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cndblank
This is a great aid. Please keep up the good work.


On the Game Master Summary, could you add in the martial arts info if any

If it would also be great if a Firearm's AP and Damage code would be adjusted due to the ammo being used.

Say AK97 (Base 6P Damage -1 AP) with APDS ammo would show up as 6P Damage -6 AP.

It would really help any GM trying to run a game.



A second Print button or a Print Preview button that you could set to the character viewer to always use a particular character sheet would also be nice.
A GM would usually want to see the character using the Game Master Summary for example.


Thanks


Nebular
QUOTE (Hellfire @ Oct 1 2012, 11:09 AM) *
Still does not seem to work for semi-automatic pistols, for example Ares Predator IV

Also equipment dice pool modifiers from Laser Sight and Red Dot Sight are also omitted. Could you please add them in the same way as the smartgun dice pool modifier.

Looks like I missed the Semi-Automatics and Revolvers specializations. I'll have these and the Dice Pool modifiers added in the next update.
Nebular
QUOTE (Parsimony @ Oct 1 2012, 12:33 PM) *
I noticed the Securetech Ensemble with Helmet still had 9 capacity. I assume this is because it is taking the impact of 6, x1.5, and yielding 9. However, Securetech does not have the ( c ) tag for components, and thus the total ratings don't "combine" into "one" item like clothing outfits do (the outfit tag is on Arsenal p45, and is absent from Securetech on p49). As such the "Ensemble" entry for Securetech should be limited at 6 capacity. However, it should probably be capacity 6 for each individual piece, same as modifying a series of helmets or shields would be. I realize the entire Ensemble entry is basically a point of convenience, meaning how this is ultimately handled is open to interpretation. But it seems to me that something should not be possible on the Ensemble which is not actually possible on the individual parts (for fact-checking purposes). As such, allowing 9 capacity of modifiers, when none of the items can actually get that mechanically, seemed worth mentioning.

If you want to keep it how it is, I understand. It is your program, and an area where "GM-calls" are basically being made. I just wanted to outline my thinking so it was not misunderstood as simply doing 6x1.5 incorrectly. Thank you for the opportunity to offer feedback.

Edit: Found something else. Gel-Packs, Ruthenium Polymer Coating, Shock Frills, and YNT Softweave cost zero capacity when taken as "clothing" upgrades, but consume one capacity when taken as "armor" upgrades. For example, on a Lined Coat, they take 1, but on an Armante Designer Fashion item they take 0. I don't know of any reason why that would be the case, so reporting it as suspect. Likewise, Runflat Sandals take up one capacity, when perhaps they should be zero as they are independent footwear rather than a modification to another item (technically, they're a base armor item with rating 0/0, and should maybe be moved off the modification table and show up as a base fashion item so they can receive their own modifications).

I see what you mean. That had never even crossed my mind. I'll have the ensemble Capacities increased to be 6 per component (24 for non-Helmet, 30 for Helmet versions) in the next update. I'll also fix up the Capacity for the Armor Mods you mentioned; I think those came from a misunderstanding of the rules for Capacity when applied to Clothing (it should be 1 or Rating, not 0). I'll also move the Runflat Sandals to the Clothing Category.
Nebular
QUOTE (DaveDave @ Oct 1 2012, 02:35 PM) *
Just a small niggle I have spotted. The Cartel Courier is listed at 530K but book price is 53K? ohplease.gif

Whoops! Fixed in the next update. smile.gif
Nebular
QUOTE (Kiirnodel @ Oct 3 2012, 02:43 AM) *
First off, you misspelled Karma in the House Rules option you just added. In the program it says "Karama".

Thanks for catching this! I'll have this fixed in the next update. The other items will take some time. wink.gif
Nebular
QUOTE (Hellfire @ Oct 3 2012, 05:40 AM) *
Also with the latest version you are still able to select magical skills (counterspelling, spellcasting, summoning etc.) for the adept power "improved ability", which shouln't be allowed as per power description (only technical, vehicle, physical and social)

I never noticed that until you pointed it out. I'll have this fixed in the next update.
Nebular
Build 418
  • raising INT with Karma in Career Mode no longer causes the character's Career Karma to increase
  • all Gear is now added to a PACKS Kit, regardless of its depth in the list
  • updated the Select PACKS Kit window to show all Gear, regardless of its depth in the list
  • adding a PACKS Kit now adds all Gear, regardless of its depth in the list
  • Gear attached to Armor, Weapon Accessories, and Cyberware are now added to PACKS Kits
  • Bonded Foci are now properly translated and display the translated "Bonded Foci" string when using a non-English language
  • added English versions of some XML tags to accommodate exporting to Squad Manager
  • Weapon Accessories now support <dicepool /> which can modify the Weapon's Dice Pool
  • added Martial Arts to the Game Master Summary sheet
New Strings
  • Message_DeletePACKSKit
Mantis
Cool. Thanks for the quick update. Now the bad news. I noticed a typo in sniper rifles. The Walther WA-2100 is listed as Walter. Missing an h. Also the Diving Armour should have Insulation 1 as the wet suit in the core book does. At least, I assume the reference (p336 SR4A) to giving +1 dice to resist cold means a wet suit has insulation 1. Last, I think Sensor RFID tags should have a capacity of 1 so you can install micro cameras or microphones into them (pg 334 SR4A) or other 1 capacity sensors into them.
Kiirnodel
Oh, I remembered something else that came up when I was helping one of my players set up their gear.

I noticed you add the Sensor Package automatically to a vehicle/drone when it is added. Don't the vehicles come with a set of actual sensor functions by default as well?

In Arsenal it gives the example for a full 12 Capacity Vehicle Sensor, and doesn't really give advice as to what smaller drones get automatically, but is there a way to add these default functions for free to the base package so my players can see the listings and know what they have on their vehicles?
DaveDave
QUOTE (Nebular @ Oct 4 2012, 12:58 AM) *
Whoops! Fixed in the next update. smile.gif


YAY three cheers for Nebular!
SpellBinder
QUOTE (Kiirnodel @ Oct 4 2012, 02:15 AM) *
Oh, I remembered something else that came up when I was helping one of my players set up their gear.

I noticed you add the Sensor Package automatically to a vehicle/drone when it is added. Don't the vehicles come with a set of actual sensor functions by default as well?

In Arsenal it gives the example for a full 12 Capacity Vehicle Sensor, and doesn't really give advice as to what smaller drones get automatically, but is there a way to add these default functions for free to the base package so my players can see the listings and know what they have on their vehicles?

These can be added in career mode by adding them as free options. Works fine if a player is going to go with the default sensor package.

When it comes to drones, though, things are quite a bit sketchy as there's next to nothing to suggest what a drone's sensors are in most cases.
SpellBinder
I found an interesting glitch in the weapons mods while messing around with Underbarrel Weapons and the Additional Clip mods. Some combinations of weapons not only add an additional ammo slot to the primary weapon, but also add three additional ammo slots to the underbarrel weapon. I found this when I took an Ares MP Laser 3, underslung a Shiawase Blazer, and added the Additional Clip mod to the Blazer. Trying an Ares Antioch-2 grenade launcher as an underslung weapon did the same. Different primary weapons (like a Barrett Model 121 and other conventional weapons) did not do this.

On top of that, while experimenting around I noticed that the second ammo slot on the primary weapon (I was doing this on a Doberman drone's weapon mount) did not properly clear out after a point when the weapon was removed, and I think it happened when I removed a weapon with an additional clip mod and replaced it with a weapon that did not have this mod (replacing the mod added a third slot, and removing it did not clear this).

All testing was done on a character in career mode.
cndblank
Thanks!
Nebular
QUOTE (Mantis @ Oct 4 2012, 12:03 AM) *
Cool. Thanks for the quick update. Now the bad news. I noticed a typo in sniper rifles. The Walther WA-2100 is listed as Walter. Missing an h. Also the Diving Armour should have Insulation 1 as the wet suit in the core book does. At least, I assume the reference (p336 SR4A) to giving +1 dice to resist cold means a wet suit has insulation 1. Last, I think Sensor RFID tags should have a capacity of 1 so you can install micro cameras or microphones into them (pg 334 SR4A) or other 1 capacity sensors into them.

I've updated the Weapons, Armor, and Gear files to correct these. While Diving Armor doesn't actually say it receives the Insulation Mod, it says it gets the same benefits as the Diving Suit which has +1 to resist Cold and was written before Armor Mods were allowed, so it's essentially the same thing. I've added it since that seems to be the intended effect.
Parsimony
QUOTE (Nebular @ Oct 3 2012, 05:57 PM) *
I see what you mean. That had never even crossed my mind.

Glad to be of help. Certainly many eyes makes a much easier job of this, and its great to see it updated so quickly.

QUOTE (Nebular @ Oct 3 2012, 06:42 PM) *
Build 418

Case in point, thanks for the quick update!

Few more corrections, though haven't had as much time this week as previous ones, but its progress I suppose.

- Optimized Cyberlimb options (Evo Kali, Louisville Slugger, etc) show "rating 4" in the selection window, but have no rating (and you can't change the value). It then displays as "rating 4" on the printout as well. These options have no rating, and there is no reason to have rating 4 on the printout as clutter either. If possible the rating selection, and the associated printout, should be removed for clarity. The capacity and availability changes work correctly, its just the un-editable rating 4 placeholder showing up thats an issue.

- Related, Partial Cyberlimbs, Skulls and Torsos etc show those Optimizations as possible plug-ins. The Optimizations should only be available for Full Limbs (so no skulls/torsos/hands/feet/partials/etc). I am unsure if its possible to filter them to not display, but if it is that should be fixed. Currently it seems to filter for things with capacity; I am unsure if a second level of filtering can also be added to only allow a subset of things with capacity. If not, no worries, as with any program some level of user responsibility is okay. Like many things, it can be looked for during GM proofing.

- The Techonmancer Smartlink Complex Form is not being recognized as the "non gun half" of a Smartlink system. Using the cybereyes mod works, sunglasses work, contacts work, etc... but the Complex Form doesn't register as completing the system, resulting in the bonus dice not applying. For example, a Technomancer with the Pistols Skill, the Smartlink Complex Form, and an Ares Predator IV should get bonus dice but does not (but then does when he adds cybereyes or contacts etc).

- The "Armor", "Ranged Weapon", and "Melee Weapon" sections of the printout don't gray in the last cells in the lower right when displaying multi-line entries. For example, if you cue up several armors, firearms, and melee weapons, and hit the printout, it will alternate white/gray highlighting for each entry. But, the lower right-hand cell won't finish graying in completely (so under the book reference page, it remains white instead of gray for the gray lines). This does not always occur in all three sections on each character, but it does always occur in at least one section on every character. Ranged Weapons is the most consistent offender, I don't believe I ever saw that one working correctly. I am not sure precisely what is causing it, and I am sorry I don't have more information on it, but I hope it is not too difficult to fix so the printouts look top notch. It can help to drag the window sizing when viewing this, the "incorrect" cells will maintain their pattern no matter how many lines they take, so it seems related to the auto-fill gray feature for multi-line entries thinking the cells end 1 column shorter than they do, or something.

Again, thank you for your continued work. The positive responsiveness and timeliness is impressive and appreciated.
DaveDave
Hmm I might of missed an obvious rule or house rule but maxing out vehicle armour on chummer impacts the max speed and accel slightly. Is this intentional? question.gif
SpellBinder
It's not a house rule, but it's also not in Arsenal. It's in the Arsenal Errata v1.3.2, page 3, where it states to add "When either of the Armor totals exceeds the vehicle’s Body, reduce the vehicle’s Acceleration and Speed by 20% (round up)." between the 4th & 5th paragraphs to the Armor Modification entry on pages 132-133.
Big John
I hope this is the right place to put this...

So...Chummer...simply put, the absolute best SR4 generator ever written, hands down, nothing else comes even close. Thank you for your efforts.

I find myself creating spirits that my mage summons so as to input them into the character sheet quick links. His spirits are greater forms, via the Invoking metamagic. A couple things I noticed:
1) Greater forms are automatically given their respective "super power" as if they had 5 hits on the invoking test. (although I guess I could delete it - I haven't tried that)
2) Even with being given their super power (as above) their quantity of extra powers gained does not include the power gained at 3 hits on the invoking test. (although I can add more and simply mark them as free)
3) I cannot implement the "6+ hits" ability fully as the program does not allow me to increase their attributes beyond their natural maximums, while the invoking test specifically allows me to go up to their augmented maximums. (adding the Improvements screen to critters, as per characters, would help this)
4) I cannot implement their dice pool bonuses against banishing attempts beyond making a note (although this is really not much of a problem).

Any ideas?
SpellBinder
1: You certainly can, but there is then the problem of not being able to add it back again if said spirit is later improved further to actually gain it. This can probably be fixed by Nebular altering the necessary XML files (haven't looked).

2: Pretty much why there's the Free option to begin with, as far as I know.

3a: As a work around, in career mode you can use the Improvements tab to give the spirit Attribute bonuses equal to the bonus from Invoking, and go off of the augmented attribute stat.

3b: As another work around, you can use the same tab to increase their racial maximum, and then give said spirit a ton of free karma (noted by the check box that doesn't add extra karma to its career total) to improve their attributes to match; you can later remove said improvements (if you want) and the attributes remain where they are, even if they exceed the racial maximum.

3c: As yet another work around, you can use a text editor to alter the values of the attribute tags necessary within the Chum file itself to let you raise the spirit's attributes accordingly. I have tried changing the maximums to 99 while in creation mode and Chummer runs normally.
NBSamael
Hi,

It seems to me that the packs cannot be translated, do you confirm?
Nigel
I receive this bug whenever I try to load my saved character: http://pastebin.com/8FvUFia2

Any idea what it's about, and if I can somehow save my data?
Parsimony
Another round of feedback:

- The Pistol Crossbow should be AP -, not AP -1

- Crossbow Ammo on the Light/Medium/Heavy Crossbows should be 4(m), not 1, per page 316 SR4. (This may apply to the pistol crossbow as well, but it is not explicitly stated as such one way or the other).

- There is no way to notate Cased ammo or Caseless Ammo. Perhaps adding a checkbox for Cased to the ammo entries would work, or having it ask which kind in a window similar to how it asks which category to use, or if neither of those works just adding more entries for caseless versions.

- Related, theres no way to specify Cased or Caseless Ammo Use for Firearms. Again, a checkbox would be great (and it could be locked on firearms which automatically require one type or the other).

- There is no Pistol Bolt (for the crossbow pistol) listed under ammo, only Regular Bolts. Its from Arsenal.

- The Injection Bolt should cost 30, not 50.

- Question, was it intentional to not display 'Street', 'Professional', etc tags with the knowledge skills? It does for Languages, but not the other categories. In our games we enjoy this notation because it allows for much better adjudication during the game (ie, Corporate Politics as a Street skill playing differently than Corporate Politics as a Professional Skill, or knowing which skills to change if attributes go up and down, etc). Let me be clear: it is very easy to simply type them in with the skill name, so I would not make any request to change its function unless it was intended for them all to act like Languages do. Only you know what you wanted it to do, just observing its behavior. Again, I'd rather not create any extra work here since its so easy to work around if desired, so please don't feel any obligation, but felt it was worth mentioning any non-uniform operations in case it helps.

- The PJSS Rifle and Shotgun both only list SS as a firing type. However, they are SS/BF mechanically, the same as the Walther Palm Pistol. Why Catalyst chose to list them inconsistently in the books is beyond me, but I am confident it would be considered correct to adjust the PJSS entries to be SS/BF parallel to the Walther entry, as the rules are identical. If you opt not to, I understand, that is how they are presented in the books (certainly not the first inconsistency heh).

- Commlinks are stated to come with Earbuds on p327-328 SR4. However, there is no way to make an Earbuds accessory free when selecting one (thus allowing the commlink to have audio modifications etc). Perhaps a "free" checkbox should be added to the Earbuds to allow for this, or entries added to the Commlinks dropdown for "integral accessories" like "integral earbuds", "integral holoprojector", etc. There is a whole list of built-in features on those pages this could apply to, but Earbuds is by far the one which comes up most commonly.

- Same issue with a Rating 1 Scan program. All wireless devices come with this for free by default, per p233 SR4 under Scan. It is useful to notate this one the character sheet so players are aware they can undertake actions which require it even if they miss the note on p233, and also so they don't forget to count it as a running program towards Response load. Again, a "free" checkbox, or "integral scan" listing in the programs would work. My favorite solution here is just a second Integral Scan program, stuck at rating 1 with Copy Protection and Registered, with a cost of 0... I am sure it is easier to add a single Gear listing than modify checkboxes in multiple places etc. Also, it would be easier to have one entry to add to anything wireless, than check to be sure no accidental free boxes were checked on other programs, at least in my opinion.

- The Chemical Seal item has 10 uses, but displays as 1 item making it difficult to keep track of expenditures. I would suggest dividing the cost by 10, and adding the "Quantity" box (similar to something like ammo, or slap patches). Then, you can mark off uses as they are used, and let the "Qty" entry show the amount remaining, just like other things which are 'use and lose'.

Still going through some things, but wanted to get these up awhile. The more I use this program the more I enjoy it, and am impressed with what it can handle. I hope my observations can help improve it. Thank you again.
SpellBinder
My custom content batch has caseless ammo entries.
ChatNoir
I search a bit in the option but didin't find anything concerning that optionnal rule from AUG p23
QUOTE
Implant Maintenance
For ease of play and to deter unnecessary bookkeeping, Augmentation does not feature any rules requiring characters with implants to undergo regular maintenance or checkups. If you want a game where enhancement comes with consequences, however, characters with body modifications must pay extra lifestyle costs equal to 1% of their total implant costs each month. A character with 10,000¥ worth of implants, for example, must pay a 100¥ upkeep fee each month.
Gamemasters might also wish to make the character roleplay regular visits and checkups, perhaps requiring a street doc contact as well. If a character fails to maintain his implants, consequences should apply. For instance, the Buggy ’Ware negative quality could be applied until the character gets his required checkup.

It would be nice if you could add it on the occasion. Howerver, I'm wondering how to treat higher grade implants (alpha and higher). Should the maintenance cost be higher (hi-tech stuff) or lower (super efficient tech) or the same as standard cyberware ? (same thing for second hand stuff I guess).
Cheet4h
I just found a mistake in the spells database: Shockwave is noted with DF: (F/2)+5
This should be (F/2)+2, according to my SR4 Rulebook (p. 244) and the Street Magic book(p. 172). The pages are only approximated, since I only own the german versions.
Hellfire
QUOTE (Cheet4h @ Oct 10 2012, 03:31 PM) *
I just found a mistake in the spells database: Shockwave is noted with DF: (F/2)+5
This should be (F/2)+2, according to my SR4 Rulebook (p. 244) and the Street Magic book(p. 172). The pages are only approximated, since I only own the german versions.


Shockwave is simply the renamed Blast elemental effect version of Fireball, which is F/2+5, so drain should be OK.
Street Magic p. 168.
Cheet4h
QUOTE (Hellfire @ Oct 10 2012, 08:45 PM) *
Shockwave is simply the renamed Blast elemental effect version of Fireball, which is F/2+5, so drain should be OK.
Street Magic p. 168.


Ah, okay. It seems that it's a translation issue with the german language file. The spell "Druckwelle", which translates to "Shockwave" seems to have a double entry, which I missed in the creation. The correct spell would be "Blast".

I would like to correct this in the official file, but I don't get which spell "Shockwave" is in the german version. There is already a fireball spell with (F/2)+5 drain, as well as a electric elemental damage one, which would be my second guess ...

edit: uh, do I get this right? They renamed the spell "Fireball" to "Shockwave" in the english Street Magic rules?
Kiirnodel
QUOTE (Cheet4h @ Oct 10 2012, 05:11 PM) *
Ah, okay. It seems that it's a translation issue with the german language file. The spell "Druckwelle", which translates to "Shockwave" seems to have a double entry, which I missed in the creation. The correct spell would be "Blast".

I would like to correct this in the official file, but I don't get which spell "Shockwave" is in the german version. There is already a fireball spell with (F/2)+5 drain, as well as a electric elemental damage one, which would be my second guess ...

edit: uh, do I get this right? They renamed the spell "Fireball" to "Shockwave" in the english Street Magic rules?


Not quite. In Street Magic they added additional spell elements in addition to Fire, Electricity, etc.

The Blast element as an area effect spell is called "Shockwave". This is similar to the area effect Fire element called Fireball.

The listing of the new element spells based on name and target (single vs. area) has a sidebar chart in Street Magic p. 168, at least in the english version.
Cheet4h
Ah, now I see that chart -.- And there is a spell named "Druckwelle", too. So that's a duplicate entry in the german rules to begin with :/
Thanks for helping to clear that confusion.
valavaern
I'd like to put in a couple of requests again...

1:
An option to allow Free Spirit PC Force to set the Maximum AND Minimum for all of their attributes (effectively making their attributes = their Force, just like every other spirit), as a recent thread over on the SR4 forums has brought up that the actual explicit rules seem to say this.

2: Kind of big one, but I really think it needs doing~
A back-end overhaul to move free spirit powers from a list in their racial entry, to a full subset in the powers.xml file, adding a new tag to the power entries (something like <type>[adept, spirit, both],<type>) that would denote where the power is for adepts, spirits, or allow the option for custom powers to be both. This will also allow free spirit powers to have actual mechanical functionality.

3:
If I've said this before, I'm sorry, but I'd like request that natural weapons have an option to set their damage = Magic attribute, so that it will appropriately scale with Spirits.

Thanks as always, and keep up the good work!
Chance359
Once again thanks for all your hard work, quick suggestion:

Can we get commlinks and programs on their own tab? As I'm adding PACKs and other gear all the other tabs are well laid out but "gear" tab is always a mess.
Hellfire
The Shadowrun 2050 versions of Cyber- and Bioware seem to be missing, even if you select the sourcebook in the options.
SilverAngel
Hi Nebula

I found a problem with armor modifikations with <armorcapacity>FixedValues ... </armorcapacity>. When ever I add a mod to an armor with <armor><armorcapacity>0</armorcapacity> the capacity is reduced by rating and not by the value of the <mods><armorcapacity>FixedValues ... </armorcapacity> section. If there is a fixed value at <armor><armorcapacity> it works fine.

best regard

Silverangel

Edit: I just had a mistake in understanding the german rules.
KnightAries
QUOTE (Nebular @ Sep 30 2012, 07:06 PM) *
This hasn't gotten lost. I do have it on my to do list, it's just something I haven't dealt with yet; partially because I'm not entirely sure how to handle this yet, and partially because I might be putting in a Commlinks tab which would probably be the ideal time to work on this little problem. smile.gif



QUOTE (Chance359 @ Oct 12 2012, 12:02 AM) *
Once again thanks for all your hard work, quick suggestion:

Can we get commlinks and programs on their own tab? As I'm adding PACKs and other gear all the other tabs are well laid out but "gear" tab is always a mess.



On his list. Quoted his text as I'm patiently waiting for the same thing biggrin.gif
DaveDave
No stats for the Chrysler-Nissan G12a Hovercraft?
Machine Ghost
QUOTE (KnightAries @ Oct 12 2012, 10:26 PM) *
QUOTE (Nebular @ Sep 30 2012, 07:06 PM) *

This hasn't gotten lost. I do have it on my to do list, it's just something I haven't dealt with yet; partially because I'm not entirely sure how to handle this yet, and partially because I might be putting in a Commlinks tab which would probably be the ideal time to work on this little problem. smile.gif

QUOTE (Chance359 @ Oct 12 2012, 12:02 AM) *
Once again thanks for all your hard work, quick suggestion:

Can we get commlinks and programs on their own tab? As I'm adding PACKs and other gear all the other tabs are well laid out but "gear" tab is always a mess.


On his list. Quoted his text as I'm patiently waiting for the same thing biggrin.gif

I too think a commlinks tab would be very useful. Here are some ideas to go with that.

Instead of commlinks tab, make it a Matrix Nodes tab, and include the matrix node information from commlinks, nexi, drones, living persona, and the matrix related information for any piece of equipment that has more than a simple device rating. With enough reference information to tell which node is which.

Related to that, for items that have a node, and do, or can, have independent matrix attributes, options, modification, accessories, add a "node" location to collect all of that together. First place I ran into that, was upgrading a PMV to have higher ratings, fuzzy logic, additional autosofts, etc. Fuzzy logic takes up a modification slot, but the rest of that is zero capacity cost for the vehicle upgrade. It would be nice to be able to just collapse a single location to hide that, while working on the 'actual' vehicle modifications. The node related information was overwhelming the vehicle modification information. The Vehicle Sensor component, with add as plugin does a good job of that for the sensor functions. A Node, Matrix Node, or Vehicle Node component to handle the matrix related functionality rating information would really help. The Fuzzy Logic modification might or might not 'fit' in there, since it DOES use a modification slot for the vehicle, in spite of being very node specific.

I can already create a Vehicle Node location, and can add gear to it. So the added programs and autosofts can be filed there, but the upgraded pilot and matrix attribute information will not move.

I have not gotten far enough with this yet, to see if any vehicle related dice pools will get modified by the the added gear.

The Vehicle Sensor nicely groups all of the sensor function together, but I think it should also show the current sensor rating when the "Vehicle Sensor" is selected in the list, instead of needing to go back to the vehicle entry itself. I do not think there should be anything outside of "Vehicle Sensor" that would affect the sensor value. The same would be true for the proposed "Node" component. It should show the matrix stats. (if can get the upgrades in there, as well as the added gear). This might need an extra tag in the matrix related xml information, to mark items (gear) that should go in a "Matrix Node" component, if it exists.

Separate question: When a basic Ares-Segway Terrier is added to the Vehicles & Drones tab, it initially shows "Sensor: 2 (Signal: 5)". What is the Signal: 5 about? I have not seen anything that changes that value, and do not know what it is used for.

Bug I think: in create mode, adding a matrix program at rating 1 automatically (and correctly) adds program options Copy Protection (Rating 1) and Registration. However, increasing the main program rating after initial purchase does not increase the copy protection rating. While it is possible to have those to ratings different, it would be unusual FWIK about programs and program options. As a minimum, I think the copy protection rating should be adjusted to match the main program rating, if the ratings are the same when (before) the main program rating is changed.

Maneuver and Targeting prompt for details about equipment the autosofts are for. That should not really be needed, since those autosofts are always specific to the equipment they are purchased for. At least if the autosoft is purchased as gear for a vehicle or weapon. Purchasing a Targeting autosoft could be different, since it could be purchased for (the node of) a vehicle that has multiple weapons. In which case a drop down similar to the fake license seems appropriate.
Machine Ghost
praise and issues cool.gif

Love the program. I was looking at developing a web app with similar capabilities, but never got past the preliminary design stage. Got bogged down in the complexities of interactions between things. BTW, seeing your email address in one of the posts triggered a check of your bio info. You and I are 'neighbors'.

Context: Build 418

Building compound items [with modifications and options] is very awkward in career mode. Advanced Lifestyle, Drone, commlinks, armor, weapons for start. Adding and removal of accessories and modifications, or changing ratings is much simpler in create mode.

Suggestion: Have some sort of 'in design' state that uses the more flexible editing from create mode, and does not create any transactions until the finalized / commit / buy button is clicked. Just brainstorming, 'buy' the base item, set it to edit / customize / design, do multiple customization steps, then finalize (or reject). Generate a transaction for initial purchase, then one more for the batch of customization transactions on commit. That process should work whether acquiring a new item, or making changes to something previously purchased.

I realize that that could be complex to implement. I saw a request in the posting history to be able to use a PACK in career mode. That would be another, possibly simpler, way to improve the functionality. Perhaps limiting the items that are allowed in a PACK to be used in career mode. An extension to that, would be to be able to 'buy' an item from another 'character', whether the 'store front' character is in create or career mode. That way you could keep one or more characters in create mode just to design and build things, then from the career mode character just 'import' one item at a time from the saved create mode chum file, copying the nested xml structure, and creating the appropriate transactions. Depending on tracking needs, that could be a single transaction for the complete customized item, or a group of transactions showing only the final customized result.

Build 371 includes information about copy and paste, in create mode only, pending figuring things out. How is that figuring going? Copy and paste between characters, where the destination character is in career mode, would cover this nicely. I can see issues around this, if the 2 characters are not based on the same settings, but PACKs have the same problem I think. One way to implement this that I can see, is to convert an item into the series of operations needed to [re]create it, then pass that script to the other character to execute (in a transaction) in its own context. With errors causing a rollback, to handle cases were the target character is not compatible in someway. DB terminology, but the concepts hold.

I have another use for scripted operations. The career mode character improvement tab provides a way to turn on and off some optional or conditional bonuses. Another thing that can be useful, is to be able to change the configuration of multiple things for 'standard' situations. A character with multiple suits and armor components could specify all of the components that make a single 'outfit', then equip that outfit, unequipping all other items. At the same time, with multiple available weapons, the equipped items and loaded ammunition could be selected. For matrix work, pick the complete set of programs to be loaded, to provide the currently desired functions, while minimizing degradation from too many programs running. This could also be used to move a standard set of items from one location to another. Packing the van in preparation for a trip 'to the barrens', and putting everything away again before going to the club.
Minimax le Rouge
hello,
i have an issue with a vehicle modification : Lighter than air
QUOTE
Speed and Acceleration are cut in half, however, while Handling is reduced by 2, but the craft gains Level 2 improved takeoff and landing capacity

This doesn't work with chummer.
The Wrestling Troll
I've noticed that you're not able to put gear into a fingertip compartement. Altough it states in SR4 Corebook p.342 that it is often used to hide a monofilamentwhip. I wish I could assign my whip or monofilament garrote to the fingertip compartement.
Sengir
QUOTE (Machine Ghost @ Oct 14 2012, 05:09 AM) *
Separate question: When a basic Ares-Segway Terrier is added to the Vehicles & Drones tab, it initially shows "Sensor: 2 (Signal: 5)". What is the Signal: 5 about? I have not seen anything that changes that value, and do not know what it is used for.

Sensor packages have a Signal Rating (p. 334, SR4A) to express the range of the installed sensors.
Machine Ghost
QUOTE (Sengir @ Oct 15 2012, 03:57 PM) *
Sensor packages have a Signal Rating (p. 334, SR4A) to express the range of the installed sensors.
Ah! Makes sense. But what determines that range (for the sensor package)? Ultrawideband radar AR60 specifically has a signal rating of 2 (now that I know what I am looking at), but putting it plus a directional microphone (range 100m, which SR4A222 translates to signal 2) in a Dragonfly minidrone, using up all 3 slots for the sensor package, still leaves the drone sensor signal rating at 3. What ever is used to calculate the initial value does not seem to get updated when the sensor package is modified to contain specific sensors.
Sengir
QUOTE (Machine Ghost @ Oct 16 2012, 12:39 AM) *
Ah! Makes sense. But what determines that range (for the sensor package)? Ultrawideband radar AR60 specifically has a signal rating of 2 (now that I know what I am looking at), but putting it plus a directional microphone (range 100m, which SR4A222 translates to signal 2) in a Dragonfly minidrone, using up all 3 slots for the sensor package, still leaves the drone sensor signal rating at 3. What ever is used to calculate the initial value does not seem to get updated when the sensor package is modified to contain specific sensors.

Read the aforementioned page...the Signal Rating of sensors depends only on the size of the Sensor Package, and specific sensors still can have their own range limits.
Machine Ghost
QUOTE (Sengir @ Oct 16 2012, 08:59 AM) *
Read the aforementioned page...the Signal Rating of sensors depends only on the size of the Sensor Package, and specific sensors still can have their own range limits.
i assume you mean
QUOTE (SR4A334)
Each package has a sensor range that indicates the limits of the sensor’s reach
combined with the capacity and signal table at the bottom of the page. That does match the numbers I have been seeing. In the past though, I have been considering that signal rating as the wifi signal range for the package. In other words, how far it could be away from your commlink, and still be (directly) part of your PAN. When I looked at this section previously, I was looking at worn and carried sensors, plus any discretely placed for 'information gathering'. Two different ranges: how far the sensor function can see, and how far the sensor package can send the information. Things like 'leaving' a handheld sensor containing a MAD or Cyberware scanner on a table, then moving away while still receiving data from it, independent of how far the sensor can detect things (5 or 15m for the function versus 400m for the signal rating). Continuing the text quoted above
QUOTE (SR4A334)
, though some specific sensors have their own maximum ranges
the word though does imply a different meaning, and cross checking between that table, and the signal range table on SR4A222 does show differences:
    Sensor Packages
    • RFID signal 0
    • Handheld/Minidrone signal 3
    Signal Range
    • signal rating 1 examples of RFID tags and handheld electronics
Micro sensor package signal 2 does match signal rating 2 example micro-drone sensors.
Sigh, I need to rethink some of the personal electronics capabilities.
Sengir
I really fail to see the problem. The Signal Rating of a sensor package is the default value for sensor ranges, individual sensors (such as the UWB you already mentioned) may of course have different ranges.

And yes, RFID sensors can obviously "look" further than an RFID-sized device can send...given that most sensors are merely passive receivers I'd say that makes perfect sense...
Machine Ghost
QUOTE (Sengir @ Oct 17 2012, 05:54 AM) *
I really fail to see the problem. The Signal Rating of a sensor package is the default value for sensor ranges, individual sensors (such as the UWB you already mentioned) may of course have different ranges.

And yes, RFID sensors can obviously "look" further than an RFID-sized device can send...given that most sensors are merely passive receivers I'd say that makes perfect sense...
Single sensors [other than things like sonar and radar] are passive receivers, but when they are added to a package, the package itself typically contains a wifi transceiver. Otherwise it could not connect to a PAN. Bi-directional, so sensor options [select sound] can be selected and configured. Think handheld scanner with a wifi/AR display. That transceiver is why sensors themselves can be subscribed, hacked, spoofed. That transceiver functionality is what I have been associating with the sensor package signal value, which does not necessarily have anything to do with how far the sensors in the package can see. I have been using the "reach" from the quoted text to mean a specification for the wifi range of the sensor package. Instead, it appears that all standard sensor packages have wifi signal range of 0 or 1 [3 or 40 meters]. To get more than that, a signal upgrade will be needed [for the package].

A problem with this, is that many sensor [functions] do not have a range specified, so they will supposedly be able to *see* as far as the signal value of the sensor package they are in. I would really like to have a directional microphone in an RFID package that can hear from more than 3 meters. Same for a laser range finder or motion sensor. A laser range finder should be a LOS device, affected [only] by visibility modifiers.
Machine Ghost
Reproducable error using gear imported from PACK
Context: build 418; Windows 7 64 bit
I created a custom PACKS kit containing a commlink, OS, and Basic+ program Suite. The OS and suite are plugins for the commlink. In the source chum file used to create the kit, selecting the commlink shows a cost of 6900, which includes the plugins. When I add the created PACK, clicking on the commlink shows 5000, just the cost for the commlink. Clicking the OS plugin [the first plugin], I get a crash from object reference not set to an instance of an object. Clicking the suite, any of the programs, or any of the program options gets the same crash. Saving the new character containing the kit, close and reopen chummer result in the loss of the plugins.
There is only a single settings file, and it was not changed between creating the PACK and using it.
QUOTE (Exception)
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCreate.RefreshSelectedGear()
at Chummer.frmCreate.treGear_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Steps to reproduce:
  • new character; default information; any metatype
  • Street Gear; Gear; Add Gear
  • Transys Avalon
  • Add As Plugin
  • Novatech Navi
  • Add As Plugin
  • Suite: Basic+
  • Save
  • Special; Create PACKS kit
  • kit name; custom_my_packs.xml; check only Gear; OK
  • close chummer; open chummer; new character; default information; any metatype
  • Special; Add Packs Kit; Custom; my kit; OK
  • Street Gear; Gear
  • Click Transys Avalon # cost shows 5000
  • Click Novatech Navi (plugin) # crash
Email with source chum and xml files about to be sent, soon as I post this to get a reference ID to put in the email.
Kiirnodel
QUOTE (Machine Ghost @ Oct 19 2012, 03:19 AM) *
Single sensors [other than things like sonar and radar] are passive receivers, but when they are added to a package, the package itself typically contains a wifi transceiver. Otherwise it could not connect to a PAN. Bi-directional, so sensor options [select sound] can be selected and configured. Think handheld scanner with a wifi/AR display. That transceiver is why sensors themselves can be subscribed, hacked, spoofed. That transceiver functionality is what I have been associating with the sensor package signal value, which does not necessarily have anything to do with how far the sensors in the package can see. I have been using the "reach" from the quoted text to mean a specification for the wifi range of the sensor package. Instead, it appears that all standard sensor packages have wifi signal range of 0 or 1 [3 or 40 meters]. To get more than that, a signal upgrade will be needed [for the package].

A problem with this, is that many sensor [functions] do not have a range specified, so they will supposedly be able to *see* as far as the signal value of the sensor package they are in. I would really like to have a directional microphone in an RFID package that can hear from more than 3 meters. Same for a laser range finder or motion sensor. A laser range finder should be a LOS device, affected [only] by visibility modifiers.


This isn't really the place to discuss the rules regarding sensors, so I would suggest if there needs to be further clarification about how sensors work that a thread be made about such in a rules thread.

But for the record...

QUOTE (SR4A pg 334)
Each package has a sensor range that indicates the limits of the sensor’s reach (see the Signal Rating Table, p. 222), though some specific sensors have their own maximum ranges. Each sensor package also has a Capacity rating; the total Capacity rating of the individual sensors may not exceed the package’s Capacity rating.

Emphasis mine.

The underlined section explicitly says that the Signal range indicated for the sensor package represents the range that the sensor sees.
The bold section states that individual sensor function types might break the sensor packages sensor range.

An RFID sized sensor as far as I know is a passive device, not really much of a sensor in its own right. These are the little microchip tags that are put in devices that are meant to be picked up by an RFID scanner and whatnot. You could probably make an RFID sensor network that is installed in devices so it can pick up certain conditions. In fact, I took a look at the page reference listed in the Sensors for the RFID sensor and I noticed it is in fact listed as its own price (Yes you have to pay extra to extra miniaturized sensors, 500 nuyen each before sensor function cost).

QUOTE (SR4A pg 329)
Sensor Tags: These tags are equipped with single rating 1 sensor (Visual Sensors & Imaging Devices, p. 332; Audio Sensors, p. 333; and Sensors, p. 333) and are programmed to monitor a certain object/person/environment and respond to certain conditions. Sensor tags are used for diagnostic purposes in various devices, vehicle components, and cyberware, as well as to monitor temperature in food shipments, and many similar purposes.

Not sure how you would plan to have an RFID sensor that could be used at a sizable range. Most of the spy toys would fall under a Micro Sensor. These would be things like a camera in your lapel pin, or a laser pointer that has a laser microphone or something.

Now all of that is just for the sensors and their functions. As has already been mentioned, it would need to be attached to a comm device of some sort so that you could actually communicate with it over long distances. You could use any of these sensors in a drone which would have its own commlink and at least a Minidrone can hold up to 3 capacity of sensor functions and has a sensor signal range of 3 before you upgrade its sensors (see Augmentation vehicle mods).
Machine Ghost
Context: build 418, Windows 7 64 bit
Adding a "Bike Racing Helmet" to Street Gear; Armor show a capacity of 6(6 remaining). Adding Gear; Skinlink to that, which has a capacity of 0 changes the helmet capacity to 6(3 remaining). Adding Thermographic further reduces to 6(2 remaining). I do not *think* that vision enhancements to the visor should use up capacity, even if it not 0 capacity, and the first addition starts counting the included image link and flare compensation. The helmet capacity should be for armor modifications, or new sensors. The virtual surround-sound music system mentioned on AR48 is not included either, although that is minor.
Machine Ghost
Crash adding vehicle armor
Context: build 418; Windows 7; 64bit; Character build
If a low rated armor modification is added to a vehicle (Horizon-Doble Revolution in this case), the rating can be increased only to 12. AR133 says armor rating is from 1 to 20. When adding the armor, the rating can be increased to 20 (before clicking OK to add it). However, if the rating is higher than 12, then after it has been added, selecting the armor modification causes a crash saying:
Value of "13" is not valid for "Value". "Value" should be between "Minimum" and Maximum". Parameter name: Value.

Saving the character file after the high rated armor was added, close and reopen the file, and the armor is gone.

Reproduced on a freshly created character.
SpellBinder
A vehicle can have up to twice it's Body in armor (or three times Body rating for drones), up to a maximum of 20 for regular armor. This is right in the Armor mod entry, on page 133.

The Horizon-Doble Revolution has a Body of 6.
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