This in particular caught my eye:
Zieman wrote:Code: Select all
00:21:49.484 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (owt2o_jumper 0.42.2 - for Oolite 1.75 and later): TypeError: System.infoForSystem(galaxyNumber, system.ID).routeToSystem(System.infoForSystem(galaxyNumber, player.ship.targetSystem), "OPTIMIZED_BY_TIME") is null
00:21:49.484 [script.javaScript.exception.unexpectedType]: ../AddOns/OneWayTicket2Oresrati v0.43 STRIPPED.oxp/Scripts/owt2o_autoJumper.js, line 34.
00:23:29.812 [script.load.world.listAll]: Loaded 73 world scripts:
after first try got completed (2 last jumps and beginning statement of script loading after I destroyed my ship by flying it to the side of Coriolis included)
I chopped my original OXP up -- leaving only the "troublesome" part, but apparently left out quite a few critical checks to prevent disastrous results...like trying to hyperspace to an unreachable system from the same unreachable system through "regular" systems elsewhere in the galaxy. The unreachable system cannot be used as the player's target destination with the remaining OXP code...it's supposed to be a "Surprise, you're screwed!" destination instead of an intentional one set by the player.
That's probably what's generating the "null" value on line 34.
I can release an updated crash-prone-only-for-me OXP that acts in a more predictable fashion if you want. It corrects a couple errors that apparently are completely unrelated to my crashes.
In talking with someone on IRC, crashing the ship into the station seems a regular problem for them when using these OXPs. I'm at a loss to explain why.
Zieman wrote:I meant that I had primed the equipment, and had not cancelled the priming by pressing 'Shift + n' again, thus hitting just 'n' would begin the wormhole sequence.
...
If you get into a wormhole loop, just reduce your ship's speed to 0, you then stop in front of the next wormhole and can fly away or do whatever you wish (e.g. pause & restart
).
I've paused during the middle of the jump chains many times, but never managed to pause while in the middle of a wormhole tunnel animation. I do admit I've not tried at TAF 16x -- the game is likely to crash before I succeed.
Interesting you found a way out of a wormhole loop, since I forgot to mention it. It helps to also re-activate the equipment if in interstellar space, since this will make the equipment think it's unable to begin and stop the wormhole chain from just continuing from its stuck point after your next hyperspace jump.
I THINK I FOUND THE TRIGGER FOR MY CRASH!
It was pointed out by Svengali in IRC that the wormhole exit tunnel animation seems a little "off" for the Boa 2. It steps down right before the end of the animation. Seems even my hacked ship has a wormhole animation problem...it skips frames.
In retesting, I discovered my Boa 2 never crashed when I tested the OXP. I'd previously been using the hacked super-ship. So I thought my hacked super-ship was buggy. So I started removing the hacked lines in my hacked ship...it still continued to crash. I've been testing this so long that I'm doing the test pattern entirely by reflex/muscle memory...and that's a bad thing because I've been doing the same stupid pet trick over-and-over again! Because I didn't want the Thargoids to "interfere" with my test, I was doing the test while cloaked. I gave the Boa 2 a cloaking device, retested with it...and it crashed as well!
PLEASE retest my OXP using a ship that can cloak! Cloak BEFORE activating the equipment. Hopefully, your ship has enough energy to complete the test! (Or just use the ship I supplied with the savegames.)