HUMPERS wrote:Hi,
This is what I have for the saved log file:
....
If its ok then all I can do is remove it I suppose but if you tell me how this is done I would again be grateful.
Many thanks for your speedy responses.
Humpers.
The two essential variables that make that a ship is added in 'Isoned' are there. So the ship must be added. However, this mission hits a change in 1.75 compared with 1.74
At 3/4 th of the "ups_container.js" script there is a line:
Code: Select all
system.addShipsToRoute(this.python(), 1, null, "pw");
That
null
used to work in 1.74 in a way that Oolite replaced it with a random value. Since 1.75 it will be replaced with zero. That means that the ship is always placed at the start of the route. In this case near the planet as the route is defined as Planet -> Witchpoint.
Change that line to :
Code: Select all
system.addShipsToRoute(this.python(), 1, Math.random(), "pw");
Somehow, I thought this fix was already in my latest upload, but apparently is wasn't. This Oolite 1.75 change bugs my code at more places. But there the route was defined with the witchpoint as start and you find all ships there. I will upload my corrected version 1.7.7 this evening.
lisbet wrote:For the UPS mission- It worked for me in 1.75, but I also got the mission in 1.75 so if it's broken, it probably has to do with the changeover. I found the python closer to the planet than any reasonable ship should be- mass locked by the planet- on a roughly straight shot from the witch point.
Being always there is a bug, but it was findable.