NPC's scooping pods.

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Post Reply
User avatar
Fatleaf
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 1988
Joined: Tue Jun 08, 2010 5:11 am
Location: In analysis mode on Phaelon
Contact:

NPC's scooping pods.

Post by Fatleaf »

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 :?
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: NPC's scooping pods.

Post by Smivs »

They're probably just in a hurry to get them before you do :P
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: NPC's scooping pods.

Post by Cody »

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
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: NPC's scooping pods.

Post by Eric Walch »

El Viejo wrote:
I'm missing one somewhere, I reckon. Any ideas?
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. :)
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: NPC's scooping pods.

Post by Cody »

Eric Walch wrote:
... but you you could target such a pod and type 'shift-H' while not paused.
Thanks Eric, that got it... CCL was the culprit!
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!
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: NPC's scooping pods.

Post by Switeck »

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 :?
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.

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.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: NPC's scooping pods.

Post by Commander McLane »

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.
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:
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.
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.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: NPC's scooping pods.

Post by cim »

This, and trying to scoop things which are not cargo, should both be fixed in r5024.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: NPC's scooping pods.

Post by Switeck »

NPCs may need injectors to catch some fast-moving pods. :lol:
...Especially slow ships like Pythons.
User avatar
marcusrg
Deadly
Deadly
Posts: 216
Joined: Fri Jun 08, 2012 3:48 pm
Location: Somewhere in Brazil

Re: NPC's scooping pods.

Post by marcusrg »

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..." :shock: :)
Post Reply