Discussion Commanders log manual and data sample

It looks like there is good support for theline-delimited Json idea, and no-one has spoken against it, so I'm going to switch to that format.
Timestamps will be in ISO 8601 format, inside the event object.
Startup and Shipyard events will include a ship id.
Startup will state current credits balance and loan.
I have a few more days in my schedule to implement some more of the suggestions: expect an updated doc sometime next week.

Great! Thank you for your effort!
 
It looks like there is good support for theline-delimited Json idea, and no-one has spoken against it, so I'm going to switch to that format.
Timestamps will be in ISO 8601 format, inside the event object.
Startup and Shipyard events will include a ship id.
Startup will state current credits balance and loan.
I have a few more days in my schedule to implement some more of the suggestions: expect an updated doc sometime next week.

Things keep getting great! Thanks for your fast feedback.
 
I might have missed something but I couldn't see with missions wether the mission end time or expiry were included.

Thanks
 
It looks like there is good support for theline-delimited Json idea, and no-one has spoken against it, so I'm going to switch to that format.
Timestamps will be in ISO 8601 format, inside the event object.
Startup and Shipyard events will include a ship id.
Startup will state current credits balance and loan.
I have a few more days in my schedule to implement some more of the suggestions: expect an updated doc sometime next week.

Can't give you any more +rep :)

Awesome stuff!

Thank you. o7
 

Mu77ley

Volunteer Moderator
It looks like there is good support for theline-delimited Json idea, and no-one has spoken against it, so I'm going to switch to that format.
Timestamps will be in ISO 8601 format, inside the event object.
Startup and Shipyard events will include a ship id.
Startup will state current credits balance and loan.
I have a few more days in my schedule to implement some more of the suggestions: expect an updated doc sometime next week.

Brilliant news. Thank you very much. :)
 
It looks like there is good support for theline-delimited Json idea, and no-one has spoken against it, so I'm going to switch to that format.
Timestamps will be in ISO 8601 format, inside the event object.
Startup and Shipyard events will include a ship id.
Startup will state current credits balance and loan.
I have a few more days in my schedule to implement some more of the suggestions: expect an updated doc sometime next week.

Thank you! This is going to be fantastic! You are my hero! :D
 

hchalkley

Senior Programmer
Frontier
How do you feel about internal symbol names vs localised text?

Some of the events currently write a value that uses one of the game's internal symbols, eg $ShipName_Police_Independent; or $government_Anarchy;
I could either leave these as they are, or use them to load the localised text in the player's selected language: "Schiff der Systembehörden", "Анархия"
Some of the data in the log is already localised, eg the planetary description string.

I could also localise module names, commodity names, etc, as our internal symbols may not always match the names you're used to - but would multiple languages cause other problems?
 
How do you feel about internal symbol names vs localised text?

Some of the events currently write a value that uses one of the game's internal symbols, eg $ShipName_Police_Independent; or $government_Anarchy;
I could either leave these as they are, or use them to load the localised text in the player's selected language: "Schiff der Systembehörden", "Анархия"
Some of the data in the log is already localised, eg the planetary description string.

I could also localise module names, commodity names, etc, as our internal symbols may not always match the names you're used to - but would multiple languages cause other problems?

Oh please use static references. Or else we would never be done in trying to map different values to the real state. We had to do this with OCR for a long time. Please not again :)
 

Robert Maynard

Volunteer Moderator
Would localisation not cause more work / less code sharing between different tools / creators - due to the need to translate the references?
 
Internal, please! Developers needing to translate from one name into whatever they want to record/display is far easier than having to deal with multiple languages.
 
Would localisation not cause more work / less code sharing between different tools / creators - due to the need to translate the references?

One issue is the parsing of the events. And one is the representation of the data to the user. Imho the first should be the target of the journal. And most ED tools are English only anyway :)
 
These are two different use cases - machine readable and user visible. Hence I'd provide both strings, under different keys. S'what we do in our APIs...
 
How do you feel about internal symbol names vs localised text?

Some of the events currently write a value that uses one of the game's internal symbols, eg $ShipName_Police_Independent; or $government_Anarchy;
I could either leave these as they are, or use them to load the localised text in the player's selected language: "Schiff der Systembehörden", "Анархия"
Some of the data in the log is already localised, eg the planetary description string.

I could also localise module names, commodity names, etc, as our internal symbols may not always match the names you're used to - but would multiple languages cause other problems?

As others have said, internal names are preferable because we want single unique identifiers. Localisation is more of a client-side thing.

Of course, it would be very useful to provide us with a dump of said identifiers.
 
How do you feel about internal symbol names vs localised text?

Some of the events currently write a value that uses one of the game's internal symbols, eg $ShipName_Police_Independent; or $government_Anarchy;
I could either leave these as they are, or use them to load the localised text in the player's selected language: "Schiff der Systembehörden", "Анархия"
Some of the data in the log is already localised, eg the planetary description string.

I could also localise module names, commodity names, etc, as our internal symbols may not always match the names you're used to - but would multiple languages cause other problems?

Please, no localized text in there, there is needed to have a conversion table to IDs for the every language used then and it's pain (to create and to maintain). Internal symbols are definitely a better choice (anybody can handle their tool localization as they wish and for the languages they wish).

If there are some data already localized, like the planet descriptions you mentioned and it is really inevitable to has it localized, please include also a key which language is used for it (and/or also the english original text).
 
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Startup and Shipyard events will include a ship id.
The Companion API lists your ships by ordinal - i.e. the ship with id "5" is the 5th ship that you bought. Please use the same numbering for the ship id in the journal so we can correlate between the two sources of info.
(Of course this becomes moot if you implement the suggestion "Journal should duplicate all functionality of the Companion API.").
 
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How do you feel about internal symbol names vs localised text?

Some of the events currently write a value that uses one of the game's internal symbols, eg $ShipName_Police_Independent; or $government_Anarchy;
I could either leave these as they are, or use them to load the localised text in the player's selected language: "Schiff der Systembehörden", "Анархия"
Some of the data in the log is already localised, eg the planetary description string.

I could also localise module names, commodity names, etc, as our internal symbols may not always match the names you're used to - but would multiple languages cause other problems?

I agree with everyone else so far. Please don't translate, please use internal unique symbols/identifiers. Mapping from those to translations is much easier than reverse mapping the localization to identifier. Plus, so far we've never really had any official symbols/identifiers (as in the symbols/identifiers Frontier uses), it would be a great help if everyone could use and reference the same, official internal Frontier IDs. Makes everything much more interoperable.

Can state often enough how excited I am, how great of a help this is!
 
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