Jan 7 2004, 12:39 AM

Please post it as a project on sourceforge. I'll help out when I can.

Posted by: Grey Jan 9 2004, 12:32 AM

Any ideas as to how hard this project will be and/or how long it will take to complete? This is something I've been dieing to see for a real long time.

Posted by: Jetmaster Jan 9 2004, 12:47 AM

It'll take a while, as currently I have the programming skills (for PC at least, I can program micros like nobodys business.) of a wet paper bag. I know lots are waiting for this, and I'm going to poke at the code after I upgrade my computer and see what I'm going to need to fix after porting it to C breaks it. But its a learning experiance, and while I can get help from my instructors in some areas, I'm more or less on my own for learning C++.

Posted by: KarolTomoki Jan 9 2004, 12:53 AM

Rules for riggers are the most complicated thing SR has ever produced. Having a program that at least does the vehicle construction part would be veeery cool.

Yeah, do it. I do know C++, but not much really (1 year of learning), so I probably could not help.

Posted by: Dashifen Jan 9 2004, 01:26 PM

I might be able to help out. I have 6+ years of C++ experience as well as a lot of interface design, but I'm already working on three things at the moment. Let me know if you get really stuck and I can help out perhaps or if you give me some time, I might have a more open schedule in a month or so.

Posted by: Frag-o Delux Jan 9 2004, 01:53 PM

I would like to offer words of encouragement, but that is about it. smile.gif My programming skills (the little I had) have long since faded into a memory. Again please do this, I love riggers and the rainforest, I would hate to see any more tress die because I want a new car in SR. smile.gif

Posted by: Jetmaster Jan 9 2004, 09:39 PM

Thanks for the offer of your assistance Dashifen, the big ol' upgrade is probably going to happen in the near (read: hour or two) future and then once I'm back up and running i'll see what I can do to begin the process.

Posted by: Grey Feb 5 2004, 10:50 PM

Any updates on this project?

Posted by: Grey Feb 6 2004, 03:58 AM

Alright people. I downloaded a copy of The Shop (the old R2 version) today and took a look at it. I don't see where it really needs to have the source code updated. The only thing that needs any changes is the DAT files, which are just plain text and putting the data where it needs to go. I'm going to go ahead and get started on it myself, but if anyone wants to help out, let me know and we can break up the DAT into pieces.

Posted by: CeaDawg Feb 9 2004, 05:28 PM

biggrin.gif Much joy is had by all in this camp. There are no programmers in the group here, but several riggers who are anxiously waiting to field test the program. A couple have voiced pleas for drone rigger and security rigger support. I can't imagine why. sarcastic.gif

Posted by: Grey Feb 9 2004, 11:57 PM

Well, it looks like it is going to take more than just updating the DATs to get The Shop to work for Rigger 3. I need the source code to be edited with the new mark-ups and whatnot. Anyone out there that knows VB want to take on the task?

Posted by: Dakhran the Dark Feb 10 2004, 02:46 AM

I wouldn't mind taking a peek at the source and seeing if it's something I can put some time into. No guarantees right now, since work tends to demand a good 60+ hours a week, and I'm just starting back into a regular gaming schedule, but depending on how the source looks, I might just have enough spare time to fiddle with it.

Plus, it should get me back in the swing of running SR -- I haven't run Shadowrun in over two years...not counting the Stay-Puft debacle during "Food Fight" last year...

Posted by: KeyMasterOfGozer Feb 10 2004, 10:08 PM

I haven't programmed in VB in a while, but I do occaisionally work in VBScript on ASP webpages. I can make the changes you need, just send me the source, let me know what version of VB I need to install and tell me what changes you need made, and I'll do it for you.
-Mike
bombadil<at>oldforest.net

Posted by: Grey Feb 10 2004, 11:22 PM

QUOTE (KeyMasterOfGozer)
I haven't programmed in VB in a while, but I do occaisionally work in VBScript on ASP webpages. I can make the changes you need, just send me the source, let me know what version of VB I need to install and tell me what changes you need made, and I'll do it for you.
-Mike
bombadil<at>oldforest.net

You rock. notworthy.gif

To get a copy of the source, download it from http://ojaste.dhs.org/~ojastej/SR/Shop.html.

Basicly what I need done is to have the Mark-Up factors in Rigger 3 added into how the cost is calculated. Hopefully you have a copy of Rigger 3 and know what I'm talking about and if you don't let me know and I'll gladly explain it in more detail.

Posted by: Jetmaster Feb 11 2004, 04:39 AM

Thanks for taking up the mantle grey, classes are eating up 200% of my spare time (it spilled over into time for sleep.) Since christmas, i've had a whopping one day of rest for doing anything not class related (sadly, it was spent doing research for my project) all work and no play may make one dull, but the way I see it is once I'm making cash, I can have lots of play. while at work =P

Posted by: KeyMasterOfGozer Feb 11 2004, 05:04 AM

QUOTE (Grey)
QUOTE (KeyMasterOfGozer @ Feb 10 2004, 02:08 PM)
I haven't programmed in VB in a while, but I do occaisionally work in VBScript on ASP webpages.  I can make the changes you need, just send me the source, let me know what version of VB I need to install and tell me what changes you need made, and I'll do it for you.
-Mike
bombadil<at>oldforest.net

You rock. notworthy.gif

To get a copy of the source, download it from http://ojaste.dhs.org/~ojastej/SR/Shop.html.

Basicly what I need done is to have the Mark-Up factors in Rigger 3 added into how the cost is calculated. Hopefully you have a copy of Rigger 3 and know what I'm talking about and if you don't let me know and I'll gladly explain it in more detail.

Ok, I tried to find the Mark-up factor in Rigger 3, and I failed. I do vaguely remember it. Can you point me to a page number, or explain it more so that I can know where to look?

Posted by: Grey Feb 11 2004, 04:26 PM

Mark-Up has to do with the chassis that you use. Look at the chassis table on pages 202-205. You'll find Mark-Up Factor right next to where it gives the Design Point cost for the chassis. I need the program to calculate cost by adding all the design points, multiplying by the mark-up, then multiplying by 100.

Posted by: KeyMasterOfGozer Feb 11 2004, 06:33 PM

Ok, I see it now. Are those all the changes we need?

Rigger2.dat needs to be updated with a field added for the Mark-Up Factor. Can anyone do that/Has it already been done? I suggest we go ahead a change that file name to Chasis.dat , because that makes more sense and doesn't tie us to a particular version.

I can't open this project in VB.NET, so I'm trying to find a copy of VB6.0 to use. Should be able to get one in the next couple of days. It doesn't look like that much code really, so I'm considering a re-write.

Is there a particular reason why anyone wants this in VB?

Posted by: Grey Feb 11 2004, 07:09 PM

I can take care of the DATs no problem. Thats easy to figure out, I just don't know squat about VB so I needed someone else to do the source code.

If you can just tell me the format of how to add the Mark-Up line to the DAT, I can input all the numbers.

As for renaming it to Chassis.dat, that would be fine, expect that there is more in that file than chassis. There are also the power plants and all the mods you can put into the vehicle. I guess we could do three different files, one for chassis, one for power plant, and a third for mods. What do you think?

If you want to do a rewrite, I'm fine with that, I just need an exe that can extract the info from the DATs and calculate costs.

One other DAT to keep in mind is the Quality.dat. It has factors that modify the Mark-Up value.

Posted by: KeyMasterOfGozer Feb 11 2004, 08:27 PM

Right you are, I didn't look closely enough at the file.

Being a Database guy myself, I wouldn't put different datatype in one table like this, but since it is so, it'll be less work to leave it as is.

That being said, at the end of each line that is a chasis, just add a comma followed by the Mark-Up Factor.

I have found a copy of VB6 at my office, and since no one else is using it (it being as old as the hills), I have a legal license to use it even. WooHoo! Now after I get everything installed, I'll let you know if it opens fine in VB6. I hope so, because I don't have any older VB version.

Posted by: Grey Feb 11 2004, 11:34 PM

Ok, I'll get to work on updating the DATs to have a Mark-Up and changing all the Design Points to Rigger 3.

Rigger 3 introduced new chassis also. Can I just imput them into the DAT or do you need to code something for them as well?

Posted by: KeyMasterOfGozer Feb 12 2004, 04:32 AM

Ok, I think I completed the code, but since I never used this program before, I'm not sure. You can just substitute your Rigger2.dat, mine has incorrect values for the Mark-Up.

I don't know where this should live, so I've got it on my own website temporarily. Download it from here:
http://www.oldforest.net/files/Shop1.4.3.zip

The source code is included with that, and if someone wants to take ownership, please let me know.

Are there any other changes that need to be made?

Edit: I would like to add that this is some of the cleanest and best written code I've ever worked with, so Kudos for the original creators. I never knew VB code could be this nice. biggrin.gif

Posted by: Grey Feb 12 2004, 04:16 PM

Oh man, thank you so much. I'll get to work on updating the DATs and let you know how it works.

edit: actually, I'll update the bike chassis and make one real quick to see if it comes out right.

Posted by: KeyMasterOfGozer Feb 12 2004, 06:53 PM

Ok, good news! I was able to get in touch with James Ojaste, the Original creator, and he was happy with the changes, so he is going to host The Shop for Rigger3 on his official The Shop Site. He is also going to make further changes to keep the application compliant with both Rigger2 or Rigger3, whichever you choose. I think the version number might be changed to 1.5.0, but I'm sure you guys can figure that out.

James Ojaste is changing Providers right now, so his new URL for The Shop is:
http://ojaste.ca/~ojastej/SR/Shop.html

Please, as you complete updating the DAT files, send them to both of us, and we'll make sure the official site has the latest copies available.
bombadil<at>oldforest.net
James.Ojaste<at>ec.gc.ca

Thanks guys, and happy RiggerSmithing!

Posted by: Grey Feb 12 2004, 07:21 PM

Excelent! I tried emailing James a few days ago and didn't get a responce, but I may have been using an older address. I'll save the new DAT as Rigger3.dat when I'm done with it.

edit: Though it may take me a few days to get through it all, cause not only do I have to update the Mark-Up and Cost for every item in the DAT, but there are also a few completely new Chassis availible, not to mention new Power Plants.

Can I add new Chassis and Power Plants to the DAT without you needing to code something in for them?

Posted by: KeyMasterOfGozer Feb 12 2004, 08:14 PM

I believe you should be able to just add the new items without any problems. Feel free to test it as you go with that version I posted, just to make sure.

There are also some Mods that are not in the DAT files that are in Rigger3 that I saw are missing, like the morphing License Plate, and the Electorstaic Paint that lets you change the vehicle's appearance.

Do we know if all the cost and other values are the same between the versions? I'll try to remember to make a spot check tonight when I get home. IF anyone else can spend some time letting us know which costs are differnet between the two versions of Rigger, then we can determine what to do, if there are any differences.

Let's keep the File named Rigger2.dat for the time being. If you change the name of the file, then the program will not be able to read it, so let's let James make that decision.

Good work, team.
-Mike

Posted by: Grey Feb 12 2004, 08:56 PM

Actually, I already changed it to Rigger3.dat and the program reads it just fine.

Posted by: KeyMasterOfGozer Feb 12 2004, 09:13 PM

Hmmm... That doesn't work for me, it gives me the error "No Chasis found". Do you have to chnge something else in another DAT file? Or is it possible that you have both files in that dirr?

Posted by: Grey Feb 12 2004, 09:16 PM

You have to click on the Books options and them Manage. At that point you can tell the program what DATs to look at.

Posted by: Grey Feb 12 2004, 09:35 PM

QUOTE (KeyMasterOfGozer @ Feb 12 2004, 12:14 PM)
IF anyone else can spend some time letting us know which costs are differnet between the two versions of Rigger, then we can determine what to do, if there are any differences.

I'm doing this while I go through and update everything. It may take me a week to get through it all, but it will be done. You have no idea how long I've been wanting to get The Shop updated (pretty much since Rigger 3 came out). I am very grateful for you taking the time to update the code for me, if you are ever in Orange County, CA, drop me a line and I'll buy ya pizza and a 6er. smile.gif

(ok, well, maybe the pizza and beer thing will have to wait until I can crawl my way out of debt, but either way, thanks.)

Posted by: Grey Feb 12 2004, 11:30 PM

Ok, I'm running into a problem with one thing. The items in bold are confusing me:

QUOTE
# Bikes
1,17,"Scooter",3,6,2,0,0,1,0,-1,0,"1b","o",0,"N","",50,0.4
1,17,"Racing Cycle",3,6,2,0,1,2,0,-1,0,"ab","o",0,"N","",180,0.3
1,17,Off-Road",3,6,2,0,1,8,0,-1,0,"1b","o",0,"N","",338,0.25
1,17,"Chopper",4,6,2,0,2,6,0,-1,0,"1b+1b","o",0,"N","",108,0.3
1,17,"All-terrain Vehicle",4,4,2,0,2,15,0,-1,0,"1b+1b","o",0,"N","",595,0.4


I assume they are used for sorting the chassis, but I don't get how it works. The only thing I could referancing this stuff is this:

QUOTE
# Chassis types:
# cars, vans, pickups, light trucks, bikes, transports
# watercraft, aircraft, ground vehicles
# Use descriptor int for vehicle type (makes filtering easier)
# 1 = ground
# 2 = water
# 4 = hover
# 8 = air
# 16 = bike
# 32 = transport
# 64 = helicopter (rotor)
# 128 = vector thrust


Ok... bikes are listed as 16, but in the code they have a 17 there... What gives? Can you explain how this works and if not, could you find out from James?

Posted by: Austere Emancipator Feb 12 2004, 11:45 PM

Ground + Bike = 1 + 16 = 17
Like that? Just a wild guess...

Posted by: Grey Feb 13 2004, 12:15 AM

Nope, cause that doesn't explain this:

QUOTE
# Rotor Craft
1,72,"Autogyro",4,4,3,0,0,8,0,-1,0,"1b","o",0,"VTOL","",20,1
1,72,"Utility Helicopter",5,5,4,0,50,75,1,-1,1,"2b","2+2d",0,"VTOL","",500,1
1,72,"Cargo Helicopter",5,5,7,0,80,600,1,-1,1,"2b","2+2d",0,"VTOL","",1000,1
1,72,"Tilt-wing",6,6,5,0,48,96,1,-1,1,"2b","1+1",0,"VTOL","",600,1
1,72,"Attack Helicopter",5,5,5,0,4,64,2,-1,3,"1b","1",0,"VTOL","",1000,1

Posted by: Austere Emancipator Feb 13 2004, 12:17 AM

Okay, that's just the first thing that came to mind, because those Exponential of Two tables almost always work like that. I know nothing about the program you're discussing, so no wonder I was wrong. Out.

Posted by: Dakhran the Dark Feb 13 2004, 12:22 AM

Actually 64 (helicopter) + 8 (air) is 72, so it works fine.

Looks like the first field is separate from the second, and the second is a chassis flag, using standard boolean-bit flags...

Posted by: Austere Emancipator Feb 13 2004, 12:24 AM

How about that...

Posted by: Grey Feb 13 2004, 12:28 AM

After going over the list I think that one is right. Cool! Thanks man.

Posted by: KeyMasterOfGozer Feb 13 2004, 02:14 AM

Hey, good eye guys, that's exactly right. having those coded numbers be powers of 2 means that bitwise you can have any combination with no colusions whne adding them up. It's not how I would have done it, but it certainly works.

Posted by: smilbandit Feb 13 2004, 04:37 AM

It looks like it's a binary code.

basically the values are setup so that the number once added do not collide.

00010010 = Helicopter
10001000 = Scooter

Pretty standard way to handle options.

Line 1164 in shop.frm is where it's used.

basically the way you use it is a binary comparison to see if the second is part of the first.

example

138 = 10001010
2 = 00000010

The binary compare will go through each bit and return a 0 if either bit is 0 and a 1 if they are both 1.


Posted by: ojastej Feb 13 2004, 02:49 PM

Hi guys! This is James. First off - thanks! I know a lot of people have been looking forward to a R3-compatible Shop, and my personal motivation skills suck.

Anyhow, if you've got any questions about the file formats etc, feel free to ask! I see a couple of questions already...

Firstly, the only DAT file that the Shop expects is Shop.dat. That file contains the references to the other files to load, or files that it knows not to load. It's initially seeded to load Rigger2.dat and Quality.dat.

There was also a question about what the first field of each line means; as documented in Shop.dat, the first field is a flag indicating what type of line it is (whether it's a chassis, engine, modification, or another file to load). Originally, I was using just numbers (0-3), but in a later version upgraded it to accept the more meaningful C,E,M or B; I just didn't change most of the data since I already had it in numeric format.

Each file thus doesn't really consist of a single table or a set of tables - you can interleave chassis data with engine data etc. I chose that design in order to allow for both easy parsing and (more importantly) easy data upgrades in the form of a single .dat file for any expansion books. Each source book can then occupy just one file and it becomes easy to pass them around. Too bad FASA never released much in the way of extra vehicle data...

Finally, yes, the 2nd field is a bitfield; if you need to allow mods for only a certain class of vehicles, you can add your own (keep to powers of 2), and use the bitwise operators (| and &) to check for a matching chassis.

Any other questions?

Posted by: KeyMasterOfGozer Feb 13 2004, 03:51 PM

I use the NSRCG program to gen my characters and make XML to display and print them. I've noticed that the program is pretty slack on generating XML for Vehicles (It only tells the model name). I would like for us to come up with a more complete XML schema for a vehicle and propose that to McMackie, then possibly we can export stuff from The Shop to be used with the NSRCG program and have one standard print.

What do you guys think?
-Mike

Posted by: smilbandit Feb 13 2004, 08:41 PM

http://www.divnull.com/lward/srun/xml/geardeflist/vehicledef.html

Wordman put this together two years ago. It's a very good set, it generisizes (sp?) enough to make it open to future changes to the game. I think mcmackie didn't like it as much, so it was never used.

Posted by: KeyMasterOfGozer Feb 13 2004, 09:25 PM

That one is pretty good for a start, but it doesn't express a list of vehicle mods, unless I mis-read it.

Posted by: Fahr Feb 13 2004, 09:26 PM

another option McMackie and I talked about for use with Valkirie was to have an Import tab in the appropriate places and jsut import the xml from the other programs to be stored in the file and directly copied into the output when printed to xml, that way, the xsl for NSCRG would have to handle the xml output from various programs, or just ignore the stuff it didn't know... with both shop and valk, it might be the way to go...

McMackie? what do YOU think?

-Mike R...

Posted by: KeyMasterOfGozer Feb 13 2004, 09:45 PM

Now that I think about it, another possiblity would be for use to place an IFRAME in our XSL that could just call for an external file to fill the IFRAME. Then The Shop or Other external programs could just make their own page of output.

I don't know, that might get complicated.

BTW, glad to hear from you Mike R, I was starting to think I had joined this forum one week too late. biggrin.gif

I'm really looking forward to a critique of my changes to Michal K's Transform.

Posted by: Adam Feb 13 2004, 10:04 PM

Question: Are you guys working towards a Rigger 3 or a Rigger 3 Revised compatible modification for The Shop?

Posted by: KeyMasterOfGozer Feb 13 2004, 10:09 PM

QUOTE (Adam)
Question: Are you guys working towards a Rigger 3 or a Rigger 3 Revised compatible modification for The Shop?

I believe that is finished, and if you look back at this tread, you can see where it is temporarily stored. THe one exception is that Grey is still working on the DAT files. I also must say that, I am only going by his word that we fixed all the differences, because I only changed what I was told, and I didn't know the Rigger2 rules thoroughly enough to know the differences.

Posted by: Grey Feb 13 2004, 10:44 PM

Rigger 3 Revised is what I'm using for referance.

Posted by: simonw2000 Feb 14 2004, 11:08 PM

I can betatest for you, no problem!

Posted by: Grey Feb 15 2004, 12:12 AM

It'll be about a week before I'll be ready for testing.

Posted by: moosegod Feb 15 2004, 07:01 PM

If you spin a copy my way, I can beta test a build.

Posted by: smilbandit Feb 16 2004, 05:21 AM

QUOTE (KeyMasterOfGozer)
Now that I think about it, another possiblity would be for use to place an IFRAME in our XSL that could just call for an external file to fill the IFRAME. Then The Shop or Other external programs could just make their own page of output.

I don't know, that might get complicated.

BTW, glad to hear from you Mike R, I was starting to think I had joined this forum one week too late. biggrin.gif

I'm really looking forward to a critique of my changes to Michal K's Transform.

The best bet would be to use namespaces, so shop, nscrg and valk could be combined into one document and processed correctly. Then <body> for shop would mean something different then <body> for nscrg.

couple references
http://www.sitepoint.com/article/932/2
http://www.xml.com/pub/a/2001/04/04/trxml/

Posted by: KeyMasterOfGozer Feb 16 2004, 06:40 AM

So, what you are saying is that The Shop could just give a namespace to all of the tags in it's output, for instance...

CODE
<shop:vehicleList>
  <shop:vehicle/>
</shop:vehicleList>

Then we could concatenate each of the XML files together, and then the XSL could just call to whichever namespace it needed at the time?

That's a great idea. I bet there's no way we could talk mcmackie into changing his stuff, but If I read correctly, we should be ok with the one set not having a tag, but all the other tools would have to have one.

I guess it would be pretty easy to write a script to add a NS to all the tags produced by NSRCG. Now it'll just be a pain in the @$$ step to concat all those files.

Good idea smilbandit. I still have a lot to learn about XML/XSLT, I'm just a dabbler.

Posted by: Grey Feb 19 2004, 12:23 AM

I never realized the difference between adding a few items to the GEAR.DAT for McMackie and redoing all the enteries for Rigger3. This is going to take more than a week, I tell ya that for sure. If someone wants to start taking on the Modifications while I do Chassis and PowerPlants, that would rule.

Posted by: Grey Feb 19 2004, 12:25 AM

Can anyone tell me what I did wrong if I get a error "Invalid procedure call or argument".

Posted by: Dakhran the Dark Feb 19 2004, 12:38 AM

You should be able to encapsulate output from each program within a tag and explicitly declare the namespace like so:

CODE
<theShop xmlns="http://dumpshock.com/shop">
 <vehicleList>
   <vehicle/>
 </vehicleList>
</theShop>


Basically, this forces the <theShop> tag and all children/descendants to use the namespace for The Shop, without needing to use prefixes.

Posted by: Fahr Feb 19 2004, 03:12 PM

I could probably help with some of those .dat files, assign me one.

-Mike R.

Posted by: Grey Feb 19 2004, 04:37 PM

There is only one, but it has three major sections. I need someone to go through the Modifications sections and update how many build points a mod costs. There are also a few new mods in Rigger3 that weren't in Rigger2 that need to be added in.

Posted by: Fahr Feb 19 2004, 04:54 PM

Ok... I'll start on it tonight.

-Mike R

Posted by: Grey Feb 25 2004, 05:56 PM

Man, life has been no picnic for me lately. Work has been hell and home ain't that much better. Is there anyone out there that wants to take it on themselves to update the DAT file to get this project finished?

Posted by: Fahr Feb 25 2004, 06:01 PM

buying house... too busy to work much on this... but it will get done eventually...

-Mike R.

Posted by: Grey Feb 25 2004, 06:06 PM

Yeah, seems like whenever things start to happen with projects, real life kicks in and puts on the break.

Posted by: KeyMasterOfGozer Feb 25 2004, 07:01 PM

If you guys post up what you've got done so far, I'll pick at it as fast as I can. If you don't have anywhere to post it, let me know and I'll give you a spot to FTP the files you've updated and I'll arrange a spot to put them so others can help too.
-MikeG
bombadil<at>oldforest.net

Posted by: Grey Feb 25 2004, 07:11 PM

All I got done where the Bikes and Cars. I'll just post them here for ya.

CODE

# Bikes
1,17,"All-terrain Vehicle",4,4,2,0,2,15,0,-1,0,"1b+1b","o",0,"N","",595,0.4
1,17,"Chopper",4,6,2,0,2,6,0,-1,0,"1b+1b","o",0,"N","",108,0.3
1,17,"Off-Road",3,6,2,0,1,8,0,-1,0,"1b","o",0,"N","",338,0.25
1,17,"Racing Cycle",3,6,2,0,1,2,0,-1,0,"ab","o",0,"N","",180,0.3
1,17,"Scooter",3,6,2,0,0,1,0,-1,0,"1b","o",0,"N","",50,0.4

# Cars
1,33,"APC, tracked",5,5,7,6,18,98,0,-1,0,"1b","1h+1H+1r",0,"N","",800,1
1,33,"APC, wheeled",4,6,7,6,18,98,0,-1,0,"1b","1h+1H+1r",0,"N","",750,1
1,33,"Caterpillar, Heavy",5,5,10,0,6,250,0,-1,0,"1","-",0,"N","",750,1
1,33,"Caterpillar, Light",4,4,5,0,3,18,0,-1,0,"1","-",0,"N","",300,1
1,33,"Caterpillar, Medium",4,4,8,0,6,30,0,-1,0,"1","-",0,"N","",500,1
1,33,"Caterpillar, Miniature",4,4,3,0,2,10,0,-1,0,"1","-",0,"N","",150,1
1,33,"Industrial Mover, Heavy",3,8,6,0,48,250,0,-1,0,"1","-",0,"N","",75,1
1,33,"Industrial Mover, Light",3,8,2,0,6,42,0,-1,0,"1","-",0,"N","",40,1
1,33,"Industrial Mover, Medium",3,8,4,0,18,52,0,-1,0,"1","-",0,"N","",55,1
1,1,"Limousine",4,8,4,0,6,250,2,-1,0,"2b+2b+2B","2+2+1t",0,"N","",625,1
1,1,"RV",4,4,4,0,48,250,0,-1,0,"2b","2+1",0,"N","+162 CF People Space, 2 Living Amenities (Basic)",80,1
1,1,"Sand Buggy",4,4,3,0,4,15,0,-1,0,"2b + 2b","o",0,"N","",40,1
1,1,"Sedan",4,8,3,0,6,30,0,-1,0,"2b + 2b","2+1t",0,"N","",50,1
1,1,"Sports Car",4,8,3,0,3,18,0,-1,0,"2","2d+1t",0,"N","",125,1
1,1,"SUV",4,6,4,0,18,54,0,-1,0,"2","2d+1t",0,"N","",70,1
1,1,"Commuter/Subcomp.",4,8,3,0,1,16,0,-1,0,"1b","1",0,"N","",30,1
1,33,"Tractor",5,12,5,0,6,52,2,-1,0,"2b","2",0,"N","",160,1
1,33,"Medium Transport",5,12,5,0,80,400,0,-1,0,"2b","2+1T",0,"N","",160,1
1,33,"Heavy Transport",5,12,6,0,120,800,0,-1,0,"2b","2+1T",0,"N","",280,1
1,1,"Van",4,10,4,0,48,250,0,-1,0,"2b","2+1d+1g",0,"N","",60,1


Only problem is that somewhere in there is an error, but for the life of me I couldn't find it.

Posted by: Jetmaster Feb 26 2004, 04:17 AM

I'll take a looksee after my exam on friday, see what I can do over my break. Classes = teh hell.

Posted by: Grey Mar 7 2004, 08:24 PM

Has anyone been able to take over fixing the DATs?

Posted by: Johnny the Bull Mar 7 2004, 11:28 PM

On Friday I will hopefully go into the city and buy R3 Revised. If someone can send me the format for the .dat files and what needs to be done, I'll get to work on it.

Posted by: mcmackie Mar 8 2004, 06:25 PM

QUOTE (Fahr)
another option McMackie and I talked about for use with Valkirie was to have an Import tab in the appropriate places and jsut import the xml from the other programs to be stored in the file and directly copied into the output when printed to xml, that way, the xsl for NSCRG would have to handle the xml output from various programs, or just ignore the stuff it didn't know... with both shop and valk, it might be the way to go...

McMackie? what do YOU think?

-Mike R...

Sure, having NSRCG import makes a certain amount of sense... for example, you create a vehicle but now you need to BUY it with cred. Something has to track costs.... The only question is: Is this a two way function? If I add a weapon to your vehicle, do I have to export it back? Are you going to track weapons, smartlinks, etc? Other controls: What's to keep somebody from building a basic vehicle, importing (buying it), then moding the original file (say adding a rail gun), then reimporting it? Are the costs the same?
It's a bit advanced to discuss these items but keep them in mind for your design.
Note: this applies to the Valkerie program as well.

Posted by: mcmackie Mar 8 2004, 06:31 PM

QUOTE (KeyMasterOfGozer)
That's a great idea. I bet there's no way we could talk mcmackie into changing his stuff, but If I read correctly, we should be ok with the one set not having a tag, but all the other tools would have to have one.

Whatever made you say that? I've always been responsive to requests OTHER than proposed changes that DON'T follow canon. I've added support for BeCKS, incorporated numerous changes and suggestions, and replied to hundreds of emails. Have you asked me or simply dismissed the possiblity out of hand?
Side note: While there have been many proposals for SR3 XML (see Wordman excellent submission) and Cyberdeck XML schema, I was the first to actually create an XML document for a SR3 character.... opening up many of these discussions you see here in the Community Projects area.

Posted by: KeyMasterOfGozer Mar 8 2004, 06:59 PM

QUOTE (mcmackie)
Whatever made you say that? I've always been responsive to requests OTHER than proposed changes that DON'T follow canon. I've added support for BeCKS, incorporated numerous changes and suggestions, and replied to hundreds of emails. Have you asked me or simply dismissed the possiblity out of hand?

Sorry, I guess I was projecting my own feelings on that. The NSRCG XML is so big and complex that I know I wouldn't want to pick through all of it to make all the tags different. I didn't mean to imply that you would be a jerk about it. smile.gif
My fault for bad wording. My appologies.

Posted by: KeyMasterOfGozer Mar 8 2004, 07:13 PM

QUOTE (mcmackie)
QUOTE (Fahr @ Feb 13 2004, 02:26 PM)
another option McMackie and I talked about for use with Valkirie was to have an Import tab in the appropriate places and jsut import the xml from the other programs to be stored in the file and directly copied into the output when printed to xml, that way, the xsl for NSCRG would have to handle the xml output from various programs, or just ignore the stuff it didn't know... with both shop and valk, it might be the way to go...

McMackie? what do YOU think?

-Mike R...

Sure, having NSRCG import makes a certain amount of sense... for example, you create a vehicle but now you need to BUY it with cred. Something has to track costs.... The only question is: Is this a two way function? If I add a weapon to your vehicle, do I have to export it back? Are you going to track weapons, smartlinks, etc? Other controls: What's to keep somebody from building a basic vehicle, importing (buying it), then moding the original file (say adding a rail gun), then reimporting it? Are the costs the same?
It's a bit advanced to discuss these items but keep them in mind for your design.
Note: this applies to the Valkerie program as well.

I like this as well. Another xml import type thing, besides vehicles, decks and guns that I've thought about is for the biography. The RTF editor for it works great, but on some characters I've found the need for some tables and other goodies. It would be extra nice if one could put direct HTML into that CDATA where the biography is, or optionally, one could just insert a different biography schema, like you would for one of these other programs.

Hmm, maybe that could solve our problems with having the other programs exporting to a particular schema. Each Program could have their own schema, and when NSRCG imported it, you would name the place where it goes... SR3Chars/SR3Char/import/????? where ????? could be whatever the user typed in for the import, like "vehicles". Then all that NSRCG has to do is make the <import><vehicles> dump in the other XML file, then </vehicles></import>

Then we could just use those for our XSL files.

I don't know, I was just brain storming.

Posted by: mcmackie Mar 8 2004, 07:38 PM

QUOTE (KeyMasterOfGozer @ Mar 8 2004, 11:59 AM)
Sorry, I guess I was projecting my own feelings on that.  The NSRCG XML is so big and complex that I know I wouldn't want to pick through all of it to make all the tags different.  I didn't mean to imply that you would be a jerk about it.  smile.gif 
My fault for bad wording.  My appologies.

No problem... I guess it was a prior criticism that you got the crossfire from...
I have no real problem changing the XML schema if it makes sense. There are, after all, just tags.
Remember that if you change the schema, all of the XSL(s) will break. You'll have to redesign them as well... hence a good reason to get the format right the first time.

Side note: 3.64 (as asked for by Mike R) will include the vehicle XML output as well. that's things like signature, weight, cost, accel, etc...

Posted by: Mutie Apr 8 2004, 02:42 PM

Any further word on this project ?

Posted by: Grey Apr 8 2004, 06:52 PM

Unfortunately no. The source code was updated, but the ball got dropped on updating the DAT file.

I tried to get it going, but I just don't have a head for such things, so someone else will have to take care of it.

Posted by: Grey Apr 19 2004, 09:57 PM

BUMP!

Is there anyone out there willing to update the DAT for us? I simply don't have the time, but its the last thing that needs to be done for the app to be completely Rigger 3 compatable.

Posted by: Johnny the Bull Apr 20 2004, 10:02 AM

I will update it if given the format

I can't program for shite but I can do up an NSRCG dat file in a day.

Posted by: Grey Apr 20 2004, 04:30 PM

If you download the Rigger 2 version, you'll find the format in there. Browse through the rest of this thread to get more info on it.

Posted by: Johnny the Bull Apr 21 2004, 11:12 AM

Okay people, I am well on the way through updating the .Dat files. I don't have R3 Revised but I do have R3 so I am doing it in that format in the meantime and when I buy R3R I'll do a version of the dats for that one.

Posted by: Johnny the Bull Apr 21 2004, 11:35 AM

The format for the dats has had to be changed (might as well be me) to incorporate changes made between R2 and R3, namely adding sonar.
I have basicially slotted it as an int between sensor and seating. The format for the chassis in the dats is now:

chassType,Subchasstype,"Name",handling,offroad,body,armor,CF,CFMAX,Autonav,Pilot,Sensor,Sonar,"seating","Entry",setuptime,"TOL","Other",cost,markup

Posted by: Johnny the Bull Apr 21 2004, 01:12 PM

There is a problem with ships or any other vehicle requiring Hull/Bullwark instead of body/armor. Because these values are integers, there is no way I can distinguish body/armor from hull/bullwark in the dat file itself. Either a ships.dat will have to be created (this is likely the same for subs which have a totally different chassis requirements) or someone will have to figure a way to flag body/armor as hull/bullwark as appropriate within the program itself.

Posted by: KeyMasterOfGozer Apr 21 2004, 03:16 PM

I don't remember the code exactly, so I could be wrong, but I think you will crash the program if you add additional fields to the DAT file, if they are not at the end. There would certainly not be a place in the program for tracking or displaying that extra column anyway.

I don't have VB6 setup at this location, so I can't fix the code to work with that extra column. Maybe someone else can take care of it? maybe it's best to just not add the column right now?

Posted by: Johnny the Bull Apr 21 2004, 03:17 PM

Okay, here are the Chassis' updates to R3 Compliance:

CODE
## Chassis Types ##
# Format:
# Name  string - name of chassis
# Handling int  - onroad handling
# OffRoad int  - offroad handling
# Body  int
# Armour int
# CF  int
# CFMax  int
# Autonav int
# Pilot  int
# Sensor int
# Sonar  int
#StartDepth int
#MaxDepth int
# Seating string
# Entry  string
# SetupTime int
# TOL  string
# Other  string
# Cost  int
# Markup int
# Sample Chassis format  1,,"",,,,,,,,,,,,,"","",,"","",,

# Chassis types:
# Use descriptor int for vehicle type (makes filtering easier)
# 1 = ground
# 2 = water
# 4 = hover
# 8 = air
# 16 = bike
# 32 = transport
# 64 = helicopter (rotor)
# 128 = vector thrust

# Categories:
#Bikes, Cars, Drones, Fixed Wing Aircraft,
#Hovercraft, Rotor-Craft, Ships, Special Vehicles,
#Submarines, Vectored-Thrust Aircraft.

# Bikes
1,17,"All-terrain Vehicle",4,4,2,0,2,15,0,-1,0,-1,-1,-1,"2m","-",0,"N","",595,0.4
1,17,"Chopper",4,6,2,0,2,9,0,-1,0,-1,-1,-1,"2m","-",0,"N","",108,0.3
1,17,"Off-Road",4,4,2,0,1,9,0,-1,0,-1,-1,-1,"1m","-",0,"N","",338,0.25
1,17,"Racing Cycle",3,6,2,0,1,2,0,-1,0,-1,-1,-1,"1m","-",0,"N","",180,0.3
1,17,"Scooter",3,6,2,0,0,2,0,-1,0,-1,-1,"1m","-",0,"N","",50,0.25

# Boats
1,2,"Skiff",3,3,3,0,6,25,0,-1,0,-1,-1,-1,"2","-",0,"N","",50,1.25
1,2,"Water Scooter",3,3,2,0,0,7,0,-1,0,-1,-1,-1,"1","-",0,"N","",36,0.5
1,2,"Speedboat",4,4,3,0,0,30,0,-1,0,-1,-1,-1,"1","1d",0,"N","",50,1.25
1,2,"Sport Cruiser",4,4,5,0,48,240,0,-1,1,-1,-1,-1,"2","-",0,"N","",84,1.25
1,2,"Yacht",5,5,8,0,240,1500,0,-1,1,-1,-1,-1,"2","1d",0,"N","+210 CF People Space, 10 High Amenities",160,1.25

# Cars
1,33,"APC, Tracked",5,5,7,6,18,96,0,-1,0,-1,-1,-1,"1","1d+1h+1x",0,"N","",800,1
1,33,"APC, Wheeled",4,6,6,6,18,96,0,-1,0,-0,-1,-1,"1b","1d+1h+1x",0,"N","",750,1
1,1,"Caterpillar, Heavy",5,5,10,0,6,250,0,-1,0,-1,-1,-1,"1","-",0,"N","",750,1
1,1,"Caterpillar, Light",4,4,5,0,3,18,0,-1,0,-1,-1,-1,"1","-",0,"N","",300,1
1,1,"Caterpillar, Medium",4,4,8,0,6,30,0,-1,0,-1,-1,-1,"1","-",0,"N","",500,1
1,1,"Caterpillar, Minature",4,4,3,0,2,10,0,-1,0,-1,-1,-1,"-","-",0,"N","",150,0.5
1,33,"Industrial Mover, Heavy",3,8,6,0,48,250,0,-1,0,-1,-1,-1,"-","-",0,"N","",75,0.8
1,33,"Industrial Mover, Light",3,8,2,0,6,42,0,-1,0,-1,-1,-1,"-","-",0,"N","",40,0.25
1,33,"Industrial Mover, Medium",3,8,4,0,18,52,0,-1,0,-1,-1,-1,"-","-",0,"N","",55,0.4
1,1,"Limousine",4,8,4,0,6,250,0,-1,0,-1,-1,-1,"4+2b","4d+1t",0,"N","",625,1
1,1,"RV",4,4,4,0,48,250,0,-1,0,-1,-1,-1,"2","2d+1t",0,"N","162 CF People Space, 2 Basic Amenities",80,1
1,1,"Sand Buggy",4,4,2,0,4,35,0,-1,0,-1,-1,-1,"1b","-",0,"N","",40,0.4
1,1,"Sedan",4,8,3,0,6,30,0,-1,0,-1,-1,-1,"4","2d+1t",0,"N","",50,1
1,1,"Sports Car",4,8,3,0,3,18,0,-1,0,-1,-1,-1,"2","2d+1t",0,"N","",125,1
1,1,"SUV",4,6,4,0,18,54,0,-1,0,-1,-1,-1,"2","2d+1t",0,"N","",70,1
1,1,"Subcompact",4,8,3,0,1,16,0,-1,0,-1,-1,-1,"1","1d",0,"N","",30,1
1,33,"Tractor",5,12,5,0,6,52,2,-1,0,-1,-1,-1,"2","2d",0,"N","",160,1
1,33,"Transport, Medium",5,12,5,0,80,400,0,-1,0,-1,-1,-1,"2","2d+1x",0,"N","",160,1
1,33,"transport, Heavy",5,12,6,0,120,800,0,-1,0,-1,-1,-1,"2","2d+1x",0,"N","",280,1
1,1,"Van",4,10,4,0,48,250,0,-1,0,-1,-1,-1,"2","2d+1s+1g",0,"N","",60,1

#Drones
1,1,"Anthroform, Large",4,4,3,0,1,10,-1,1,1,-1,-1,-1,"-","-",0,"N","Mechanical Arms (2, STR 9), Remote Control Interface, Rigger Adaption",900,0.4
1,1,"Anthroform, Medium",3,3,2,0,0,1.6,-1,1,1,-1,-1,-1,"-","-",0,"N","Mechanical Arms (2, STR 6), Remote Control Interface, Rigger Adaption",400,0.4
1,1,"Crawler, Medium Tracked",4,4,2,0,2,12,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",120,0.25
1,1,"Crawler, Medium Wheeled",4,6,2,0,2,12,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",120,0.25
1,1,"Crawler, Micro",4,4,0,0,0,0.6,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",200,0.25
1,1,"Crawler, Small Tracked & Wheeled",4,4,1,0,0,6,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",35,0.25
1,8,"Fixed Wing UAV, Large",4,4,3,0,2,25,-1,1,2,-1,-1,-1,"-","-",10,"Standard","Remote Control Interface, Rigger Adaption",2210,0.25
1,8,"Fixed Wing UAV, Medium",4,4,2,0,1,12,-1,1,1,-1,-1,-1,"-","-",5,"Standard","Remote Control Interface, Rigger Adaption",1200,0.25
1,8,"Fixed Wing UAV, Small",3,3,1,0,0,1,-1,1,1,-1,-1,-1,"-","-",3,"Standard","Remote Control Interface, Rigger Adaption",600,0.25
1,4,"Hovercraft (Skimmer), Medium",3,3,2,0,1,10,-1,1,1,-1,-1,-1,"-","-",0,"Standard","Remote Control Interface, Rigger Adaption",150,1
1,4,"Hovercraft (Skimmer), Small",3,3,1,0,0,5,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",50,1
1,8,"Mini-blimp",4,4,2,0,1,8,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",45,0.5
1,72,"Rotary UAV, Medium",4,4,2,0,1,12,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",240,0.25
1,72,"Rotary UAV, Micro",4,4,0,0,0,0,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",90,0.25
1,72,"Rotary UAV, Small",4,4,1,0,0,1,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",110,0.25
1,2,"Sea Sled, Large",3,3,3,0,0,15,-1,1,1,1,1000,64000,"2m","-",0,"N","Remote Control Interface, Rigger Adaption",40,1.5
1,2,"Sea Sled, Medium",3,3,2,0,0,6,-1,1,1,1,500,3200,"2m","-",0,"N","Remote Control Interface, Rigger Adaption",25,1.25
1,2,"Sea Sled, Small",2,2,1,0,0,2,-1,1,1,1,150,1600,"1m","-",0,"N","Remote Control Interface, Rigger Adaption",10,1
1,72,"Tilt Wing UAV, Large",4,4,3,0,2,25,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",2210,0.25
1,72,"Tilt Wing UAV, Medium",4,4,2,0,1,12,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",1460,0.25
1,136,"Vectored Thrust UAV Large",4,4,3,0,2,25,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",160,0.6
1,136,"Vectored Thrust UAV Medium",4,4,2,0,1,20,-1,1,1,-1,-1,-1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",70,0.6
1,1,"Walker, Extra-Large",4,4,4,0,8,36,-1,1,0,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",900,1
1,1,"Walker, Large",4,4,3,0,4,16,-1,1,0,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",425,1
1,1,"Walker, Medium",4,4,2,0,1,10,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",240,0.25
1,1,"Walker, Micro",4,4,0,0,0,0.4,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",215,0.25
1,1,"Walker, Small",4,4,1,0,0,4,-1,1,1,-1,-1,-1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",165,0.25

#Fixed-Wing Aircraft
1,8,"Airliner",6,6,9,0,500,7500,3,-1,1,-1,-1,-1,"2","5d",0,"Standard","",2000,2.5
1,8,"HSCT",6,6,10,0,360,800,4,-1,3,-1,-1,-1,"124","6d+1s",0,"Standard","6 Partial Basic Amenities",20000.2.5
1,8,"Jet Fighter",6,6,7,0,6,64,3,-1,5,-1,-1,-1,"1e","1c",0,"Standard","Enviroseal (gas)",2000,2,5
1,8,"Single Engine",5,5,4,0,21,63,1,-1,1,-1,-1,-1,"2","2d",0,"Standard","",75,2.5
1,8,"Twin Engine",5,5,6,0,48,600,1,-1,1,-1,-1,-1,"2","2d",0,"Standard","",125,2.5
1,8,"Ultralight",4,4,2,0,0,8,0,-1,0,-1,-1,-1,"1","-",0,"Standard","",20,0.6

#Hovercraft
1,4,"Hovercraft, Heavy",5,5,5,0,100,480,0,-1,0,-1,-1,-1,"2","2d+1x",0,"N","",350,2
1,4,"Hovercraft, Light",3,3,3,0,6,24,0,-1,0,-1,-1,-1,"2","2d+1t",0,"N","",50,2
1,4,"Hovercraft, Medium",4,4,4,0,60,240,0,-1,0,-1,-1,-1,"2","2d+1x",0,"N","",75,2

#Rotorcraft
1,72,"Attack Helicopter",5,5,5,0,4,64,2,-1,3,-1,-1,-1,"1","1d",0,"VTOL","",1000,2.5
1,72,"Autogyro",4,4,3,0,0,8,0,-1,0,-1,-1,-1,"1","-",0,"VTOL","",200,0.6
1,72,"Cargo Helicopter",5,5,7,0,80,600,1,-1,1,-1,-1,-1,"2","2d+1r",0,"VTOL","",1000,2.5
1,72,"Utility Helicopter",5,5,4,0,50,75,1,-1,1,-1,-1,-1,"2","2d+1s",0,"VTOL","",500,2.5
1,72,"Fixed Wing, Heavy",6,6,7,0,72,640,1,-1,1,-1,-1,-1,"2","2d+1s",0,"VTOL","",1200,2.5
1,72,"Fixed Wing, Medium",6,6,5,0,48,96,1,-1,1,-1,-1,-1,"2","2d",0,"VTOL","",600,2.5

#Ships
1,2,"Aircraft Carrier, Heavy",5,5,9,6,25000000,3000000,3,-1,7,0,-1,-1,"-","4L+6s+6d",0,"N","+593250 CF People Space, Flight Deck (325 Metres, angled,

w/catapult & arrestor cable), 4600 Basic Amenities,400 Improved Amentities",3000000,7
1,2,"Aircraft Carrier, Light",5,5,6,4,800000,1250000,3,-1,6,0,-1,-1,"-","1L+4s+4d",0,"N","+242500 CF People Space, Flight Deck (100 Metres) 1900 Basic

Amenitites, 100 Improved Amenities",500000,5
1,2,"Aircraft Carrier, Medium",5,5,7,6,1000000,1750000,3,-1,7,0,-1,-1,"-","2L+6s+6d",0,"N","+359250 CF People Space, Flight Deck (150m, Angled), 2800 Basic

Amenities, 200 Improved Amenities",1500000,6
1,2,"Corvette",3,3,3,0,375,1000,3,-1,3,4,-1,-1,"-","10d",0,"N","+3600 CF People Space, 35 Basic Amenities",50000,1.5
1,2,"Cruiser",4,4,6,4,2000,20000,3,-1,4,3,-1,-1,"-","12d",0,"N","+47250 CF People Space, 500 Basic Amenities",500000,6
1,2,"Destroyer",4,4,5,4,1700,11000,3,-1,4,3,-1,-1,"-","12d",0,"N","+36000 CF People SPace, 300 Basic Amenities",200000,6
1,2,"Freighter",5,5,10,0,750000,10000000,3,-1,1,1,-1,-1,"-","16d",0,"N","+3000 CF People Space, 25 basic Amenities",1200000,1.5
1,2,"Frigate",4,4,4,3,1700,10200,3,-1,4,4,-1,-1,"-","12d",0,"N","+29250 CF People Space, 300 Basic Amenities",100000,5
1,2,"Harbor Tug",3,3,1,0,200,500,2,-1,0,0,-1,-1,"6","2d+1h",0,"N","",2500,1.5
1,2,"Merchantman, Heavy",5,5,7,0,250000,625000,3,-1,1,1,-1,-1,"-","4d+2h",0,"N","+3000 CF People Space, 25 Basic Amenities",300000,2
1,2,"Merchantman, Light",4,4,3,0,2400,32000,2,-1,1,0,-1,-1,"-","4d",0,"N","+2400 CF People Space, 15 Basic Amenities",30000,1.5
1,2,"Merchantman, Medium",4,4,5,0,36000,108000,3,-1,1,0,-1,-1,"-","4d",0,"N","+2700 CF People Space, 20 Basic Amenities",80000,2
1,2,"Patrol Craft",3,3,2,0,125,500,2,-1,3,3,-1,-1,"-","4d",0,"N","+2700 CF People Space, 20 Basic Amenities",20000,1.5
1,2,"Trawler",4,4,2,0,400,1000,2,-1,0,0,-1,-1,"15","4d",0,"N","",10000,1.5

#Special Vehicles
1,2,"Barge",-1,-1,3,0,2000,4000,-1,-1,0,0,-1,-1,"-","Open or 1d",0,"N","Load 1,000,000 KG, max 10,000,000 KG",1000,1
1,1,"Locomotive, Bulk",5,5,10,0,4,200,0,-1,0,-1,-1,-1,"1","2d",0,"N","",3600,1
1,1,"Locomotive, Bullet",5,5,9,0,4,200,2,-1,1,-1,-1,-1,"2","2d",0,"N","Gridlink (Electric Locomotives Only)",4000,1
1,1,"Locomotive, Express",4,4,6,0,4,200,0,-1,0,-1,-1,-1,"1","2d",0,"N","Gridlink (Electric Locomotives Only)",2500,1
1,1,"Locomotive, Non-Rail",3,6,8,0,10,80,4,-1,0,-1,-1,-1,"1","2d",0,"N","",1500,1.5
1,1,"Locomotive, Street Car",4,4,6,0,160,240,0,-1,0,-1,-1,-1,"1+10b","2d",0,"N","All CF must be used for People Space",1500,1
1,1,"Locomotive, Switcher",4,4,8,0,10,80,0,-1,0,-1,-1,-1,"1","2d",0,"N","",1500,1
1,1,"Rail Car, Frieght",-1,-1,8,0,800,2000,-1,-1,0,-1,-1,-1,"-","1g",0,"N","Load 80000kg (max 120000kg), Sig = 10-Body",600,1
1,1,"Rail Car, Long Passenger",-1,-1,8,0,960,1200,-1,-1,0,-1,-1,-1,"-","4d",0,"N","Load 24000kg (max 30000kg), Sig = 10-Body",500,1
1,1,"Rail Car, Short Passenger",-1,-1,6,0,480,800,-1,-1,0,-1,-1,-1,"-","4d",0,"N","Load 120000kg (max 20000kg), Sig = 10-Body",400,1
1,8,"Semiballistic",6,6,2,1,250,500,4,4,0,-1,-1,-1,"126","6d+1s,",0,"Special","Rigger Adaption, 8 Partial Basic Amenities",500000,1
1,8,"Suborbital",6,6,1,2,300,7500,4,4,0,-1,-1,-1,"126","6d+1s",0,"Standard","Rigger Adaption, 8 Partial Basic Amenities",100000,2
1,1,"Trailer, 20 Foot",-1,-1,5,0,400,600,-1,-1,0,-1,-1,-1,"-","1d or Open",0,"N","Load 2000kg (max 6000kg), Sig = 10-Body",100,1
1,1,"Trailer, 40 Foot",-1,-1,6,0,800,1000,-1,-1,0,-1,-1,-1,"-","1d or Open",0,"N","Load 6000kg (max 10000kg), Sig = 10-Body",150,1
1,1,"Trailer, 53 Foot",-1,-1,7,0,1200,1600,-1,-1,0,-1,-1,-1,"-","1d or Open",0,"N","Load 10000kg (max 25000kg), Sig = 10-Body",160,1
1,1,"Trailer, Heavy Axle",-1,-1,3,0,12,400,-1,-1,0,-1,-1,-1,"-","1d or Open",0,"N","Load 800kg (max 1600kg), Sig = 10-Body",75,0.75
1,1,"Trailer, Light Axle",-1,-1,2,0,4,320,-1,-1,0,-1,-1,-1,"-","1d or Open",0,"N","Load 150kg (max 400kg), Sig = 10-Body",60,0.25
1,8,"Zeppelin",5,5,8,0,48,150,1,-1,1,-1,-1,-1,"2","2d",0,"VSTOL","",1200,1

#Submarines
1,,"",4,4,5,6,600,7500,3,-1,5,6,400,800,"-","2h",0,"N","EnviroSeal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4),

+11700 CF People Space, 105 Basic Amenities",250000,6
1,,"",4,4,5,6,48,120,3,-1,5,6,8500,12000,"10","1h",0,"N","EnviroSeal (water & engine), Oxygen Generator",75000,2
1,,"",5,5,6,6,7500,15000,3,-1,6,7,400,1000,"-","2h",0,"N","EviroSeal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4),

+11700 CF People Space, 105 Basic Amenities",640000,2
1,,"",5,5,7,3,200000,320000,3,-1,0,1,1500,3600,"-","3h",0,"N","Enviroseal (water & engine), Oxygen Generator, +2940 CF People Space, 16 Basic

Amenities",150000,2
1,,"",3,3,3,1,6400,16000,3,-1,0,1,150,1600,"-","2h",0,"N","Enviroseal (water & engine), Oxygen Generator, +2460 CF People Space, 16 Basic Amenities",15000,2
1,,"",4,4,5,1,40000,100000,3,-1,0,1,1000,2400,"-","2h",0,"N","Envroseal (water & engine), Oxygen Generator, +2700 CF People Space, 16 Basic

Amenities",50000,2
1,,"",4,4,9,4,5,300,3,-1,1,1,500,3500,"3","1h",0,"N","Envroseal (water & engine), Life Support (20 man hours)",1280,2
1,,"",3,3,4,0,0,25,1,-1,0,0,50,300,"1","1h",0,"N","Envroseal (water & engine), Life Support (10 man hours)",65,2
1,,"",4,4,6,2,3,200,2,-1,1,1,150,1000,"2","1h",0,"N","Envroseal (water & engine), Life Support (10 man hours)",420,2
1,,"",3,3,4,6,400,5000,3,-1,2,4,300,600,"-","2h",0,"N","Envroseal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4), +660 CF People Space, 85 Basic Amenities",72000,2

#Vectored-Thrust Aircraft
1,8,"Thunderbird",3,3,6,0,16,96,2,-1,3,-1,"2e","1h+1s+1r",0,"VSTOL","Enviroseal (Gas)",3200,2.5
1,8,"Jump Jet Fighter",5,5,7,0,6,64,3,-1,5,-1,"1e","1c",0,"VTOL","Enviroseal (gas)",24000,2.5


I will do the Powerplants as soon as you guys have a look and see if I am on the right track.

Posted by: KeyMasterOfGozer Apr 21 2004, 09:41 PM

The best way to tell if you are doing it right, is to use the newest executable with that file and see if it seems to work. The Only difference(between R2 and R3) should be the Mark-up Factor, and whatever new entries you may have added. ( at least that is the only change I made to the Program).

Update:
I tried it out with the program, and as I suspected, the addition of the Sonar field in the middle of the record has thrown off all the rest of the fields.

I suggest to move that column to the end.

Posted by: Johnny the Bull Apr 21 2004, 11:42 PM

Okay, it looks as though I'll have to move the startdepth and maxdepth (used for subs) as well.

Posted by: Johnny the Bull Apr 22 2004, 12:22 AM

Fixed some errors in the chassis section and moved the sonar,stardepth and maxdepth fields to the end of each entry. Here it is:

CODE
## Chassis Types ##
# Format:
# Name  string - name of chassis
# Handling int  - onroad handling
# OffRoad int  - offroad handling
# Body  int
# Armour int
# CF  int
# CFMax  int
# Autonav int
# Pilot  int
# Sensor int
# Seating string
# Entry  string
# SetupTime int
# TOL  string
# Other  string
# Cost  int
# Markup int
# Sonar  int
#StartDepth int
#MaxDepth int
# Sample Chassis format  1,,"",,,,,,,,,,"","",,"","",,,,

# Chassis types:
# Use descriptor int for vehicle type (makes filtering easier)
# 1 = ground
# 2 = water
# 4 = hover
# 8 = air
# 16 = bike
# 32 = transport
# 64 = helicopter (rotor)
# 128 = vector thrust

# Categories:
#Bikes, Cars, Drones, Fixed Wing Aircraft,
#Hovercraft, Rotor-Craft, Ships, Special Vehicles,
#Submarines, Vectored-Thrust Aircraft.

# Bikes
1,17,"All-terrain Vehicle",4,4,2,0,2,15,0,-1,0,"2m","-",0,"N","",595,0.4,-1,-1,-1
1,17,"Chopper",4,6,2,0,2,9,0,-1,0,"2m","-",0,"N","",108,0.3,-1,-1,-1
1,17,"Off-Road",4,4,2,0,1,9,0,-1,0,"1m","-",0,"N","",338,0.25,-1,-1,-1
1,17,"Racing Cycle",3,6,2,0,1,2,0,-1,0,"1m","-",0,"N","",180,0.3,-1,-1,-1
1,17,"Scooter",3,6,2,0,0,2,0,-1,"1m","-",0,"N","",50,0.25,0,-1,-1

# Boats
1,2,"Skiff",3,3,3,0,6,25,0,-1,0,"2","-",0,"N","",50,1.25,-1,-1,-1
1,2,"Water Scooter",3,3,2,0,0,7,0,-1,0,"1","-",0,"N","",36,0.5,-1,-1,-1
1,2,"Speedboat",4,4,3,0,0,30,0,-1,0,"1","1d",0,"N","",50,1.25,-1,-1,-1
1,2,"Sport Cruiser",4,4,5,0,48,240,0,-1,1,"2","-",0,"N","",84,1.25,-1,-1,-1
1,2,"Yacht",5,5,8,0,240,1500,0,-1,1,"2","1d",0,"N","+210 CF People Space, 10 High Amenities",160,1.25,-1,-1,-1

# Cars
1,33,"APC, Tracked",5,5,7,6,18,96,0,-1,0,"1","1d+1h+1x",0,"N","",800,1,-1,-1,-1
1,33,"APC, Wheeled",4,6,6,6,18,96,0,-1,0,"1b","1d+1h+1x",0,"N","",750,1,-1,-1,-1
1,1,"Caterpillar, Heavy",5,5,10,0,6,250,0,-1,0,"1","-",0,"N","",750,1,-1,-1,-1
1,1,"Caterpillar, Light",4,4,5,0,3,18,0,-1,0,"1","-",0,"N","",300,1,-1,-1,-1
1,1,"Caterpillar, Medium",4,4,8,0,6,30,0,-1,0,"1","-",0,"N","",500,1,-1,-1,-1
1,1,"Caterpillar, Minature",4,4,3,0,2,10,0,-1,0,"-","-",0,"N","",150,0.5,-1,-1,-1
1,33,"Industrial Mover, Heavy",3,8,6,0,48,250,0,-1,0,"-","-",0,"N","",75,0.8,-1,-1,-1
1,33,"Industrial Mover, Light",3,8,2,0,6,42,0,-1,0,"-","-",0,"N","",40,0.25,-1,-1,-1
1,33,"Industrial Mover, Medium",3,8,4,0,18,52,0,-1,0,"-","-",0,"N","",55,0.4,-1,-1,-1
1,1,"Limousine",4,8,4,0,6,250,0,-1,0,"4+2b","4d+1t",0,"N","",625,1,-1,-1,-1
1,1,"RV",4,4,4,0,48,250,0,-1,0,"2","2d+1t",0,"N","162 CF People Space, 2 Basic Amenities",80,1,-1,-1,-1
1,1,"Sand Buggy",4,4,2,0,4,35,0,-1,0,"1b","-",0,"N","",40,0.4,-1,-1,-1
1,1,"Sedan",4,8,3,0,6,30,0,-1,0,"4","2d+1t",0,"N","",50,1,-1,-1,-1
1,1,"Sports Car",4,8,3,0,3,18,0,-1,0,"2","2d+1t",0,"N","",125,1,-1,-1,-1
1,1,"SUV",4,6,4,0,18,54,0,-1,0,"2","2d+1t",0,"N","",70,1,-1,-1,-1
1,1,"Subcompact",4,8,3,0,1,16,0,-1,0,"1","1d",0,"N","",30,1,-1,-1,-1
1,33,"Tractor",5,12,5,0,6,52,2,-1,0,"2","2d",0,"N","",160,1,-1,-1,-1
1,33,"Transport, Medium",5,12,5,0,80,400,0,-1,0,"2","2d+1x",0,"N","",160,1,-1,-1,-1
1,33,"transport, Heavy",5,12,6,0,120,800,0,-1,0,"2","2d+1x",0,"N","",280,1,-1,-1,-1
1,1,"Van",4,10,4,0,48,250,0,-1,0,"2","2d+1s+1g",0,"N","",60,1,-1,-1,-1

#Drones
1,1,"Anthroform, Large",4,4,3,0,1,10,-1,1,1,"-","-",0,"N","Mechanical Arms (2, STR 9), Remote Control Interface, Rigger Adaption",900,0.4,-1,-1,-1
1,1,"Anthroform, Medium",3,3,2,0,0,1.6,-1,1,1,"-","-",0,"N","Mechanical Arms (2, STR 6), Remote Control Interface, Rigger Adaption",400,0.4,-1,-1,-1
1,1,"Crawler, Medium Tracked",4,4,2,0,2,12,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",120,0.25,-1,-1,-1
1,1,"Crawler, Medium Wheeled",4,6,2,0,2,12,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",120,0.25,-1,-1,-1
1,1,"Crawler, Micro",4,4,0,0,0,0.6,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",200,0.25,-1,-1,-1
1,1,"Crawler, Small Tracked & Wheeled",4,4,1,0,0,6,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",35,0.25,-1,-1,-1
1,8,"Fixed Wing UAV, Large",4,4,3,0,2,25,-1,1,2,"-","-",10,"Standard","Remote Control Interface, Rigger Adaption",2210,0.25,-1,-1,-1
1,8,"Fixed Wing UAV, Medium",4,4,2,0,1,12,-1,1,1,"-","-",5,"Standard","Remote Control Interface, Rigger Adaption",1200,0.25,-1,-1,-1
1,8,"Fixed Wing UAV, Small",3,3,1,0,0,1,-1,1,1,"-","-",3,"Standard","Remote Control Interface, Rigger Adaption",600,0.25,-1,-1,-1
1,4,"Hovercraft (Skimmer), Medium",3,3,2,0,1,10,-1,1,1,"-","-",0,"Standard","Remote Control Interface, Rigger Adaption",150,1,-1,-1,-1
1,4,"Hovercraft (Skimmer), Small",3,3,1,0,0,5,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",50,1,-1,-1,-1
1,8,"Mini-blimp",4,4,2,0,1,8,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",45,0.5,-1,-1,-1
1,72,"Rotary UAV, Medium",4,4,2,0,1,12,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",240,0.25,-1,-1,-1
1,72,"Rotary UAV, Micro",4,4,0,0,0,0,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",90,0.25,-1,-1,-1
1,72,"Rotary UAV, Small",4,4,1,0,0,1,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",110,0.25,-1,-1,-1
1,2,"Sea Sled, Large",3,3,3,0,0,15,-1,1,1,"2m","-",0,"N","Remote Control Interface, Rigger Adaption",40,1.5,1,1000,6400
1,2,"Sea Sled, Medium",3,3,2,0,0,6,-1,1,1,"2m","-",0,"N","Remote Control Interface, Rigger Adaption",25,1.25,1,500,3200
1,2,"Sea Sled, Small",2,2,1,0,0,2,-1,1,1,"1m","-",0,"N","Remote Control Interface, Rigger Adaption",10,1,1,150,1600
1,72,"Tilt Wing UAV, Large",4,4,3,0,2,25,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",2210,0.25,-1,-1,-1
1,72,"Tilt Wing UAV, Medium",4,4,2,0,1,12,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",1460,0.25,-1,-1,-1
1,136,"Vectored Thrust UAV Large",4,4,3,0,2,25,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",160,0.6,-1,-1,-1
1,136,"Vectored Thrust UAV Medium",4,4,2,0,1,20,-1,1,1,"-","-",0,"VTOL","Remote Control Interface, Rigger Adaption",70,0.6,-1,-1,-1
1,1,"Walker, Extra-Large",4,4,4,0,8,36,-1,1,0,"-","-",0,"N","Remote Control Interface, Rigger Adaption",900,1,-1,-1,-1
1,1,"Walker, Large",4,4,3,0,4,16,-1,1,0,"-","-",0,"N","Remote Control Interface, Rigger Adaption",425,1,-1,-1,-1
1,1,"Walker, Medium",4,4,2,0,1,10,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",240,0.25,-1,-1,-1
1,1,"Walker, Micro",4,4,0,0,0,0.4,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",215,0.25,-1,-1,-1
1,1,"Walker, Small",4,4,1,0,0,4,-1,1,1,"-","-",0,"N","Remote Control Interface, Rigger Adaption",165,0.25,-1,-1,-1

#Fixed-Wing Aircraft
1,8,"Airliner",6,6,9,0,500,7500,3,-1,1,"2","5d",0,"Standard","",2000,2.5,-1,-1,-1
1,8,"HSCT",6,6,10,0,360,800,4,-1,3,"124","6d+1s",0,"Standard","6 Partial Basic Amenities",20000.2.5,-1,-1,-1
1,8,"Jet Fighter",6,6,7,0,6,64,3,-1,5,"1e","1c",0,"Standard","Enviroseal (gas)",2000,2,5,-1,-1,-1
1,8,"Single Engine",5,5,4,0,21,63,1,-1,1,"2","2d",0,"Standard","",75,2.5,-1,-1,-1
1,8,"Twin Engine",5,5,6,0,48,600,1,-1,1,"2","2d",0,"Standard","",125,2.5,-1,-1,-1
1,8,"Ultralight",4,4,2,0,0,8,0,-1,0,"1","-",0,"Standard","",20,0.6,-1,-1,-1

#Hovercraft
1,4,"Hovercraft, Heavy",5,5,5,0,100,480,0,-1,0,"2","2d+1x",0,"N","",350,2,-1,-1,-1
1,4,"Hovercraft, Light",3,3,3,0,6,24,0,-1,0,"2","2d+1t",0,"N","",50,2,-1,-1,-1
1,4,"Hovercraft, Medium",4,4,4,0,60,240,0,-1,0,"2","2d+1x",0,"N","",75,2,-1,-1,-1

#Rotorcraft
1,72,"Attack Helicopter",5,5,5,0,4,64,2,-1,3,"1","1d",0,"VTOL","",1000,2.5,-1,-1,-1
1,72,"Autogyro",4,4,3,0,0,8,0,-1,0,"1","-",0,"VTOL","",200,0.6,-1,-1,-1
1,72,"Cargo Helicopter",5,5,7,0,80,600,1,-1,1,"2","2d+1r",0,"VTOL","",1000,2.5,-1,-1,-1
1,72,"Utility Helicopter",5,5,4,0,50,75,1,-1,1,"2","2d+1s",0,"VTOL","",500,2.5,-1,-1,-1
1,72,"Fixed Wing, Heavy",6,6,7,0,72,640,1,-1,1,"2","2d+1s",0,"VTOL","",1200,2.5,-1,-1,-1
1,72,"Fixed Wing, Medium",6,6,5,0,48,96,1,-1,1,"2","2d",0,"VTOL","",600,2.5,-1,-1,-1

#Ships
1,2,"Aircraft Carrier, Heavy",5,5,9,6,25000000,3000000,3,-1,7,"-","4L+6s+6d",0,"N","+593250 CF People Space, Flight Deck (325 Metres, angled, w/catapult & arrestor cable), 4600 Basic Amenities,400 Improved Amentities",3000000,7,0,-1,-1
1,2,"Aircraft Carrier, Light",5,5,6,4,800000,1250000,3,-1,6,"-","1L+4s+4d",0,"N","+242500 CF People Space, Flight Deck (100 Metres) 1900 Basic Amenitites, 100 Improved Amenities",500000,5,0,-1,-1
1,2,"Aircraft Carrier, Medium",5,5,7,6,1000000,1750000,3,-1,7,"-","2L+6s+6d",0,"N","+359250 CF People Space, Flight Deck (150m, Angled), 2800 Basic Amenities, 200 Improved Amenities",1500000,6,0,-1,-1
1,2,"Corvette",3,3,3,0,375,1000,3,-1,3,"-","10d",0,"N","+3600 CF People Space, 35 Basic Amenities",50000,1.5,4,-1,-1
1,2,"Cruiser",4,4,6,4,2000,20000,3,-1,4,"-","12d",0,"N","+47250 CF People Space, 500 Basic Amenities",500000,6,3,-1,-1
1,2,"Destroyer",4,4,5,4,1700,11000,3,-1,4,"-","12d",0,"N","+36000 CF People SPace, 300 Basic Amenities",200000,6,3,-1,-1
1,2,"Freighter",5,5,10,0,750000,10000000,3,-1,1,"-","16d",0,"N","+3000 CF People Space, 25 basic Amenities",1200000,1.5,1,-1,-1
1,2,"Frigate",4,4,4,3,1700,10200,3,-1,4,"-","12d",0,"N","+29250 CF People Space, 300 Basic Amenities",100000,5,4,-1,-1
1,2,"Harbor Tug",3,3,1,0,200,500,2,-1,0,"6","2d+1h",0,"N","",2500,1.5,0,-1,-1
1,2,"Merchantman, Heavy",5,5,7,0,250000,625000,3,-1,1,"-","4d+2h",0,"N","+3000 CF People Space, 25 Basic Amenities",300000,2,1,-1,-1
1,2,"Merchantman, Light",4,4,3,0,2400,32000,2,-1,1,"-","4d",0,"N","+2400 CF People Space, 15 Basic Amenities",30000,1.5,0,-1,-1
1,2,"Merchantman, Medium",4,4,5,0,36000,108000,3,-1,1,"-","4d",0,"N","+2700 CF People Space, 20 Basic Amenities",80000,2,0,-1,-1
1,2,"Patrol Craft",3,3,2,0,125,500,2,-1,3,"-","4d",0,"N","+2700 CF People Space, 20 Basic Amenities",20000,1.5,3,-1,-1
1,2,"Trawler",4,4,2,0,400,1000,2,-1,0,"15","4d",0,"N","",10000,1.5,0,-1,-1

#Special Vehicles
1,2,"Barge",-1,-1,3,0,2000,4000,-1,-1,0,"-","Open or 1d",0,"N","Load 1,000,000 KG, max 10,000,000 KG",1000,1,0,-1,-1
1,1,"Locomotive, Bulk",5,5,10,0,4,200,0,-1,0,"1","2d",0,"N","",3600,1,-1,-1,-1
1,1,"Locomotive, Bullet",5,5,9,0,4,200,2,-1,1,"2","2d",0,"N","Gridlink (Electric Locomotives Only)",4000,1,-1,-1,-1
1,1,"Locomotive, Express",4,4,6,0,4,200,0,-1,0,"1","2d",0,"N","Gridlink (Electric Locomotives Only)",2500,1,-1,-1,-1
1,1,"Locomotive, Non-Rail",3,6,8,0,10,80,4,-1,0,"1","2d",0,"N","",1500,1.5,-1,-1,-1
1,1,"Locomotive, Street Car",4,4,6,0,160,240,0,-1,0,"1+10b","2d",0,"N","All CF must be used for People Space",1500,1,-1,-1,-1
1,1,"Locomotive, Switcher",4,4,8,0,10,80,0,-1,0,"1","2d",0,"N","",1500,1,-1,-1,-1
1,1,"Rail Car, Frieght",-1,-1,8,0,800,2000,-1,-1,0,"-","1g",0,"N","Load 80000kg (max 120000kg), Sig = 10-Body",600,1,-1,-1,-1
1,1,"Rail Car, Long Passenger",-1,-1,8,0,960,1200,-1,-1,0,"-","4d",0,"N","Load 24000kg (max 30000kg), Sig = 10-Body",500,1,-1,-1,-1
1,1,"Rail Car, Short Passenger",-1,-1,6,0,480,800,-1,-1,0,"-","4d",0,"N","Load 120000kg (max 20000kg), Sig = 10-Body",400,1,-1,-1,-1
1,8,"Semiballistic",6,6,2,1,250,500,4,4,0,"126","6d+1s,",0,"Special","Rigger Adaption, 8 Partial Basic Amenities",500000,1,-1,-1,-1
1,8,"Suborbital",6,6,1,2,300,7500,4,4,0,"126","6d+1s",0,"Standard","Rigger Adaption, 8 Partial Basic Amenities",100000,2,-1,-1,-1
1,1,"Trailer, 20 Foot",-1,-1,5,0,400,600,-1,-1,0,"-","1d or Open",0,"N","Load 2000kg (max 6000kg), Sig = 10-Body",100,1,-1,-1,-1
1,1,"Trailer, 40 Foot",-1,-1,6,0,800,1000,-1,-1,0,"-","1d or Open",0,"N","Load 6000kg (max 10000kg), Sig = 10-Body",150,1,-1,-1,-1
1,1,"Trailer, 53 Foot",-1,-1,7,0,1200,1600,-1,-1,0,"-","1d or Open",0,"N","Load 10000kg (max 25000kg), Sig = 10-Body",160,1,-1,-1,-1
1,1,"Trailer, Heavy Axle",-1,-1,3,0,12,400,-1,-1,0,"-","1d or Open",0,"N","Load 800kg (max 1600kg), Sig = 10-Body",75,0.75,-1,-1,-1
1,1,"Trailer, Light Axle",-1,-1,2,0,4,320,-1,-1,0,"-","1d or Open",0,"N","Load 150kg (max 400kg), Sig = 10-Body",60,0.25,-1,-1,-1
1,8,"Zeppelin",5,5,8,0,48,150,1,-1,1,"2","2d",0,"VSTOL","",1200,1,-1,-1,-1

#Submarines
1,2,"Attack Submarine",4,4,5,6,600,7500,3,-1,5,"-","2h",0,"N","EnviroSeal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4), +11700 CF People Space, 105 Basic Amenities",250000,6,6,400,800
1,2,"Bathyscaph",4,4,5,6,48,120,3,-1,5,"10","1h",0,"N","EnviroSeal (water & engine), Oxygen Generator",75000,2,6,8500,12000
1,2,"Boomer",5,5,6,6,7500,15000,3,-1,6,"-","2h",0,"N","EviroSeal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4), +11700 CF People Space, 105 Basic Amenities",640000,2,7,400,1000
1,2,"Commercial Sub, Heavy",5,5,7,3,200000,320000,3,-1,0,"-","3h",0,"N","Enviroseal (water & engine), Oxygen Generator, +2940 CF People Space, 16 Basic Amenities",150000,2,1,1500,3600
1,2,"Commercial Sub, Light",3,3,3,1,6400,16000,3,-1,0,"-","2h",0,"N","Enviroseal (water & engine), Oxygen Generator, +2460 CF People Space, 16 Basic Amenities",15000,2,1,150,1600
1,2,"Commercial Sub, Medium",4,4,5,1,40000,100000,3,-1,0,"-","2h",0,"N","Envroseal (water & engine), Oxygen Generator, +2700 CF People Space, 16 Basic Amenities",50000,2,1,1000,2400
1,2,"Minisub, Heavy",4,4,9,4,5,300,3,-1,1,"3","1h",0,"N","Envroseal (water & engine), Life Support (20 man hours)",1280,2,1,500,3500
1,2,"Minisub, Light",3,3,4,0,0,25,1,-1,0,"1","1h",0,"N","Envroseal (water & engine), Life Support (10 man hours)",65,2,0,50,300
1,2,"Minisub, Medium",4,4,6,2,3,200,2,-1,1,"2","1h",0,"N","Envroseal (water & engine), Life Support (10 man hours)",420,2,1,150,1000
1,,"Patrol Submarine",3,3,4,6,400,5000,3,-1,2,"-","2h",0,"N","Envroseal (water & engine), Oxygen Generator, Torpedo Tubes (4), Heavy Launch Control Systems (4), +660 CF People Space, 85 Basic Amenities",72000,2,4,300,600

#Vectored-Thrust Aircraft
1,8,"Thunderbird",3,3,6,0,16,96,2,-1,3,"2e","1h+1s+1r",0,"VSTOL","Enviroseal (Gas)",3200,2.5,-1,-1,-1
1,8,"Jump Jet Fighter",5,5,7,0,6,64,3,-1,5,"1e","1c",0,"VTOL","Enviroseal (gas)",24000,2.5,-1,-1,-1

Posted by: Johnny the Bull Apr 28 2004, 06:00 AM

The engine updates are coming along slowly - I have a uni assignment at the moment which is delaying me. As soon as its finished I'll do the engines (prolly 6 hours work tops) then get to work on the design and customisation options.

Posted by: Ecclesiastes Apr 28 2004, 05:41 PM

Thanks for all the hard work Johnny. biggrin.gif

Posted by: Bearclaw May 5 2004, 09:14 PM

Hey guys, this really kicks ass! Is there any word on when a finished (mostly) product will be available?

Posted by: Johnny the Bull May 6 2004, 09:31 AM

It's coming along slowly. At the moment I am juggling recovery from surgery, law school and a relationship in danger of collapsing. There's periods of complete inactively intersped with momentary bursts of energy where stuff gets done.

Assuming the code is solid and R3 compliant, my Dats should be ready (*should*) for an end of may release.

Posted by: Johnny the Bull May 20 2004, 08:08 AM

Due to RL constraints, release date for completed dats has been put back to mid July. However, I do actually meet my commitments so they /will/ be done.

Posted by: Ecclesiastes May 20 2004, 03:33 PM

Thanks for the undate. Its just good to know that they are still being worked on. smile.gif

Posted by: Backgammon Jul 17 2004, 06:23 PM

I have some free time, anyway I can help out for this?

Posted by: Johnny the Bull Jul 21 2004, 02:12 AM

QUOTE (Backgammon @ Jul 18 2004, 04:23 AM)
I have some free time, anyway I can help out for this?

Yeah, I'll mail you with the *.dat's, PM me with your e-mail.

Posted by: Bigity Aug 15 2004, 10:22 PM

I can help with >DATs too if I can be given a quick refresher on how to make the file, otherwise I can type some stuff in my spare time.

Posted by: dhyde79 Oct 11 2004, 01:36 AM

personally, I'd vote for it being done in something other than visual basic so that it can be ported to OSX and other operating systems, the same problem I've had getting the NSRCG swapped into something other than VB, if given raw code realbasic has a tool that will let you convert visualbasic projects into realbasic, and then once that's done it can be set to compile to both mac and windows application format when it's done so that it's truly cross platform.....but that's just my thoughts on the issue, I'd rather have a working copy first and then worry about whether or not it's cross platform compliant....

Posted by: Eldritch Oct 13 2004, 10:57 PM

Hey guys, what's the status of this project?

Inquiring minds want to know!

smile.gif Thanks

Posted by: KeyMasterOfGozer Oct 14 2004, 04:20 PM

QUOTE (dhyde79)
personally, I'd vote for it being done in something other than visual basic so that it can be ported to OSX and other operating systems, the same problem I've had getting the NSRCG swapped into something other than VB, if given raw code realbasic has a tool that will let you convert visualbasic projects into realbasic, and then once that's done it can be set to compile to both mac and windows application format when it's done so that it's truly cross platform.....but that's just my thoughts on the issue, I'd rather have a working copy first and then worry about whether or not it's cross platform compliant....

I don't disagree, but no one who can write in a different, portable language is willing to give up their time to write these programs.

Posted by: Spookymonster Oct 14 2004, 04:51 PM

I presume Java has already been ruled out?

Posted by: KeyMasterOfGozer Oct 14 2004, 05:32 PM

Not to be a bastard about it, but If someone writes a program in Java, I'm sure I would use it. mcmackie and the guy who wrote the Shop simply knew how to write VB code, and they have given hundreds if not thousands of hours of their time to make these programs for us to use. I don't think anyone has ruled out using any language to write these programs, they are just not being written.

VB is not my choice of language either, but since I'm not willing to put in the time to rewrite it in my own language of choice, I won't complain. It does suck for those non-windows users out there, though.

PS: If someone is willing to pay me, I will rewrite this program in whichever language you choose. smile.gif

Posted by: Johnny the Bull Oct 18 2004, 03:43 PM

Dats are coming along nicely. Sometimes I wish I were unemployed so I could finish off projects like this.

The dat effort isn't dead though. biggrin.gif

Posted by: Backgammon Oct 18 2004, 03:45 PM

You never did email me... If you need help, I can probably still help some.

Posted by: Johnny the Bull Oct 19 2004, 02:31 AM

QUOTE (Backgammon)
You never did email me... If you need help, I can probably still help some.

Your e-mail isn't visible. I PM'ed you for it but you never replied.

Posted by: Backgammon Oct 21 2004, 04:45 PM

That's weird, I distinctly remember PMing you back... I'll try again, let me know if it works.

Posted by: Backgammon Oct 24 2004, 01:43 AM

Where are you at on the DAT? What do you want me to do?

Posted by: Johnny the Bull Oct 24 2004, 02:17 PM

QUOTE (Backgammon)
Where are you at on the DAT? What do you want me to do?

Oh fnckety fnck fnck fnck. I never backed up the *.dat before I formatted. Going to have to start from powerplants /again/. Chassis is as good as gold.

Don't worry, November 8 onwards I'll be making this #1 priority.

Posted by: Leoric Oct 27 2004, 05:29 PM

I have absolutely no coding knowledge, but I'm very intersted in a Shop R3 release. So if you only need people to put Rigger3 datas in .DAT files, I'm your man! Just tell me what and how smile.gif

Posted by: Johnny the Bull Oct 28 2004, 06:46 AM

Come Nov 8 this will be in full swing again. If your interested, PM me.

Posted by: Eldritch Oct 29 2004, 04:57 PM

Cool! Thanks, Looking forward to it.

Posted by: Leoric Nov 10 2004, 01:32 PM

Up ! wavey.gif

Posted by: Backgammon Nov 10 2004, 08:04 PM

Sorry, aforementionned free time on my part has evaporated... don't count on me frown.gif

Posted by: Hemlok Nov 14 2004, 06:17 PM

I'd be glad to contribute some of my free time to converting dat files.

Posted by: Johnny the Bull Nov 29 2004, 11:33 AM

Things are still moving slowly but getting there. Found the R3 to R3R conversion guide so going through that at the moment. Powerplants almost done.

Posted by: Leoric Dec 1 2004, 02:13 PM

Great! Happy to read that notworthy.gif

Posted by: Jetmaster Dec 8 2004, 05:31 AM

Let me know how far you are and what still needs to be done, I'll have a whackload of free time in a week and a half (finals are over then) so I could probably get all the stuff out of the way that was handed to me. Nothing like sitting in front of the christmas tree programming on a laptop with wireless. mwah.
Once this project is finished we should have a more or less complete suite of programs for SR3. I've noticed a spell generator, from somewhere, an old (not sure if it is complete) gun generator, the character generator, the cyberware thingy and the cranial cyberdeck calculator. All that's left is a standard cyberdeck calc (i'm not sure if there is one) and that is it. Good work everyone!
Email me: the_jetmaster<AT>yahoo.com

Posted by: Cakeman Jan 6 2005, 06:17 PM

Just out of curiosity... what's the status on the shop?

Posted by: Johnny the Bull Jan 13 2005, 02:41 PM

Slowly but surely coming along. It would have been done by now but I've spent the last two weeks in New Caledonia.

Posted by: Paul Jan 15 2005, 01:38 AM

Hey let me and 3278 know when this is ready to roll. He may even be intrested in helping.

Posted by: mattness pl Jan 24 2005, 07:08 PM

- Could you give me permission (and dat files) to translate shop into polish? (EDIT: mail: mattness<at>op.pl )
- And when we can see beta / release version?
- Any web page of the project?

Posted by: Jetmaster Jan 24 2005, 07:35 PM

Sounds good, looking forward to seeing the shop hit the light of day. It'll be super useful... no more long hours building, tweaking and rebuilding vehicles! whee!

Posted by: Smed Mar 15 2005, 05:55 PM

I just stumbled across this project. It sounds cool. I loved the Shop for second edition, and would love to see a 3rd edition program.

Posted by: Juggernaut125 Apr 18 2005, 06:44 PM

Is there still a link to an operational version of this program? I can's seem to locate one.

Posted by: Fortune Apr 18 2005, 09:22 PM

You could follow the http://ojaste.ca/TheShop/ that was supplied in this very thread. wink.gif

Posted by: Juggernaut125 Apr 19 2005, 10:46 PM

Sweet. Must've been a connection problem before, because I kept getting a page not found error. (But my system is like that some times.)

Posted by: Bearclaw May 12 2005, 08:39 PM

So is this project dead now? If not, I'll be happy to help. I'm not a programmer, but I'd be happy to help out with .dat files.

Posted by: Penta May 13 2005, 05:10 AM

One would imagine, with SR4 inbound.

Posted by: KeyMasterOfGozer May 13 2005, 06:34 PM

I was the last coder to touch this project. The project owner was waiting for the DAT files to be finished before he posted the edition to his website. There was a couple of kind volunteers who were going to try to fill in the DAT files, but it looks like Real Life claimed them before they got finished. As they didn't post back any progress, I would guess that anyone who can put in the time is welcomed to go through the books and update the DAT files. Post them back here or at least post back here that you've got them ready and we will see about getting the package completed and out on the main site.

Of course when rules for SR4 become available, I'll look at coding up the version changes for that and a new round of DAT files. Unfortunately, we rely on volunteers for the time consuming DAT files.

If you are intersted in working on the DAT files, please look back in this thread for info on how to get the modified application and DAT files to start on.

Posted by: Johnny the Bull May 18 2005, 02:00 AM

Sorry all, I got claimed by real life. Got offered a job as an investment banker so I've had to accelerate my degree by a year, causing me to pull 100 hour work weeks consistently. If you email me at luke.harwood |at| gmail. com I'll forward what I've done.

Bit of a moot point given SR4 will be out soon.

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