If there's more than 1 "tailgater" npc ship following the player's wormhole, when you emerge on the other side they often appear on top of each other or on top of the witchspace beacon...destroying it and/or themselves.
Shouldn't they be spread out across the usual witchspace exit volume instead of bunched up on 1 spot?
Even escorts should have some distance from each other and their mother when they emerge to prevent crashes.
enterPlayerWormhole suicides!
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- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: enterPlayerWormhole suicides!
All ships exiting from a single wormhole on the same spot has always been in Oolite. It looks better in my opinion also and keeps escorts with their mother. The only exception on this rule is the player. And that is because the player is never actually added the the wormhole it emerges from. I have sitting code on my computer to change that. It is sort of a fix, but it looks much cooler than the current situation. However, because it feels much different, mort people will experience this as a new feature and not as a fix Therefor I'll upload it soon in a disabled form, making it inactive, but enables other people that can compile themselves to play with it.
Ships crashing on top of each other is in my opinion an AI error as ships are supposed to keep flying after being added to the system. And as they are not added simultaneously, they have time to travel away.
Ships being added to close to the buoy was reported before by McLane. I never witnessed this and I can also find no reason in the cade making this happening as it explicit checks for a minimum distance to the buoy.
The only crashes into a buoy are possible when the player is following an other ship. That is because the wormhole exit position is placed at a safe place, but because the player enters after the ship, Oolite simulates that the ship has travelled a bit and adds it a bit in front of the calculated exit position. Maybe we need not only an exclusion zone around the buoy, but also exactly behind the buoy when adding npc wormholes.
Ships crashing on top of each other is in my opinion an AI error as ships are supposed to keep flying after being added to the system. And as they are not added simultaneously, they have time to travel away.
Ships being added to close to the buoy was reported before by McLane. I never witnessed this and I can also find no reason in the cade making this happening as it explicit checks for a minimum distance to the buoy.
The only crashes into a buoy are possible when the player is following an other ship. That is because the wormhole exit position is placed at a safe place, but because the player enters after the ship, Oolite simulates that the ship has travelled a bit and adds it a bit in front of the calculated exit position. Maybe we need not only an exclusion zone around the buoy, but also exactly behind the buoy when adding npc wormholes.
UPS-Courier & DeepSpacePirates & others at the box and some older versions