the docking computer
Moderators: winston, another_commander, Getafix
the docking computer
what's wrong with the docking computer in the last few revisions? when it is activated, it just slows down and stops. it just sits there, no movement, no maneuvering, nothing. WTF?
MacBook pro, OSX 10.8.5, Xcode 5
- Eric Walch
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There have been changes in the last few revisions, but I can't imagine this could have changed existing behaviour. Are you sure you are not put in a big queue and waiting for other ships to dock?
On the mac you can easy check things by installing the Debug.oxp. It allows you to type cmd-I (for Inspect player) and you'll get a floating window with player info. Than click on the small i behind the AI entry. This will open a new floating window showing you the running AI. This should give clue what the player AI is doing. And if it hangs or is intentionally waiting.
And my commander just docked on his docking computer in the background while writing this, so it seems okay to me.
On the mac you can easy check things by installing the Debug.oxp. It allows you to type cmd-I (for Inspect player) and you'll get a floating window with player info. Than click on the small i behind the AI entry. This will open a new floating window showing you the running AI. This should give clue what the player AI is doing. And if it hangs or is intentionally waiting.
And my commander just docked on his docking computer in the background while writing this, so it seems okay to me.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
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- JensAyton
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For the record, I actually tested the latest autopilot changes quite extensively for once! It worked in a variety of interesting situations.
However, I did notice that the ship had difficulty orienting itself when the time acceleration factor was raised, even at 2x.
However, I did notice that the ship had difficulty orienting itself when the time acceleration factor was raised, even at 2x.
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hm, that's weird. what ships are you guys flying? me, i use a supercobra with all the equipment i can stuff in there.
as for being queued, i don't think that was the case because
- there were hardly any ships around
- when the station puts me in a queue, they tell me (usually)
- queuing doesn't happen every time, but the behaviour i described does.
- this weird behaviour happens every time, whether i am right next to the station or at the edge of detection range.
come to think of it, i don't think i get a message from the station when i hit c.
confirmed. the S appears in the HUD, i hit c, i get a message "autopilot engaged", it just slows down and stops, and that's it. no message from the station, no movement, nothing.
as for being queued, i don't think that was the case because
- there were hardly any ships around
- when the station puts me in a queue, they tell me (usually)
- queuing doesn't happen every time, but the behaviour i described does.
- this weird behaviour happens every time, whether i am right next to the station or at the edge of detection range.
come to think of it, i don't think i get a message from the station when i hit c.
confirmed. the S appears in the HUD, i hit c, i get a message "autopilot engaged", it just slows down and stops, and that's it. no message from the station, no movement, nothing.
MacBook pro, OSX 10.8.5, Xcode 5
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- Eric Walch
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Not getting that station message is correct behaviour. The S becomes visible at 2x scanner range. When starting auto pilot at this distance, the station does send its message but the player is still to far to hear it.harry747 wrote:come to think of it, i don't think i get a message from the station when i hit c.
confirmed. the S appears in the HUD, i hit c, i get a message "autopilot engaged", it just slows down and stops, and that's it. no message from the station, no movement, nothing.
But even with a superCobra, docking works perfect. And even when you are queued, you are send to the "abort position" what is normally on a circle at 8000 m from the station.
Yes, it yould be an oxp that contains an old copy of the dockingAI.plist. Try using the debug console and activate the "debug AI" check-box for the player. It will write useful stuff in your log about the running AI.Another_Commander wrote:This may be a bad OXP AI thing.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
If you type Oolite debug console in your nearest search engine you should get a link very much like this one:
http://wiki.alioth.net/index.php/Debug_OXP
for trunk, you need to compile debug oxp alongside your main oolite build: open targets, found on the left panel of the Oolite project window, and you should see debug oxp there. Hilghlight that target, compile, and oolite will have a debug tag & the console within it.
http://wiki.alioth.net/index.php/Debug_OXP
for trunk, you need to compile debug oxp alongside your main oolite build: open targets, found on the left panel of the Oolite project window, and you should see debug oxp there. Hilghlight that target, compile, and oolite will have a debug tag & the console within it.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- JensAyton
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If you use the Build All target (selectable from the Overview pop-up menu in the Xcode project window), it will be built and installed automatically.Kaks wrote:for trunk, you need to compile debug oxp alongside your main oolite build: open targets, found on the left panel of the Oolite project window, and you should see debug oxp there. Hilghlight that target, compile, and oolite will have a debug tag & the console within it.
It is also distributed with the Mac nightlies.
E-mail: [email protected]
trying to build the build all target keeps giving me this error: Unable to resolve plug-in dependency for "OODebugController.xib".
i know i need the rbsplitview plugin, but how do i install that properly? http://wiki.alioth.net/index.php/Running_Oolite-Mac only says that it must be installed, and http://www.brockerhoff.net/src/rbs.html doesn't tell me how to install either.
i know i need the rbsplitview plugin, but how do i install that properly? http://wiki.alioth.net/index.php/Running_Oolite-Mac only says that it must be installed, and http://www.brockerhoff.net/src/rbs.html doesn't tell me how to install either.
MacBook pro, OSX 10.8.5, Xcode 5
- Cmdr James
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ok, now it seems to be installed properly. and the plug-in dependency error doesn't appear anymore. but now i get this error instead:
/Users/Shared/projects/Oolite/trunk/DebugOXP/../deps/Cross-platform-deps/SpiderMonkey/js/src/jsotypes.h:77:0 /Users/Shared/projects/Oolite/trunk/DebugOXP/../deps/Cross-platform-deps/SpiderMonkey/js/src/jsotypes.h:77: error: conflicting types for 'uint64'
what can i do about that?
PS. this error only happens with the build all target. the oolite target works ok.
/Users/Shared/projects/Oolite/trunk/DebugOXP/../deps/Cross-platform-deps/SpiderMonkey/js/src/jsotypes.h:77:0 /Users/Shared/projects/Oolite/trunk/DebugOXP/../deps/Cross-platform-deps/SpiderMonkey/js/src/jsotypes.h:77: error: conflicting types for 'uint64'
what can i do about that?
PS. this error only happens with the build all target. the oolite target works ok.
MacBook pro, OSX 10.8.5, Xcode 5
- JensAyton
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As far as I recall, this is caused by using the wrong SDK. Ensure that “Use Base SDK” is selected under “Active SDK” in the Overview menu.
Also, please check your forum private messages.
Also, please check your forum private messages.
E-mail: [email protected]