NPC's scooping pods.
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- Fatleaf
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NPC's scooping pods.
Why do NPC's when scooping pods start injecting? And the ones that don't have injectors speed up! Pods get flung all over the place
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Re: NPC's scooping pods.
They're probably just in a hurry to get them before you do
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Re: NPC's scooping pods.
On the subject of cargo pods, I've been trying to change their name from 'Cargo container' to 'Cargo Pod'. I've altered it in the core
shipdata.plist
, in Griff's Replace shipdata.plist
, and in Griff's alt-barrel-with-decals shipdata.plist
(I think they're already called 'pods' in that OXP) - but I still get a mix of the two names. I'm missing one somewhere, I reckon. Any ideas?I would advise stilts for the quagmires, and camels for the snowy hills
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Re: NPC's scooping pods.
No idea, but you you could target such a pod and type 'shift-H' while not paused. This dumps the pods characteristics to the log. Look for the entry 'Type:' That will be the shipkey. With a bit of luck this will be choosen descriptive enough to get a clue.El Viejo wrote:I'm missing one somewhere, I reckon. Any ideas?
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Re: NPC's scooping pods.
Thanks Eric, that got it... CCL was the culprit!Eric Walch wrote:... but you you could target such a pod and type 'shift-H' while not paused.
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: NPC's scooping pods.
In my hacked-to-bits Constrictor I called Omega (that exists strictly for testing OXPs and screwing around ingame), I've seen cargo canisters and especially escape pods moving so fast as a result of how they were created that I have trouble catching up to them while injecting. Keep in mind the base max speed for my ship is 0.999 LM, almost 3x faster than the starting Cobra 3.Fatleaf wrote:Why do NPC's when scooping pods start injecting? And the ones that don't have injectors speed up! Pods get flung all over the place
Alloys created by the destruction of big ships/stations can have speeds greater than all but the most extreme escape pod/cargo pod ejection. I think they can even crash the game as a result.
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Re: NPC's scooping pods.
Yep. They'll slow down eventually, though (but this may take a loooooooooooooong time, because their engines are so weak in counteracting their initial velocity).Switeck wrote:I've seen cargo canisters and especially escape pods moving so fast as a result of how they were created that I have trouble catching up to them while injecting.
Haven't seen a crash yet, but yep again. And as they don't have a propulsion of their own, they'll never slow down.Switeck wrote:Alloys created by the destruction of big ships/stations can have speeds greater than all but the most extreme escape pod/cargo pod ejection. I think they can even crash the game as a result.
Re: NPC's scooping pods.
This, and trying to scoop things which are not cargo, should both be fixed in r5024.
Re: NPC's scooping pods.
NPCs may need injectors to catch some fast-moving pods.
...Especially slow ships like Pythons.
...Especially slow ships like Pythons.
Re: NPC's scooping pods.
Wow, I was going to ask this, but I found this thread. NPC's really scoop things... Those SAR ships scoop escape pods in front of me, and I stay looking at that message "Escape pod signal lost..."