Discussion Commanders log manual and data sample

We're only just getting this feature now, I'd rather not see it given a bad name due to people complaining about massive journal logs. :p

Good point. (Though I guess the logs would still be insignificant compared to the amount of storage ED:H itself takes.)

Perhaps system data dumps could be an opt-in feature (say, a setting in AppConfig.xml).
 
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Good point. (Though I guess the logs would still be insignificant compared to the amount of storage ED:H itself takes.)

Perhaps system data dumps could be an opt-in feature (say, a setting in AppConfig.xml).

To a large extent it would be simpler if Frontier released a large datadump in this format for all the auto-discovered systems.
 
I have a small but potentially important request:

Could we have events for ship related stuff whenever something starts, and when something ends, across the board?

Current Example:

{ "timestamp":"2016-09-20T18:24:55Z", "event":"Interdicted", "Submitted":true, "Interdictor":"Wampso Ruukh", "IsPlayer":true, "CombatRank":8 }
{ "timestamp":"2016-09-20T18:24:57Z", "event":"SupercruiseExit", "StarSystem":"Shinrarta Dezhra", "Body":"Founders World" }

This is fine if you just want to log something. However I'm controlling external lights, laser and smoke effects. What would be needed for this would be an event like "InterdictionStarted", and then an "InterdictionEnded" with attributes that say things like "successful":true and "submitted":true.

Same for going to hyperspace: An event for when the countdown completes, and an event when exiting supercruise would be awesome.

Same for heat damage: An event for when the heat drops below damaging level, as well as when it drops below warning level would be great - that would let me sync up external effects to the ship internal warning lights.


If you really want to go all-out then shield hits would also be awesome to have - but I do understand the issue of making the logfile grow massively if something happens very frequently.
 
CC from Bug Report post :-

Severity: Moderate

Frequency: 100%

What time: 20:37:09Z

What date: 2016-09-21

Using VR?: None / N/A

Location: Mission and Planets

Ship/SRV?: N/A

Ship Type:

Commander name: Cybd

Describe the issue: The MaterialCollected event in the Journal doesn't include a quantity i.e for a mission rewarding 2 biotechconductors :-

{ "timestamp":"2016-09-21T20:37:09Z", "event":"MaterialCollected", "Category":"Manufactured", "Name":"biotechconductors" }

For collecting off a planet, when 3 are added to your inventory :-

{ "timestamp":"2016-09-21T21:08:37Z", "event":"MaterialCollected", "Category":"Raw", "Name":"sulphur" }


Reproduction Steps: Acquire materials or data too I guess

Additional files?:
 
I've asked before, but will ask again because it matters for what I'm trying to do. Is there any chance of adding age to the stellar scan information?
 
Found a bug in the PVPKill event:

My friend, commander _Han_Solo_ showed me this

{ "timestamp":"2016-09-20T175:32Z", "event":"PVPKill", "Victim":"_Han_Solo_", "CombatRank":8 }
{ "timestamp":"2016-09-20T175:35Z", "event":"SupercruiseEntry", "StarSystem":"Eravate" }

This makes no sense - the victim clearly couldn't be _Han_Solo_, because immediately after that event, he jumped into super cruise. It seems the event is pulling the wrong commander name.

Edit:

Actually that's not quite true. He had PVPKill for other players, which made me realise what is going on. If you jump to supercruise without having your ship launched fighter docked, this gets registered as this event. This is still a bug though.
 
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hchalkley

Senior Programmer
Frontier
Eventure, I think you were rewarded a zero bounty for killing the NPC Viper, and had a bounties of 400 and 6000 applied to you for the assault and murder crimes (because you hadn't scanned your target) The report of a zero bounty reward should maybe not be written into the journal
 
Eventure, I think you were rewarded a zero bounty for killing the NPC Viper, and had a bounties of 400 and 6000 applied to you for the assault and murder crimes (because you hadn't scanned your target) The report of a zero bounty reward should maybe not be written into the journal

Thought so. Thanks for clearing this up.
 
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hchalkley

Senior Programmer
Frontier
The false-positive PVPKill has been logged as a bug for the gameplay team, as this will affect other stats and telemetry

I have added a Count property to MaterialCollected, and scanning a Star will log Age and Temperature, and orbital stats will be logged for all bodies. The rings stats have increased significant figures. (These changes might not be included in Beta 4)
 
The false-positive PVPKill has been logged as a bug for the gameplay team, as this will affect other stats and telemetry

I have added a Count property to MaterialCollected, and scanning a Star will log Age and Temperature, and orbital stats will be logged for all bodies. The rings stats have increased significant figures. (These changes might not be included in Beta 4)


Fantastic changes, many thanks for listening and being so responsive.

Did you have a chance to look at the issue where the FSDJump event is turning up at when exiting hyperspace rather than entering it?
 
I think its better to get FSDJump event at exiting hyperspace.

IF we get it at enter we will get false jumps. All times jumps has failed will not get a false event then. It will be best if we get the event as soon as possible after the new position is stored.
 
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I think its better to get FSDJump event at exiting hyperspace.

IF we get it at enter we will get false jumps. All times jumps has failed will not get a false event then.

The netlog entry came in after the destination had been entered but before the instance was set up, so you wouldn't receive a false event. It did give EDDI time to set things up and start talking before arriving though, which was useful as it filled that dead time in hyperspace.
 
Can we get a dump of materials and ship/srv inventory "at startup"
Also current missions and their states "at startup"
Also current bounties/bonds/fines/etc "at startup"

Can we get the engineer blueprint "on pin"

THIS!!! I flew over the latest doc and i can't find anything about the inventory.
Did I miss something or is there no way to get the current snapshot of the player inventory?
I think it's one of the most important information to work with.
 
THIS!!! I flew over the latest doc and i can't find anything about the inventory.
Did I miss something or is there no way to get the current snapshot of the player inventory?
I think it's one of the most important information to work with.

Cargo can be obtained from the companion API.

At the moment I do not believe there is any way to obtain the other items you mention.
 
Cargo can be obtained from the companion API.

At the moment I do not believe there is any way to obtain the other items you mention.

It's unfortunate that we can't get Material and Data counts.

The false-positive PVPKill has been logged as a bug for the gameplay team, as this will affect other stats and telemetry

I have added a Count property to MaterialCollected, and scanning a Star will log Age and Temperature, and orbital stats will be logged for all bodies. The rings stats have increased significant figures. (These changes might not be included in Beta 4)


Thanks for keeping the improvements coming. :)
 
Looks like there's a bug:

Code:
{ "timestamp":"2016-09-20T14:42:34Z", "event":"Bounty", "Faction":"Nuenets Corp.", "Faction":"$faction_Federation;", "Faction_Localised":"Federation", "Reward":18280, "VictimFaction":"Nuenets Jet State Limited" }

You can see that "Faction" is supplied twice. I assume that this is because I used a KWS.

From my point of view, the preferable way of fixing this would be to provide a per-faction breakdown of the bounty, e.g.

Code:
{ "timestamp":"2016-09-20T14:42:34Z", "event":"Bounty", "Rewards": [{"Faction":"Nuenets Corp.", "Reward": 10280}, {"Faction":"$faction_Federation;", "Faction_Localised":"Federation", "Reward":8000}], "VictimFaction":"Nuenets Jet State Limited" }

Alternatively you could spit out one event per faction, but that wouldn't be very pretty parsing-wise as we wouldn't be able to relate the two bounties to a single kill.

I'll bug this as well.
 
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Would it make sense for things to be exported when triggered in game?

I.e. Look at your cargo/materials/data stores, the entire list is dumped out.
Look at your ships outfitting, entire load out (and fitted mods) are dumped out.

This will allow 3rd party apps to accurately portray your fleet, and control inventories, including 'stock take' checks instead of counting all the individual additions and subtractions.
 
In the current 2.2 beta3 I think I have noticed some minor issues.


* DockFighter does not seem to fire when the NPC pilots the fighter
* HeatWarning events can be fired while docked
* Location event: Docked is 1/0 not true/false
 
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