Target Locks in long distance

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Okti
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Target Locks in long distance

Post by Okti »

Hi,

I am using 1.75.2 and I realized I have been locked to a Thargoid warship in Interstellar space as shown below.

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The active pylon has a missile machine.
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Re: Target Locks in long distance

Post by Staer9 »

I have come across this problem many times and only ever with oxp-script-spawned ships, vanilla ones never stay target locked... I never thought to post it in bug reports though: another case of thargiod in interstellar space
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Re: Target Locks in long distance

Post by Commander McLane »

Hmmm. This bug should have been fixed in 1.75.2, but clearly it isn't. I think there is an OXP interference as well. Any OXP that sets the player ship's target would be a candidate.
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Re: Target Locks in long distance

Post by Okti »

It Happens in Normal Space as well,

To reproduce the bug.

1) Have a mine in your pylon,
2) Launch from a station and Press F2 for rear view and select the mine,
3) Press R to target on the station and go far away from the station,
4) You still see target is not lost after the station well away from the scanner range.
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Re: Target Locks in long distance

Post by another_commander »

This bug should be hopefully fixed once and for all with r4558. Please test tomorrow's nightly builds. The primary target is now checked for distance from the player ship on every frame update and when found to be out of scanner range for whatever reason, it is released.

The only long distance targeting happening now should be the station, when autopilot is activated at a distance bigger than scanner range, but within the Aegis. If you see this when switching on the docking computer, know that it's not a bug.
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Re: Target Locks in long distance

Post by Staer9 »

Okti wrote:
It Happens in Normal Space as well,

To reproduce the bug.

1) Have a mine in your pylon,
2) Launch from a station and Press F2 for rear view and select the mine,
3) Press R to target on the station and go far away from the station,
4) You still see target is not lost after the station well away from the scanner range.
so it only happened if you had a mine selected... wierd
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Re: Target Locks in long distance

Post by Okti »

another_commander wrote:
This bug should be hopefully fixed once and for all with r4558. Please test tomorrow's nightly builds. The primary target is now checked for distance from the player ship on every frame update and when found to be out of scanner range for whatever reason, it is released.

The only long distance targeting happening now should be the station, when autopilot is activated at a distance bigger than scanner range, but within the Aegis. If you see this when switching on the docking computer, know that it's not a bug.
Is it before or after oxp defined FrameCallback's? :mrgreen:
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Re: Target Locks in long distance

Post by Cmd. Cheyd »

I'd still like to see an optional parameter (defaulting to current behavior) so OXP's could INTENTIONALLY target something out of scanner range. And no, for my intended purpose, the ASC is not a suitable substitute.
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Re: Target Locks in long distance

Post by Thargoid »

Cmd. Cheyd wrote:
I'd still like to see an optional parameter (defaulting to current behavior) so OXP's could INTENTIONALLY target something out of scanner range. And no, for my intended purpose, the ASC is not a suitable substitute.
Likewise. Depending on whether this is player-specific or generic, it might break Hired Guns OXP.
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Re: Target Locks in long distance

Post by another_commander »

Thargoid wrote:
Depending on whether this is player-specific or generic, it might break Hired Guns OXP.
It is player specific.
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Re: Target Locks in long distance

Post by JensAyton »

Cmd. Cheyd wrote:
I'd still like to see an optional parameter (defaulting to current behavior) so OXP's could INTENTIONALLY target something out of scanner range.
No. Targeting works through the scanner; this is a game constant. We might consider a waypoint system for 2.0.
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Re: Target Locks in long distance

Post by Kaks »

Cmd. Cheyd, you could still create a 'compass drone'/'waypoint drone' by using a rock class :!: ship placed just within scanner range, and with a custom transparent lollypop colour to avoid cluttering the radar - you'd still need to reposition it fairly frequently (every 2 to 5 seconds I suspect), but that should get you 90% of what you originally had in mind! ;)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Target Locks in long distance

Post by Cmd. Cheyd »

Yeah, but it'd look funny with the distance-to-object constantly bouncing up and down as the drone was pushed forward.

Honestly though, don't sweat it any. I've quit developing for Oolite, at least for now. Got tired of all my requests being denied.
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