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Welcome back to Evochron Legacy my friends! In this entry, I try to find a science officer I can use to help with mining and to find some hidden stuff, because apparently that's what they're good. Rogue Legacy is a procedurally generated action platformer where death is all part of the game. Fight against monsters inside a changing castle and when you die, your descendant will take on after you, with all your equipment to hold. This wiki explains the many concepts, enemies, traits.
With all the amazing work done in extracting telemetry data from games without 'easy' access to it, would it be possible to integrate data from sims like Evochron Legacy? The game exports 145+/- real-time values to a text file (!) in the game directory. I have been working on a multi-station simulator project based on EL (a two-seat fully simulated 'spaceship' interior, more akin to a cargo plane than, say, an Artemis bridge) and this software is looking like the solution to all of the problems connecting displays and devices. I'm focusing on the physical structure and individual panels and associated hardware, and I keep coming back to the incredible amount of hardware support SimConnect has.Programming is not my strong suit, and to see the amazing setups and creative ideas on the site makes me anxious to see whether it's possible to use this software to integrate all of the hardware, LEDs and displays I have collected for the project. I have been looking for the means to link the data to hardware for years. Getting the data is trivial. Doing something with it.
Well that's problematic.Honestly, it seems simple, from a programming perspective, and yet I'm not a programmer and I'm not making much headway. Any advice or suggestions are welcome, as I'm trying to move the project forward.Thanks to all of you and the incredible amount of work you have put into this project, and for entertaining the question. The game looks in the root folder for a text file named'savedatasettings.txt', which you create in Notepad or whatever.Instructions for finding the folder in Steam are in the customization docs.There's one line - just the delay to write out the data, in milliseconds.That's it. The game starts filling a file named 'savedata.txt' in plaintext, a value per line, 144 variables or so, every whatever delay. Thedocs explain the type and purpose for each line/value. I had done a fewvery basic scripts and apps that would display the data, but I could notfigure out how to run the lights and effects like this software does! I'veseen some amazing interactive displays and gauges integrated into a lot ofsims here, and I'd like to think I won't have to reinvent the wheel tobuild this ridiculous project of mine:madderlyslady.blogspot.com.I appreciate your time and your responses.
I've reached a point where ifeel like if I don't build this now, I never will. All (I think) I need forcontrol software is here - and I'd love to find a way to make it work.Thanks for looking into it. On Tue, Feb 18, 2020, 3:31 PM Wotever.@. wrote:Hi!This looks interesting, though I have huge doubts about 'real time' and'text file'. I bought the game but unfortunately I could not find thistelemetry file. Do you have some articles or infos about that as a startingpoint?—You are receiving this because you authored the thread.Reply to this email directly, view it on GitHub,or unsubscribe. Though I have huge doubts about 'real time' and 'text file'From what I remember of my cross-platform developer days, you're right to have doubts.on Windows.
Because, AFAIK the OS writes directly on the disk which could be a very fast SSD however but could also be a 5400rpm hdd with a poor cache.On Linux, it's different because, IIRC, the filesystem is cached in RAM so unless you're swapping or writing a lot of data at once, you should not suffer from latency or race-conditions.From the docs of Starwraith documentation:Inside the file needs to be an integer value to specify the update rate for the game to use in milliseconds. A good setting to start with is 5000, or 5 second updatesAfter reading this, my guess is that the feature is primarily used internally for debugging purposes (hence the 5 seconds refresh rate) and that someone at Starwraith thought that it would be a good idea to make it accessible from end-users ? It has not been designed for real-time stuff and that's the reason why the telemetry and real-time words are not even present in the documentation. Would I NEED 'real time'?The project I'm working on is to mimic the cockpit of a utility spacecraft.I have a single-seat prototype frame built, and I'm designing panels andhardware to support the inputs and flight controls. I have controls foralmost any conceivable function the sim supports.As for the aesthetics, that's all me. No off-the-shelf panels, everythingis custom designed to LOOK as if it has function and purpose. I'm usingprop and set design techniques to build as realistic an environment aspossible.
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My hack job programming skills have gotten me to be able to lighta light or create a rough screen of data I can reference when flying. Ataste of success drove me to want the whole thing interactive.
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It'sliterally smoke and mirrors, faking a space ship like they do in movies andtv, and the intent is to be able to share that space with people that don'tplay hard-core sims.Artemis and Objects in Space are clever approaches, butI'm more Firely than Star Trek. Used and abused is what I'm going for, andthe point is to make it a shared environment that multiple people can enjoyat one, running on the same sim.Entering the atmosphere in-game? I'll have Neopixel strips to light up thespace behind the monitors like re-entry. Incoming missile? I'll wantwarning lights and a sound board. I'm creating a set piece or a huge propas much as I'm trying to faithfully recreate a real-time sim environment. Ican afford a second or two delay.
I'm just trying to put my time andresources into creating the props and environment without reinventing thewheel coding the interface.This is a ridiculous project, I admit. And one that I have spent thousandsof hours and thousands of dollars gathering materials and parts to make itlook as realistic as possible. I'm just trying to find a way to make it all'live'.
I've looked over a number of software packages and SimHub has theability to drive nearly all of the hardware I've collected over the years.I'm in the process of turning my 600+ pages of notes into a workingdocument, and a local maker space is helping me actually create the piecesI'll be filling the space with. I guess I didn't realize that the telemetrymight be such a pain to incorporate. Thanks so much for looking into this,and if I can be more clear on what my expectations are, I'll try to reachout again. On Fri, Feb 28, 2020, 1:17 PM Baptist BENOIST.@.
wrote:though I have huge doubts about 'real time' and 'text file'From what I remember of my cross-platform developer days, you're right tohave doubts.on Windows. Because, AFAIK the OS writes directly on the disk whichcould be a very fast SSD however but could also be a 5400rpm hdd with apoor cache.On Linux, it's different because, IIRC, the filesystem is cached in RAM sounless you're swapping or writing a lot of data at once, you should notsuffer from latency or race-conditions.From the docs of Starwraith documentation:.Inside the file needs to be an integer value to specify the update ratefor the game to use in milliseconds. A good setting to start with is 5000,or 5 second updatesAfter reading this, my guess is that the feature is primarily usedinternally for debugging purposes (hence the 5 seconds refresh rate) andthat someone at Starwraith thought that it would be a good idea to make itaccessible from end-users ? It has not been designed for real-time stuffand that's the reason why the telemetry and real-time words are not evenpresent in the documentation.—You are receiving this because you were mentioned.Reply to this email directly, view it on GitHub,or unsubscribe.
Hello everybodyAfter delivering cargo to nearby ships for hours, answering distress calls and generally being a miner/trader, I finally got a bit of cash on my hands. I didn't get myself a new frame up to this point, but with 6 million credits it was time to spend some of it.Combat is a nice distraction, but I'm not really a good pilot in that situation. So I didn't want to get a military frame.
After some toying around with the shipyard, I ended up with an eagle-frame that's tuned to be a somewhat defensive cargo-hauler. Secondary hardpoints?
Countermeasures and fuel tanks got also pretty downgraded.On the other side I have 10 cargo bays, around 7 equipment slots and the rest evenly split into energy cores and armor.The ship is still good enough for me to take on some combat contracts, but the focus lies clearly on mining with mining probes and making cash with some trading.Now my question - What are your setups? What's your favorite frame and why?
Full combat gear or something totally different? I'm just wondering:)Have fun! I don't know my favorite yet.:)I am currently using a Pheonix frame. Completely a miner and explorer.From memory;2 Crew (Sci and Nav)0 Countermeasure0 Hardpoints1 Armor1 Energy Core8 Equipment8 Cargo8 Fuel tanksMy combat strategy is to escape.:) One of my equipment slots has an Afterburner booster of some sort. Another a missle defense system (not CM). Also have generic mining beam, shield battery X 5, fulcrum X 5, build constructor, build deploy, and fuel collector (which usually stays in storage).
Yeah, the visual part is something important in itself. The eagle looks pretty much like I want it and it feels like it should - Definately more heavy then the starting ship (was that a talon?
I don't even want to recall:).About the military frames - What's exactly the benefit of these? I never used one, not even in evochron mercenary.Also - I took the time to look up my complete setup:Crew members: 0Equipment hardpoints: 7Countermeasure pods: 1Secondary weapon hardpoints: 0Hull armor plating: 6Energy cores: 6Fuel tanks: 2Cargo bays: 10Thats with engine 7, 5 resistor packs, composite plating, energy module and the best wingsys I think.The equipment isn't overwhelming at the moment. The obligatory mining/tractor beam, fulcrum drive C5, deploy constructor, fuel converter, shield battery X5, repair system C3 and a cannon relay system.Also.
How do you take a screenshot? That's probably a wonderfully stupid question, but I couldn't figure it out right now.
Originally posted by:I just got into my Starmaster this morning also, great frame for mining and hauling.I plan to offload its modules in Arvoch WZ, park it, buy a Tallon and fly over to the carrier to see whats up in the Mil frames. I heard the lowest frame was pretty hot.I'm on the third military frame and it's great, just a pity you are stuck with the one cargo or I would use it outside of warzones,What strategy are you using to swap frames?I tried storing my frame in a hangar but it gave an error message about enough money to build so I guess I have to 'sell' trade it in and then fly to the carrier. I'm afraid I'm going to lose the frame and it was hard to find.
If you only have one ship you have to have enough cash to copy the frame your inThen you can do what you want in new frame,swap it, sell it,Once you have a stored ship you then can just swap it for the ship your inBut you must be in the same hanger to do that it costs nothing to play around with thisYou could store yor ship take your copy over to warzone and buy a military ship, now you have 2 ships that you want,that just one example, if your after a military ship thay start off just over 4mill. Another example store hauler spec ship, get copy go shipyard swap out for a civilian military hull now you have both types of civilian frame and can swap at any time.
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