Release EDDI 3.3 - Bring your cockpit to life

Another possiblly borked crimemonitor.json from an earlier build maybe? In which case, apologies.

I'm assuming you're using EDDI 3.5.2? It should't be misbehaving re crimes after a nuke of crimemonitor.json and if it is, please tell us.

No apologies needed, thank you all for the app!

I'm guessing that the reason some of the bounty claims weren't showing up was due to them being old? Really don't know.

I am indeed using the latest version of EDDI (3.5.2). As I said in my edit, the two lots of bounty claims that appeared after deleting crimemonitor.json disappeared after I collected them, so that was all good. I just did a couple of data scan missions, which incur a fine and or a bounty, sometimes both, sometimes just the bounty. When I looked in the Crime Monitor tab, only the fines were showing (there should have been two additional bounties for the same factions), and after I went to pay it all off at IF, the two fines were still showing in the Crime Monitor tab.

Could it be that EDDI needs a bit more time to update from the game? I'd say that completing both missions and getting the fines and bounties, then flying to IF to pay them off took probably only around 15 minutes. Anyway, I removed the fine notifications from EDDI, but I'll certainly keep my eyes open and let you know if it appears to be misbehaving going forward.
 
Yes, that is also my experience. EDDI needs a few minutes until all values are up-to-date.
For example, you can test with the "Hangar check" script. If you have installed a landing computer or a fuel scoop,
EDDI will not recognize these installations immediately when starting. When you arrive at the next station they will be recognized.

Code:
{Pause(10000)}

{_ Check shipmodel _}
{if ship.model = "Orca":
    {SetState('no_fighting', true)}
    |elif ship.model = "Asp":
    {SetState('no_fighting', true)}
    |elif ship.model = "Type-9 Heavy":
    {SetState('no_fighting', true)}
    {SetState('slow_ship', true)}
|else:
    {SetState('no_fighting', false)}
}

{SetState('fighter_installed', false)}
{SetState('fighter_enabled', false)}
{SetState('srv_installed', false)}
{SetState('srv_enabled', false)}


{for compartment in ship.compartments:
    {if compartment.module.name = "Standard-Landecomputer":
        {SetState('dockingcomp_installed', true)}
        {if compartment.module.enabled:
           {SetState('dockingcomp_enabled', true)}
           Wir haben einen Landecomputer.
       |else:
           Dieses Schiff ist manuell zu landen.
       }
    |elif compartment.module.name = "Treibstoffsammler":
        {SetState('fuelscoop_installed', true)}
        {if compartment.module.enabled:
           {SetState('fuelscoop_enabled', true)}
           Dieses Schiff verfügt über einen Treibstoffsammler.
       |else:
           Achtung! Dieses Schiff fliegt ohne Treibstoffsammler.
        }
    |elif compartment.module.name = "Fighter-Hangar":
        {SetState('fighter_installed', true)}
        {if compartment.module.enabled:
           {SetState('fighter_enabled', true)}
           Dieses Schiff ist mit einem Jäger ausgerüstet.
        |else:
           Es ist kein Jäger an Bord.
        }
    |elif compartment.module.name = "Planetenfahrzeug-Hangar":
        {SetState('srv_installed', true)}
        {if compartment.module.enabled:
           {SetState('srv_enabled', true)}
           {if compartment.size = 2 || compartment.size = 3:
              Dieses Schiff verfügt über ein Bodenfahrzeug.
           |elif compartment.size = 4:
              Wir haben zwei Bodenfahrzeuge an Bord.
           |elif compartment.size > 4:
              Es stehen mehrere Bodenfahrzeuge zu Planetenerkundungen im Hangar.
           }
        |else:
           Es werden keine Bodenfahrzeuge mitgeführt.
        }
    }
}
 
No apologies needed, thank you all for the app!

I'm guessing that the reason some of the bounty claims weren't showing up was due to them being old? Really don't know.

I am indeed using the latest version of EDDI (3.5.2). As I said in my edit, the two lots of bounty claims that appeared after deleting crimemonitor.json disappeared after I collected them, so that was all good. I just did a couple of data scan missions, which incur a fine and or a bounty, sometimes both, sometimes just the bounty. When I looked in the Crime Monitor tab, only the fines were showing (there should have been two additional bounties for the same factions), and after I went to pay it all off at IF, the two fines were still showing in the Crime Monitor tab.

Could it be that EDDI needs a bit more time to update from the game? I'd say that completing both missions and getting the fines and bounties, then flying to IF to pay them off took probably only around 15 minutes. Anyway, I removed the fine notifications from EDDI, but I'll certainly keep my eyes open and let you know if it appears to be misbehaving going forward.
EDDI shouldn't need minutes to update after incurring a fine or bounty but there may be a problem either with EDDI receiving incomplete information from the game or with EDDI handling the information it's received. Either way, if you open an issue on Github and share a copy of your player journal (in your Saved Games\Frontier Developments\Elite Dangerous\ folder) along with a screenshot of the Crime Monitor then we can investigate it.
 
EDDI shouldn't need minutes to update after incurring a fine or bounty but there may be a problem either with EDDI receiving incomplete information from the game or with EDDI handling the information it's received. Either way, if you open an issue on Github and share a copy of your player journal (in your Saved Games\Frontier Developments\Elite Dangerous\ folder) along with a screenshot of the Crime Monitor then we can investigate it.

Update

Just did three planetary scan missions. Each one resulted in some bounty claims for destroying wanted skimmers and a bounty given for trespass. All updated correctly in the crime monitor tab, and all got removed when the bounties were paid off, so seems to be working fine, at least with those missions.
 
Update

Just did three planetary scan missions. Each one resulted in some bounty claims for destroying wanted skimmers and a bounty given for trespass. All updated correctly in the crime monitor tab, and all got removed when the bounties were paid off, so seems to be working fine, at least with those missions.
Thanks for the update and please let us know if you're able to isolate a problem. :)
 
If you are a dev and want to make a fix or enhancement to EDDI, please talk to us here or via GitHub before starting work:

1. to eliminate duplication of effort;
2. to agree on a technical approach that doesn't conflict with other WIP;
3. to ensure that the changes are in accord with the team's vision for the project, and if not, to adjust them accordingly.

This is general good manners and will greatly enhance the likelihood of your PR being well received.

There is sometimes a misconception that Open Source means that the primary project is obliged to accept PRs. That is not so.
 
Question to the specialists:
Is it possible to read out the current number of chaff and/or heat sinks ?
The variable hardpoint.module.ammoinhopper (ship.hardpoints) returns a value, but it is not current.
 
Question to the specialists:
Is it possible to read out the current number of chaff and/or heat sinks ?
The variable hardpoint.module.ammoinhopper (ship.hardpoints) returns a value, but it is not current.

Nepomuk, it should be accurate from the last 'Loadout' event. You could save it to another VA variable and then adjust it accordingly in your VA profile.
 
Nepomuk, it should be accurate from the last 'Loadout' event. You could save it to another VA variable and then adjust it accordingly in your VA profile.

OK! Thanks. When is the event triggered or how can I trigger it? Is that even possible? :oops:
I wanted to read out the amount of chaff at the event:docked.
Code:
{for hardpoint in ship.hardpoints:
   {if hardpoint.module.name = "Kühlkörperabwurf":
      {SetState("eddi_headsink", hardpoint.module.ammoinhopper + hardpoint.module.ammoinclip)}
      {state.eddi_headsink} Kühlkörper,
   |elif hardpoint.module.name = "Düppel-Werfer":
      {SetState("eddi_chaff", hardpoint.module.ammoinhopper + hardpoint.module.ammoinclip)}
      {state.eddi_chaff} Düppel,
   |elif hardpoint.module.name = "Schildzellen-Bank":
     {SetState("eddi_cells", hardpoint.module.ammoinhopper + hardpoint.module.ammoinclip)}
      {state.eddi_cells} Schildzelle{if state.eddi_cells = 1:e |else:en }
   }
}
But there are always 10+1 (hopper+clip) announced, not the right amount.
 
'Loadout' Event -
Code:
When written: at startup, when loading from main menu, or when switching ships, or after changing the ship in Outfitting, or when docking SRV back in mothership

Use 'SetState' to set VA variables and then decrement those variables in VA action commands for heat sinks, chaff, and shield cells.
 
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Clue? The Journal Manual?

I've stated too many times to count that everything you need to know about journal events are in the manual. 🤪


Our Github is a reference of what EDDI can (presently) do. The Journal Manual is THE reference for the data that FDEV makes available. If it's not in the Journal Manual (or the cAPI), then that data does not exist.
 
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Greetings commanders, I just returned to Elite Dangerous after over a year of absence and ran into some peculiarities with my favorite cockpit assistant ;)

When I left a year ago, EDDIs Humanize function would pronounce decimal values (eg stating the amount when using a fuel scoop) as "three point five". Now that I have returned, EDDI pronounces it as "three comma five". Even though I'm from germany and we DO use the comma instead of the point for decimal separation, it just sounds cringeworthily wrong to me in english.

The second strange thing I noticed is that EDDI will run the "Engineer progressed" script (without event.engineer or event.rank variables handed to it) every single time I log back into the game, immediately after the "commander continued" script. I checked, nothing in the commander continued script makes any reference to the engineer progressed script...

I looked through the existing issues on github and did a search through this thread. Is there any fix to these two strange behaviors? I guess I could simply deactivate the Engineer progressed script, since I'm thousands of LY from the bubble anyways, but I'd rather fix it.

I'm running EDDI version 3.5.2 if that's any help :p
 
The second strange thing I noticed is that EDDI will run the "Engineer progressed" script (without event.engineer or event.rank variables handed to it) every single time I log back into the game, immediately after the "commander continued" script. I checked, nothing in the commander continued script makes any reference to the engineer progressed script...

Check my post here #1951

Basically you need to update your Engineer Progressed script to the latest version. It's been fixed for this problem. :)

It's been a while since I last looked at it, so I can't remember now what the exact code is to replace. However, the script has been rebuilt, so it's probably just best to replace the whole thing with the latest default. :)
 
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... When I left a year ago, EDDIs Humanize function would pronounce decimal values (eg stating the amount when using a fuel scoop) as "three point five". Now that I have returned, EDDI pronounces it as "three comma five". Even though I'm from germany and we DO use the comma instead of the point for decimal separation, it just sounds cringeworthily wrong to me in english.
...
Would seem that it's now parsing via User OS regional environmental settings. If you're in Win10, you can swap between regions pretty easy in the taskbar, and set yourself to English (UK or USA).

Just throwing that out there - assuming it was not checking before, and you've not changed any settings on your end this past year, if it's checking and you prefer a region other than your own. In VoiceAttack, we're always encouraged to use the {DECINV:myDecVar} token to ensure maths function correctly and numbers are displayed to the user correctly for their region. I used to use the Humanize in-line function (adapted from EDDI by you? someone here?) for VA but ever since the new token {INTFORMAT:myIntVar} that isn't needed anymore - though I could see this exact same issue happening with it.... if you're going against the region your OS displays, you may need to manually set things the way you wish.
 
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Greetings commanders, I just returned to Elite Dangerous after over a year of absence and ran into some peculiarities with my favorite cockpit assistant ;)

When I left a year ago, EDDIs Humanize function would pronounce decimal values (eg stating the amount when using a fuel scoop) as "three point five". Now that I have returned, EDDI pronounces it as "three comma five". Even though I'm from germany and we DO use the comma instead of the point for decimal separation, it just sounds cringeworthily wrong to me in english.

The second strange thing I noticed is that EDDI will run the "Engineer progressed" script (without event.engineer or event.rank variables handed to it) every single time I log back into the game, immediately after the "commander continued" script. I checked, nothing in the commander continued script makes any reference to the engineer progressed script...

I looked through the existing issues on github and did a search through this thread. Is there any fix to these two strange behaviors? I guess I could simply deactivate the Engineer progressed script, since I'm thousands of LY from the bubble anyways, but I'd rather fix it.

I'm running EDDI version 3.5.2 if that's any help :p

Welcome back Commander. As others have noted, these symptoms may be due to your custom scripts having gotten out of sync with the baseline after such a long absense. I'd recommend giving the baseline another try as a lot of work has gone into it. You may now find that many of your customisations are no longer needed!

Re decimal comma, that's a new one on us. We now have a lot of users in different locales, and no-one else has complained. Perhaps something to re-evaluate after resolving the above?
 
Basically you need to update your Engineer Progressed script to the latest version. It's been fixed for this problem. :)
Ah thanks, the search I made didn't return your post. My script didn't have the if event.progresstype = "Stage" |elif event.engineer conditional, after adding that to my custom script, it now works as intended. But that seems a bit like a workaround rather than a fix, as it simply suppresses any output because both conditionals are false. Why does it even call the script on login at all?

Would seem that it's now parsing via User OS regional environmental settings. If you're in Win10, you can swap between regions pretty easy in the taskbar, and set yourself to English (UK or USA).
Yeah, it was just Win10 having stupid settings; I did already have my language set to english since like forever, so I thought that couldn't be the reason. But after your post, I looked again and realized that language settings do not equal region settings. Fixed it, thanks a lot!
 
Is there a way to change the word from station to system?. Each time I have a multi system delivery mission job I am infomed that I have more missions at this station.
 
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