Escape pods on 4668

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Fatleaf
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Escape pods on 4668

Post by Fatleaf »

Some pods just disappear before I get to them to pick them up. Is anybody else getting this?
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Re: Escape pods on 4668

Post by Fatleaf »

I just gave a ship 20 pods and 9 them disappeared the first time and 17 the next time.

Could someone else try this please.
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Re: Escape pods on 4668

Post by Svengali »

Everything's ok on my box (r4669).
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Re: Escape pods on 4668

Post by Fatleaf »

I managed to get a dump on one of the pods that disappeared:


23:15:21.892 [dumpState]: State for <ShipEntity 0x1468de18>{"Escape capsule" position: (91014.7, 72921.4, 575761) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT}:
23:15:21.893 [dumpState.entity]: Universal ID: 245
23:15:21.893 [dumpState.entity]: Scan class: CLASS_CARGO
23:15:21.893 [dumpState.entity]: Status: STATUS_IN_FLIGHT
23:15:21.893 [dumpState.entity]: Position: (91014.7, 72921.4, 575761)
23:15:21.893 [dumpState.entity]: Orientation: (0.675425 - 0.609195i + 0.415197j + 0.0171389k)
23:15:21.893 [dumpState.entity]: Distance travelled: 19.6104
23:15:21.893 [dumpState.entity]: Energy: 25 of 25
23:15:21.893 [dumpState.entity]: Mass: 618.881
23:15:21.893 [dumpState.entity]: Owner: <ShipEntity 0x140dd818>{"Guild Target : Prison Transport - 50,000cr" position: (91134.4, 73090.1, 575803) scanClass: CLASS_CARGO status: STATUS_IN_FLIGHT}
23:15:21.893 [dumpState.entity]: Flags: isShip, isSunlit
23:15:21.893 [dumpState.shipEntity]: Type: griff_normalmapped_escape-capsule
23:15:21.893 [dumpState.shipEntity]: Name: Escape capsule
23:15:21.893 [dumpState.shipEntity]: Display Name: Escape capsule
23:15:21.893 [dumpState.shipEntity]: Roles: <OORoleSet 0x13d64650>{escape-capsule griffescape}
23:15:21.893 [dumpState.shipEntity]: Primary role: escape-capsule
23:15:21.893 [dumpState.shipEntity]: Script: <OOJSScript 0x144b2ea8>{"oolite-default-ship-script" version 1.75.4}
23:15:21.893 [dumpState.shipEntity]: Subentity count: 3
23:15:21.893 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
23:15:21.893 [dumpState.shipEntity]: Destination: (91080.3, 73015.1, 575784)
23:15:21.893 [dumpState.shipEntity]: Other destination: (0, 0, 0)
23:15:21.893 [dumpState.shipEntity]: Waypoint count: 0
23:15:21.893 [dumpState.shipEntity]: Desired speed: 0
23:15:21.893 [dumpState.shipEntity]: Thrust: 5
23:15:21.894 [dumpState.shipEntity]: Fuel: 0
23:15:21.894 [dumpState.shipEntity]: Fuel accumulator: 1
23:15:21.894 [dumpState.shipEntity]: Missile count: 0
23:15:21.894 [dumpState.shipEntity.ai]: AI:
23:15:21.894 [dumpState.ai]: State machine name: homeAI.plist
23:15:21.894 [dumpState.ai]: Current state: HEAD_FOR_PLANET
23:15:21.894 [dumpState.ai]: Next think time: 42.132
23:15:21.894 [dumpState.ai]: Next think interval: 0.125
23:15:21.894 [dumpState.shipEntity]: Jink position: (0, 0, 0)
23:15:21.894 [dumpState.shipEntity]: Frustration: 0
23:15:21.894 [dumpState.shipEntity]: Success factor: 0
23:15:21.894 [dumpState.shipEntity]: Shots fired: 0
23:15:21.894 [dumpState.shipEntity]: Time since shot: 106.978
23:15:21.894 [dumpState.shipEntity]: Spawn time: 31.882 (7.033 seconds ago)
23:15:21.894 [dumpState.shipEntity]: Hull temperature: 60
23:15:21.894 [dumpState.shipEntity]: Heat insulation: 1
23:15:21.894 [dumpState.shipEntity]: Flags: isFrangible, canFragment



Hope it helps.
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Re: Escape pods on 4668

Post by Fatleaf »

I have tried removing all OXP's except one for spawning a ship to shoot with 20 pods. And still get some vanishing. A few other commanders have also experienced this occurrence.
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Re: Escape pods on 4668

Post by Cody »

I have seen the same thing... out of 20 escape pods spawned, about half suddenly 'disappeared' off the scan and from sight.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Escape pods on 4668

Post by Kaks »

May I have that pod generating oxp please? :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Escape pods on 4668

Post by Fatleaf »

Check your in box!
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Re: Escape pods on 4668

Post by Capt. Murphy »

I've observed this very occasionally with single pods for some time i(i.e, with 1.75.3 and since)(hunting them down with escape pod locator OXP). Also sometimes escape pod locator broadcasts a pod detected and pod lost message very quickly, which I've assumed is a pod being destroyed accidently in battle. I'll amend the script to see if it can log what is happening.

Fatleaf has confirmed he doesn't use Escape Pod Locator so it's not a case of the tiny beacon colliding with the pod, which is a possibility I had considered but hadn't got round to investigating properly, given the beacons mass is that of a small flea.
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Re: Escape pods on 4668

Post by Eric Walch »

One thing that could happen is that the pod simply smashes into a ship. The pods have a very simple AI : just head straight for the planet. When the mother ship was heading to the mainPlanet when ejecting a pod, it often happened in the past that the pod smash into the back of the derelict that fast loosing speed.
Since 1.75 this has improved a bit. Escape pods even get a pre collision warning and will try to fly away from the potential collider. At first I was affright that this would frustrate scooping, but no. Only when carefully watching the pod prior to scooping, you see it tries to escape, but its thrust is thrust to low to have a serious effect.
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Re: Escape pods on 4668

Post by Kaks »

Yep, I've lost a few pods - and all the ones I've seen go crashed into each other.
They seem to be a bit too fragile, which - arguably - could be seen as bit of a design flaw for a rescue vessel... :lol:

If there are no objections, I'm going to increase the resilience of the standard pod, leaving all its other characteristics exactly as they are.


Any objections? :)
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Re: Escape pods on 4668

Post by another_commander »

Can this really be considered a bug? Do any OXP missions break if the pods become stronger? Is this happening also on previous versions of the game?

I would rather not touch this one until after MNSR.
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Re: Escape pods on 4668

Post by Kaks »

Fair enough! :D

I believe it'd happen in all versions of the game so far, somehow I feel that we're only noticing this because other - more visible - bugs have been removed...

Objection noted, I won't be changing trunk. It's easy enough to override the pod's strength via OXP! ;)
Last edited by Kaks on Wed Nov 30, 2011 12:29 pm, edited 1 time in total.
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Re: Escape pods on 4668

Post by cim »

Eric Walch wrote:
but its thrust is thrust to low to have a serious effect.
Which gives some odd results - I shot a fleeing Fer-de-lance while it was using its injectors, and I ran out of fuel for my own injectors before I could catch up with the resulting high-speed escape pod. I did see a Moray SAR racing after it, so it might have been caught before it left the system...
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Re: Escape pods on 4668

Post by cim »

Kaks wrote:
Yep, I've lost a few pods - and all the ones I've seen go crashed into each other.
They seem to be a bit too fragile, which - arguably - could be seen as bit of a design flaw for a rescue vessel... :lol:
Given that 1,000 Cr. gives you a small escape vessel plus insurance on a ship worth 150,000 Cr. plus equipment for a standard Cobra III (but not the 200 Cr. worth of cargo :wink:), the business plan of the insurers presumably relies on most of the people buying them:
- retiring without using them because they never go anywhere one might need an escape pod
- being shot down before they can launch the capsule
- being captured by pirates and sold into slavery
- having their escape pod spontaneously disintegrate in flight
- being rammed by their recovery vessel

Making the escape vessels themselves out of paper both boosts profits and makes it less likely anyone will actually live to claim on the insurance.
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