Release [Explorer's Application] Captain's Log

I wish this program could automatically input the info when you search a system. By the looks of the above screen grab, I am not using the program to its full potential!

Y'know you should read the very first post of this thread which tells you what it can do and how to use it ;)

Edit : well, actually head on over to the CL home page where it tells you how to use it even more ;)
 
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The screenshot for beta 8 is looking good! Is there a statistics page for the stars also or is that only for planets for now?


Cheers.

Yeah the layout isn't finalised yet, and I'd just gotten the planets working last night, so thought I'd give a POTW, just because ;)

I'll be working on stars next. 16 general categories of stars... yeah I'll have to perform a bit of wizardry with the layout ;)

Regards
 
Y'know you should read the very first post of this thread which tells you what it can do and how to use it ;)

Edit : well, actually head on over to the CL home page where it tells you how to use it even more ;)

Actually, I did, right after I posted that. My only problem is taking the time to put all the info into it. It makes exploring take even longer if you have to manually input information into another program. That's why I wish it would somehow get all the info directly from ED as opposed to inputting it manually.
 
Actually, I did, right after I posted that. My only problem is taking the time to put all the info into it. It makes exploring take even longer if you have to manually input information into another program. That's why I wish it would somehow get all the info directly from ED as opposed to inputting it manually.

Ah okay :)

Auto-inputting the planetary data is easier said than done. There is no game API, which means I can't interrogate the game for this information. So we're stuck with some form of manual input.

Even if I implemented some sort of OCR, there's already problems; it may work perfectly at my screen resolution, but it may not work at your screen resolution, or a different player's screen resolution.. you get the idea.

FDEV have said they do have adding an API on their List, so I'm seeing a situation whereby the more programming effort I put in to counteract or compensate for the lack of an API, the more that effort will eventually be wasted, once an API is eventually added.

The current method of inputting data into CL is "placeholder", in that I wanted to get the application working enough to use. I do have an idea in my mind which is gradually taking shape, for improving the inputting method and making it less "typey" and more "clickey" - in a similar way that inputting stars is "clickey".

So yes, I agree with you - inputting data into CL isn't optimal and is a chore - but I'm working on improving that :)

Regards
 
Another peek...

I should really call this Peek Of The Day ;) ...

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I should really call this Peek Of The Day ;) ...

Very cool stats screen, but are you making it easier to enter the planet details as well? Click a button for each instead of having to type a designation and then select a type from the dropdown is very tedious. Be better to click the Stars, then each type of world in order on system map. The order does nothing for the pricing info and just takes too much time when you enter a system with 4 stars and each has 8-9 planets with moons. That is why I gave up using it. It doubled the amount of time it took me to complete a system.
 
Very cool stats screen, but are you making it easier to enter the planet details as well? Click a button for each instead of having to type a designation and then select a type from the dropdown is very tedious. Be better to click the Stars, then each type of world in order on system map. The order does nothing for the pricing info and just takes too much time when you enter a system with 4 stars and each has 8-9 planets with moons. That is why I gave up using it. It doubled the amount of time it took me to complete a system.

It's on the List. I have limited time, so I have to pick and choose what to spend that time on at the moment.

By the way, you don't have to select from the drop-down by using the mouse, y'know...

So for example - say planets 1, 2 and 3 are High Metal Content;

1) Click the green +

2) Type "1" <TAB> (or <RETURN>)

3) Type "H". "High Metal Content" should now show.

4) Press <RETURN>

Boom, planet added and cursor returns to Designation...

Type "2" <RETURN> <RETURN>

Boom, planet added. Repeat as necessary.

Need a Gas giant? Type "G" until the correct type is shown then <RETURN>

Need an Ammonia World? Type "A"

Water World? "W"
Water World (Terraforming Candidate)? Press "W" until it shows up.

Give it a try - you soon get used to it and the method soon speeds up. :)

The only bugbear are the various umpteen different types of Gas Giant.

But yeah - it IS a cumbersome method, but read what I said a couple of posts ago about it.

Lastly, I'll remind you that I wrote this for me, not you ;)

But I have formed a plan for updating the UI for entering planets - which will also affect the stars a little bit.

Regards
 
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I have a suggestion also. Not a high priority but maybe you can add it to your list of future improvements whenever you get time to do it and if you think it is within the scope of the program.

I would like to have a way to mark stars as surface scanned or not. When I am traveling far distances I usually only honk with the discovery scanner without using the surface scanner. But I still check the system map and enter the stars into Captain's Log software. So if I can have a way to either tick or untick if they are surface scanned or not would be nice. Stars that are not surface scanned would only be worth 500 credits each.
 
I have a suggestion also. Not a high priority but maybe you can add it to your list of future improvements whenever you get time to do it and if you think it is within the scope of the program.

I would like to have a way to mark stars as surface scanned or not. When I am traveling far distances I usually only honk with the discovery scanner without using the surface scanner. But I still check the system map and enter the stars into Captain's Log software. So if I can have a way to either tick or untick if they are surface scanned or not would be nice. Stars that are not surface scanned would only be worth 500 credits each.

I'll have a think about it. May not happen for a while though - there's nothing in the current database structure for marking things as scanned or not - hence the values being estimates.

Adding markers like that will entail a change in the database structure - which means having to convert old databases into the new structure - and that's Work ;)

But! I do intend to be making changes to the database structure in the near future, so will look back on this thread for this type of suggestion, because that'll be a good time to implement ideas like that, whilst I'm writing the database conversion function.

Regards
 
UPDATE : New version released : 1.0.0 ("Gold" release - now out of Beta!)

CL001STATS.png

Changelog:

Added statistics for stars and notable planet types.

– Statistics include totals of all types.

Bumped version to 1.0.0 (We are now out of beta!)

– Added tooltips to some statistics for clarification

Search facility added

ED running detection override added, for people who want to run CL on a different computer from ED

– Right hand side pane now split into tabs. So far; Notes, System Bodies, and Statistics

– The Notes fields are now larger

– The System Bodies tab works as before, but now has more space in preparation for improvement to the input of data.

The check to see if Captain’s Log is already running has been changed from using a lockfile, to checking for an already existing CL process.

– After loading, statistics are updated in real time whenever a star or planet is added or removed.

- Updated styling of the "overlay" and "taskbar" checkboxes to blend in more with the overall styling of Captain's Log, and rearranged the top button layout.
 
[video=dailymotion;x12igl]http://www.dailymotion.com/video/x12igl_happy-happy-joy-joy_fun[/video]
My feelings on the subject.
 
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Looks like you made a very nice program. I must use it then i get back from my vacation next week.

Your nice program Will inspire me to develop more things for Eddiscovery too.
 
I've just started using this and it's great. However I seem to have found a small bug with the total star count. I scanned 5 proto stars in one system, so I added 5, everything displays the way it should and there are no problems there. The total star count however only counts these 5 stars as one, so when my total count in the database should be 20 it instead just shows 16, with the proto star counter showing 2 (I scanned another one in a different system) instead of 6. When I remove the 5 scanned stars in the system scan the total proto star count drops to -3.

It's nothing major, just a little bug. Certainly doesn't make your program any less awesome, I love the overlay as it keeps you in the game.

Something else I thought might be a cool addition would be an option to change the colour of the menu so you can match it with whatever colour you use for your hud (my hud is already blue so it matches perfectly anyways). But that's nothing important :p

Thanks for making this!
 
Looks like you made a very nice program. I must use it then i get back from my vacation next week.

Your nice program Will inspire me to develop more things for Eddiscovery too.

Hey thanks Finwen! :)

It was the excellent EDDiscovery which inspired me to write this :)

(Plus, I needed additional Python experience - and the stuff I learned from writing this is proving handy for a bespoke database application I'm writing for one of my business clients.)

Regards!
 
I've just started using this and it's great. However I seem to have found a small bug with the total star count. I scanned 5 proto stars in one system, so I added 5, everything displays the way it should and there are no problems there. The total star count however only counts these 5 stars as one, so when my total count in the database should be 20 it instead just shows 16, with the proto star counter showing 2 (I scanned another one in a different system) instead of 6. When I remove the 5 scanned stars in the system scan the total proto star count drops to -3.

It's nothing major, just a little bug. Certainly doesn't make your program any less awesome, I love the overlay as it keeps you in the game.

Something else I thought might be a cool addition would be an option to change the colour of the menu so you can match it with whatever colour you use for your hud (my hud is already blue so it matches perfectly anyways). But that's nothing important :p

Thanks for making this!


Wow that's odd. Have you tired exiting CL and restarting it, and trying the same operation?

I'll try to reproduce that here. If it's doing that, it's bound to be something really silly in the almost 4000 lines of code ;)

Regards
 
Wow that's odd. Have you tired exiting CL and restarting it, and trying the same operation?

I'll try to reproduce that here. If it's doing that, it's bound to be something really silly in the almost 4000 lines of code ;)

Regards

I tried to reproduce it by making a new database and importing the logs, all the counts were working properly then, although elite wasn't running. Maybe it is just a problem with that specific database. I've since used that database for some more exploring and the star count is completely off, which seems to be connected to having multiple stars of the same type in a system. I'll start a new database and explore for a while to see if it was just a problem with that one.

Thanks for your quick reply, I'll let you know if a new database works properly or if it does the same thing again. I probably just did something wrong somewhere :p
 
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