Problem with in-game clock

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Staer9
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Problem with in-game clock

Post by Staer9 »

This should be repeatable for anyone that wants to try it, all it reqires is feul injectors and a Q-bomb

with full tank of fuel fly from one very close planet to the other,
inject towards the planet for a few seconds,
slow ship to a stop,
target the planet you flew from on short range chart,
start the countdown,
with a few seconds to go lanch the q-bomb,
as soon as you get to the other planet target and fly back to the one you left the q-bomb at,
when you get there there should be the purple sphere of quirium.

if this is not the case you will need to time the jumping and detonation of the bomb so that it detonates seconds before you leave.

yes I realise that testing this will cost 2,500 Cr but this is a realism problem with the in-game clock which I think needs to be fixed in the next release, because quirium does not last 10 minutes or more depending on the closeness of the planets you flew from.
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Re: Problem with in-game clock

Post by Thargoid »

When you say fly at the beginning I presume you mean witchspace jump, and when you say target you mean select for aforesaid jump and by planet you mean system?

You can't target planets (in the normally used definition in-game) or fly from system to system without witchspace jumping.
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Re: Problem with in-game clock

Post by Commander McLane »

It's not a problem of the clock, but of Oolite's internal representation of the Ooniverse (and it isn't really a problem in the first place, but just how Oolite works).

As Thargoid noted, you are talking about witchjumps. Each witchjump resets the Ooniverse, therefore you cannot see what you did before the previous witchjump.

This is because for the game engine only the system the player is currently in exists at all, and it is created from scratch at the very moment you 'arrive' in it. And each time you arrive in the same system again, it is created from scratch again.

Think about it for a moment: you wouldn't expect the game to keep track of each entity in each of the 256 systems of each chart, would you, so that whenever you return to a system everything would be in the same place?

Thus, as soon as you leave a system, everything in it dies instantly, including your not-yet detonated q-bomb. When you return, you don't meet the same system you left, but a brand new one, in which there never was a not-yet detonated q-bomb.
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Re: Problem with in-game clock

Post by Kaks »

I assume that by close planets you mean overlapping systems?

We've already got a minimum fuel expenditure for those (used to be 'free' before1.75 - and 'very buggy' before 1.74 :P ), we could allocate a minimum passage of time too (30 minutes?) for any length 0 jumps...

That way the ooniverse should make sense again! ;)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Problem with in-game clock

Post by DaddyHoggy »

Odd, I read that in a way which implied if you dropped the mine, jumped out and jumped back, the quirium sphere WAS present - in contradiction to McLane's explanation.

Staer9 can you please qualify...
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Re: Problem with in-game clock

Post by Thargoid »

DaddyHoggy wrote:
Odd, I read that in a way which implied if you dropped the mine, jumped out and jumped back, the quirium sphere WAS present - in contradiction to McLane's explanation.

Staer9 can you please qualify...
That was my understanding too, hence my original query along the same lines...
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Re: Problem with in-game clock

Post by Commander McLane »

I read it as a complaint that there was no blue sphere where there should have been one.

But of course I can be wrong.
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Re: Problem with in-game clock

Post by DaddyHoggy »

Commander McLane wrote:
I read it as a complaint that there was no blue sphere where there should have been one.

But of course I can be wrong.

The forum falls silent...

:wink:
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Re: Problem with in-game clock

Post by Staer9 »

sorry, I forgot about the thread (and I didn't get an e-mail notification)

yes the blue sphere IS there, presumably no-one actually tested it

@thargoid, when I say target a planet I mean move the little red cross to it on the short-range chart, and yes you are correct about system/ planet errors, all that matters is you understood
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Re: Problem with in-game clock

Post by DaddyHoggy »

Staer9 wrote:
sorry, I forgot about the thread (and I didn't get an e-mail notification)

yes the blue sphere IS there, presumably no-one actually tested it

@thargoid, when I say target a planet I mean move the little red cross to it on the short-range chart, and yes you are correct about system/ planet errors, all that matters is you understood
Not in a position to play Oolite at the moment, so can't test (would like to!)
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