I've encountered missiles of which all the following are true:
- they are labelled by my scanner targetting as 'missile';
- they are ECM resistant;
- they are not destroyed by my cloaking - rather they just pause until I've decloaked, then, sometimes, come after me again (!);
- when they do not come after me again, they take about a full round of mil. laser to destroy.
Weird! Anyone else seen this?
I am running 1.74.2, with lots of OXPs.
EDIT: ah, I may have had an old version of the military missile OXP installed. That might have been the cause . . I haven't tested yet.
Missile weirdness
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- Cmdr Wyvern
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The older military missile's AI doesn't play nice with 1.74.x, and results in weird behavior.
Grab the updated version, and all should be well.
...Unless there's something odd going on with native and other oxp missiles, which so far I haven't seen.
Grab the updated version, and all should be well.
...Unless there's something odd going on with native and other oxp missiles, which so far I haven't seen.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
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ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- Eric Walch
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When you have a lot of different missiles installed, it might come handy if you also install the missile analyser. It makes it easy to react appropriately for that missile. And for some types it is better to just run away. (Using a cloak to beat a missile always feels as cheating to me)
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Hehe - no need to wonder.
The Vector has some toys for NPCs, specially designed for commanders with pockets full of money and mucho much own toys - you'll have to keep your eyes open as it will make fights a bit more dangerous and players will have to find other strategies. Oh, and it will only affect well suited commanders.
The Vector has some toys for NPCs, specially designed for commanders with pockets full of money and mucho much own toys - you'll have to keep your eyes open as it will make fights a bit more dangerous and players will have to find other strategies. Oh, and it will only affect well suited commanders.
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Missile from Vector OXP
It would be good, I reckon, were the missile to have its own description in the missile analyser, if only 'unknown missile'. Also, and for realism, I think the player should be able to buy the missile (but, only, say, at renegade stations. .)
Last edited by UK_Eliter on Tue Aug 03, 2010 2:56 pm, edited 1 time in total.
- Commander McLane
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Re: Missile from Vector OXP
Hehe - if you like to shoot yourself... As I've said, these missiles are there to make it a bit more dangerous for players who are using a lot of own toys. Players already have a full arsenal of missiles and helpers, so I think, there's no need to give them even more advantages.UK_Eliter wrote:Also, and for realism, I think the player should be able to buy the missile (but, only, say, at renegade stations. .)
Renaming is a good idea, and it will be in the next version. Additionally it will only be done for ships with standard roles (plus low chance) and their range will be scaled down a lot .-)