Release EDDI - Windows app for immersion and more

Status
Thread Closed: Not open for further replies.
Not sure if this has been mentioned but the comments i have made on systems in EDSM don't get read out to me anymore. Is this cause of the recent change in EDSM?
 
I've already kinda done the same thing with my twitch stream with an overlay when playing Elite. I don't do anything fancy I just used voice attack scripting (with EDDI plugin) and .txt files to load into OBS to display stats on my twitch stream.

I keep track of pretty much everything, kills, bounties, jumps, fuel, distance. Also what stars and planets I've scanned while exploring.

Check out my youtube achieves of my streams and you will get the idea.... CMDR Bumble B Live Twitch Stream achieves
Looks awesome! And that's done with VoiceAttack scripting? Hmm. I'll probably still go the route of a Python script because then I can basically run it as a service that just parses the journals and provides all these different variables to be plugged into whatever I want (Since I'd like to display the information on little LCDs and stuff, too.) and Python can run on anything from my PC, to a RasPi, to an ESP8266 wifi/microcontroller chip. (Also, I actually know how to Python already.[wacky])

I see you also seem to use much more extensive VA automation. (The kind that requires you to occasionally do a command to reset everything to a default state.) I've been thinking about going that route, at the very least to able to launch my fighter without doing it manually...but that starts to get annoyingly complicated considering I've got two bays of identical Taipans so that I can do staggered launches as they're destroyed, and the script would have to keep switching back and forth.

I'm also noticing that the default body report returns with "I'm not sure what body you are asking about."
Yeah, I'm getting the same results. :(
 
Last edited:
Starting to have probs with EDDI recognizing my ships/names. Swapped ships and renamed multiple times, but still. Was a DBX in this case.
 
Last edited:
Starting to have probs with EDDI recognizing my ships/names. Swapped ships and renamed multiple times, but still. Was a DBX in this case.

did you name your ship on EDDI's shipyard tap? EDDI can't reconize shipnames from out of the games so we have to write it down by our selfes.
 
Alright, so I downloaded EDDI for the first time last night and was wondering about a few things. Some functions (such as the system state that describes the system population, controlling faction, etc) seem very useful but I can't seem to see how they're triggered. Are keybinds available to trigger certain commands/functions, and if so, how/where are those set up?

connect EDDi with the companion app feature on companion app tab. as well as the logs on tab netlog monitor
 
I've finished my very own german personality for EDDI.

It's german and the EDDI responses are written as a ship AI and pronounce the Cmdr, he ship AI and ship as "us or we". i had fun for days doing some research on appropriate appellation for the empire titles. there is actually an appellation form for each aristocratic title in german language. the naval-military ones for federation are quite simple. 'Honorific' got also a version included when the commander is female.

im looking in further changes to be made once i mastered coding myself and adding more diversity with further phrases and wording. OneOf and Occasionally really got me into it!

Dropbox Link
 
I'm pleased to announce the eighth beta release of EDDI 2.3. This contains a number of bugfixes. At this stage I'm not planning on adding any new features, so I'd very much like to hear of any bugs that people experience with this release prior to moving this to production.

The full changelog is as follows:

  • Core
    • Tidy ups for reading from and writing to files to catch potential exceptions
    • Do not send data to EDSM or EDDN if in a multicrew session
  • EDDN Responder
    • Avoid use of data from Frontier API when setting starsystem information
  • VoiceAttack Responder
    • Use defensive copies of arrays to avoid potential exceptions when they are modified whilst we are reading them

Information about the first beta release and details of how to obtain the beta is available in a prior post: https://forums.frontier.co.uk/showt...ion-and-more?p=5406291&viewfull=1#post5406291
 
I'm pleased to announce the eighth beta release of EDDI 2.3. This contains a number of bugfixes. At this stage I'm not planning on adding any new features, so I'd very much like to hear of any bugs that people experience with this release prior to moving this to production.

The full changelog is as follows:

  • Core
    • Tidy ups for reading from and writing to files to catch potential exceptions
    • Do not send data to EDSM or EDDN if in a multicrew session
  • EDDN Responder
    • Avoid use of data from Frontier API when setting starsystem information
  • VoiceAttack Responder
    • Use defensive copies of arrays to avoid potential exceptions when they are modified whilst we are reading them

Information about the first beta release and details of how to obtain the beta is available in a prior post: https://forums.frontier.co.uk/showt...ion-and-more?p=5406291&viewfull=1#post5406291

I'm not quite sure what happened after upgrading, but i couldn't connect to the API anymore, even with the validation code entered correctly.
I copied back the credentials.json from a backup and it worked again. Just to let you know.
 
To clarify, is the current regular build beta, or is that something else? Is this working towards the next release? Just wondering if I should DL now or wait?
 
I'm trying to set the body scanned event to tell me if the scan is a detailed scan, or a normal scan. I can't get it to work. Using the code below the command loops and never says the correct thing. Does any one have any ideas?

Code:
{for compartment in ship.compartments:
          {if compartment.module.name = "Detailed Surface Scanner":
            Detailed Scan of {P(event.name)} complete.
          |else
            Scan of {P(event.name)} complete.
          }
}

{F("Body report")}


You're missing a colon after the '|else' and you need to check all compartments for a detailed scanner module using the 'for loop' before you state whether the scan was 'detailed' or not.

You can try this...

Code:
{set surface_scanner to 0}
{for compartment in ship.compartments:
    {if compartment.module.name = "Detailed Surface Scanner":
        {set surface_scanner to 1}
    }
}

{if surface_scanner = 1:
    Detailed Scan of {P(event.name)} complete.
|else:
    Scan of {P(event.name)} complete.
}

{F("Body report")}


*****Edit

I'm also noticing that the default body report returns with "I'm not sure what body you are asking about."

The speech responder script will say this if the function 'Body Details' returns a 'null' for the body name. This means that there was no EDDN entry found for the body in question.


I've written a script that I call for 'Ship loadout' and 'Ship swapped' events that determines the presence of particular modules and saves them in state variables...

Code:
{set discovery_scanner to 0}
{set fighter_hangar to 0}
{set fsd_interdictor to 0}
{set srv_hangar to 0}
{set surface_scanner to 0}

{for compartment in ship.compartments:
    {if compartment.module.name = "Advanced Discovery Scanner":
        {set discovery_scanner to 3}
    |elif compartment.module.name = "Basic Discovery Scanner":
        {set discovery_scanner to 1}
    |elif compartment.module.name = "Fighter Hangar":
        {if compartment.module.class = 5:
            {set fighter_hangar to 1}
        |else:
            {set fighter_hangar to 2}
        }
    |elif compartment.module.name = "Detailed Surface Scanner":
        {set surface_scanner to 1}
    |elif compartment.module.name = "Frame Shift Drive Interdictor":
        {set fsd_interdictor to 1}
    |elif compartment.module.name = "Intermediate Discovery Scanner":
        {set discovery_scanner to 2}
    |elif compartment.module.name = "Planetary Vehicle Hangar":
        {if compartment.module.class = 2:
            {set srv_hangar to 1}
        |elif compartment.module.class = 4:
            {set srv_hangar to 2}
        |else:
            {set srv_hangar to 4}
        }
    }
}

{SetState("discovery_scanner", discovery_scanner)}
{SetState("fighter_hangar", fighter_hangar)}
{SetState("fsd_interdictor", fsd_interdictor)}
{SetState("srv_hangar", srv_hangar)}
{SetState("surface_scanner", surface_scanner)}

As you can see, it not only determines the presence of a discovery scanner but also the type. 1 = Basic, 2 = Intermediate, 3 = Advanced. Additionally the fighter and planetary vehicle checks return the number of bays.

Feel free to use and/or modify to suit your needs.
 
Last edited:
I'm using the latest beta version and it seem like I can't change how my ship name is pronounced. Its name is Viaticus Rex II.I (which it pronounces Aye-Aye-Aye at the end). When I try to change the name in the proper box, it goes red. This happens if I use a capital letter (so it goes red once I type capital V) or even halfway through in small letters (only gets as far as viati before it goes red).

Suggestions?
 
I'm using the latest beta version and it seem like I can't change how my ship name is pronounced. Its name is Viaticus Rex II.I (which it pronounces Aye-Aye-Aye at the end). When I try to change the name in the proper box, it goes red. This happens if I use a capital letter (so it goes red once I type capital V) or even halfway through in small letters (only gets as far as viati before it goes red).

Suggestions?

The box is for IPA characters only; there is a full list of them available at the link provided on that tab.
 
How would you expect to hear your ship name? Give me a rough pronunciation (e.g. "Viaticus Rex the Third") and I'll see what I can do.

Just "Viaticus Rex" is fine (the numeral is actually II.I or 2.1, a joke since there are no decimals in Roman numerals, which is fitting because Viaticus Rex isn't exactly proper Latin)

I don't mind needing to use API for pronunciation, I just wish there was an easier way to implement it.
 
Just "Viaticus Rex" is fine (the numeral is actually II.I or 2.1, a joke since there are no decimals in Roman numerals, which is fitting because Viaticus Rex isn't exactly proper Latin)

I don't mind needing to use API for pronunciation, I just wish there was an easier way to implement it.

Try using vaɪˈætɪkəsˈrɛks
 
So... EDDI forgot the names of all my ships in the middle of a game session this morning. When I opened the EDDI standalone to see what was wrong, the name fields were blank! All I can think is that this somehow happened when I ran out of disk space on C: (thankfully I don't capture video on the same box I play on.) while I was playing.

Is it possible that, with C: full, the next time it tried to update my ship locations, it overwrote the original file with a zero-length one? Might want to test that and see if there's a simple way to safeguard it. (Though, honestly... Yeah, "Just don't run out of space on C: then" is an acceptable response, all things considered.)

Also, still hoping somebody can tell me how to edit the TTS dictionary, because if it doesn't stop reading 'Port' as 'Portugal' I am going to lose my f*&$ing mind. I've done tons of googling, and for some reason all I can find is info on editing the Windows speech recognition dictionary.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom