Page 2 of 2

Re: Telescience & Coordinate Maps

Posted: Sun Nov 09, 2014 7:04 pm
by kosmos

Bottom post of the previous page:

I'm pretty sure the only ones complaining about these tools know how to read the code and have probably made their own telescience excel sheets already and are only afraid of people getting even with them.
To the people who think this should be removed: how is this any different than reading the code and seeing how the game works from there?

And it's not just about telescience, this situation could be applied to anything on the game (e.g. armor stats, chemistry formulas). By forbidding tools, you're just making it a little more difficult to learn the game, forcing people to look at the code. This would ultimately just make a huge gap between code-illiterate-newbies who don't know anything vs. code-reading-robusters who know everything. And if this is the tool that takes it "too far", isn't the wiki a tool of sorts as well? How is this a different tool, and where should we draw the line?

It's either 1) an open-source game and all possible things go to the wiki for everyone to see. Tools such as this and the wiki can be used.
Or 2) goon-style, we make the source closed and moderate the wiki and forums heavily for secrets not getting given away.

Re: Telescience & Coordinate Maps

Posted: Thu Nov 13, 2014 2:53 am
by iyaerP
Fuck, I made my telescience map from looking at the code maps. And speaking as an software engineering student, the goddamn recalculation math is so fucking obnoxious, that if that app hadn't already existed, I would have written one myself.

The problem is that without such apps, telescience is literally useless.

Re: Telescience & Coordinate Maps

Posted: Mon Nov 17, 2014 1:05 pm
by Giacom
Cheridan wrote: The issue is that a this kind of thing is a requirement for telesci.
Ok, I have to state that this isn't true and that I never intended that you needed to do math to use telescience. You get enough tries to viably bruteforce it, all you have to know is how far something is and which angle it to the telepad. When I telescience I don't use a map or a spreadsheet and I manage to raid the armoury, engineering and many other places.

The rotation is the following, 0 is north, 90 is east, 180 is south and 270 is west; because of the random factor this won't be perfect so you'll have to adjust for it when bruteforcing.

The furthest distance you can go with the angle is 45 degrees. If you want to teleport closer then you should keep setting angle to a lower value, the lower the closer; no point setting it higher as it'll have the same result but will take longer.

I recommend only changing the power when setting the angle to 45 isn't far enough.

The GPS is the best tool you have as it tells you where your teleport goes to, you can use this to make adjustments easily. If you can't get to where you want in 20+ tries then I don't know what to say.

Re: Telescience & Coordinate Maps

Posted: Tue Nov 18, 2014 1:15 am
by cedarbridge
Giacom wrote:
Cheridan wrote: The issue is that a this kind of thing is a requirement for telesci.
Ok, I have to state that this isn't true and that I never intended that you needed to do math to use telescience. You get enough tries to viably bruteforce it, all you have to know is how far something is and which angle it to the telepad. When I telescience I don't use a map or a spreadsheet and I manage to raid the armoury, engineering and many other places.

The rotation is the following, 0 is north, 90 is east, 180 is south and 270 is west; because of the random factor this won't be perfect so you'll have to adjust for it when bruteforcing.

The furthest distance you can go with the angle is 45 degrees. If you want to teleport closer then you should keep setting angle to a lower value, the lower the closer; no point setting it higher as it'll have the same result but will take longer.

I recommend only changing the power when setting the angle to 45 isn't far enough.

The GPS is the best tool you have as it tells you where your teleport goes to, you can use this to make adjustments easily. If you can't get to where you want in 20+ tries then I don't know what to say.
>bruteforcing trig values

Re: Telescience & Coordinate Maps

Posted: Wed Dec 31, 2014 10:33 pm
by A4Brogan
From my experience on Goonstation, its considered okay for people to use the calculator. That is because they have adventuring areas that make telesci a secondary use besides wreckin' the station's/gamemode's shit.

Hell, if we could make some areas that are exclusive to telesci, or link them with the away missions, I think we could do something really cool with it. Although I do not think we can top the Solarium Quest. Maybe something like Holiday "Eventures" or actually jumping into alternate realities.

We could also add more synergy with mining, as an emergency item/weapon/medivac unit. Seriously, if I had the patience, I would be using telesci to back up the guys who supply my R&D team.

Re: Telescience & Coordinate Maps

Posted: Thu Jan 15, 2015 9:00 pm
by Braincake
Thanks to the fancy new NTSL trig functions, I've finally ported the entire tool to NTSL.

It works exactly the same as the regular tool, only with text-based commands instead of buttons. It also may have to spread bruteforcing over several runs of the script, thanks to the limits on NTSL.

But hey, no complains about external programs anymore!

Pastebin: http://pastebin.com/EGDZRFFX

Also updated the OP with the full code.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Thu Jan 15, 2015 9:04 pm
by Luke Cox
People are bitching about this, but what they should be bitching about is the fact that we even need a calculator like this to do basic telescience.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Thu Jan 15, 2015 10:24 pm
by Stickymayhem
You're some kind of mathamagician braincake

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Fri Jan 16, 2015 3:35 pm
by Remie Richards
Mathamagician for doing high school grade trig? Hmph.
The real props should be for porting that to NTSL, good work on that.

Re: Telescience & Coordinate Maps

Posted: Sun Jan 18, 2015 3:44 pm
by Bombadil
Braincake wrote:Thanks to the fancy new NTSL trig functions, I've finally ported the entire tool to NTSL.

It works exactly the same as the regular tool, only with text-based commands instead of buttons. It also may have to spread bruteforcing over several runs of the script, thanks to the limits on NTSL.

But hey, no complains about external programs anymore!

Pastebin: http://pastebin.com/EGDZRFFX

Also updated the OP with the full code.
Now its fucking useless. They removed telesci and made it require plasma 5

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Sun Jan 18, 2015 3:48 pm
by Braincake
Yep, but it was fun while it lasted.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Sun Jan 18, 2015 10:05 pm
by miggles
Remie Richards wrote:Mathamagician for doing high school grade trig? Hmph.
The real props should be for porting that to NTSL, good work on that.
99% of the kids who go through that class forget all of it the summer afterwards, even if they pass
there is absolutely 0 practical reason to carry that knowledge unless you want to be an actual mathematician or some sort of programmer

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Sun Jan 18, 2015 11:36 pm
by Ricotez
Trigonometry is a really important branch of mathematics. If you want to study any exact science, you'll run into it sooner or later.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Mon Jan 19, 2015 10:59 am
by Not-Dorsidarf
Trig is one of the only important parts of math, really.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Tue Jan 20, 2015 1:30 pm
by iRazgriz
"Guise AI is rogue"
*People instaTP a bomb in front of the AI with spot on accuracy and kill it*

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Tue Jan 20, 2015 6:25 pm
by Braincake
Violaceus wrote:It's easier to use external resources.
This is very much true. I only ported it as a sort of proof-of-concept that it doesn't neccessarily have to be external, because there is an internal (shitty, annoying, limited) scripting language instead.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Fri Jan 27, 2017 12:59 pm
by ShizCalev
Anyone have a valid link for the calculator still?

Re: Telescience & Coordinate Maps

Posted: Fri Jan 27, 2017 1:07 pm
by Saegrimr
TWO YEARS AGO.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Fri Jan 27, 2017 2:39 pm
by TehSteveo
Never forget.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Fri Jan 27, 2017 4:46 pm
by XDTM
It's always been on the wiki page for telescience anyway.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Mon Mar 20, 2017 8:15 pm
by adamkad1
it seems like the coordmaps got messed up in those 2 years. are they downloadable still

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Mon Mar 20, 2017 8:38 pm
by Fiz Bump
NTSL was too beautiful for this world.

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Mon Mar 20, 2017 10:33 pm
by Grazyn
adamkad1 wrote:it seems like the coordmaps got messed up in those 2 years. are they downloadable still
Just download the code and open the maps in dream maker

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Tue Mar 21, 2017 6:20 pm
by kevinz000
I still have the calculator

Re: Telescience & Coordinate Maps - Now for NTSL!

Posted: Tue Mar 21, 2017 6:29 pm
by D&B
It would be weird if you didn't