Playership can't collide?
Moderators: winston, another_commander, Getafix
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Playership can't collide?
Started a new Jameson to test a HUD mod, ended up with two busted lasers and no missiles against a Cobra 3 (ds). Seeing as I had little to no effort behind this ship, I decided to ram.
To my surprise, after lining my nose up with his exhaust, I just slipped right through him! Scratching my head here.
To my surprise, after lining my nose up with his exhaust, I just slipped right through him! Scratching my head here.
Got all turned around, lost my nav connection... Where am I now?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
No problems with ramming here - you talking 1.76.1, yes?
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!
- Rese249er
- ---- E L I T E ----
- Posts: 647
- Joined: Thu Jun 07, 2012 2:19 pm
- Location: Well, I WAS in G3...
Re: Playership can't collide?
Nope. 1.77.5472. I've never deliberately tried to ram before... Also, my Jameson's Cobra3 had a beam laser mounted on the aft for some reason... Is that normal?
Got all turned around, lost my nav connection... Where am I now?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
I think I can confirm that, but only with a new Jameson (no aft laser though) - no problem ramming with my main commander (r5472).
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: Playership can't collide?
Which OXPs do you have installed?
We've had that kind of issue before in trunk (and indeed 1.76.1) with visual effects but I thought Cim had cleared them all up (at least in trunk).
An additional question - can you dock, or do you fly through the station?
We've had that kind of issue before in trunk (and indeed 1.76.1) with visual effects but I thought Cim had cleared them all up (at least in trunk).
An additional question - can you dock, or do you fly through the station?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
I'm not the best of testers, but it happens in strict mode too. I can dock, yes - but I've also failed to collide with a station.
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: Playership can't collide?
r5478 fixes a collision-testing bug. Unfortunately it's probably not the collision-testing bug you're noticing, but still, one fewer bug is one fewer bug.
- fronclynne
- Deadly
- Posts: 149
- Joined: Sun Mar 01, 2009 5:36 am
- Location: ::1
Re: Playership can't collide?
1.77.0.5480 (gentoo i386) & I can't collide with boulders This is terrible because it's how I mine without a mining laser. I do collide with the station docking tunnels plenty, though.
Also, scooping splinters is terribly difficult now (cargo containers, metal fragments, & escape capsules seem fine). I suppose I could pop over into strict mode & see if one or more of the collision/scooping is because of the Ore_processor.oxp.
Edit: Alas, in strict mode I can fly right through nav beacons & the corners of stations, though hitting the face of the station does cause "Press Space" to appear.
Also, scooping splinters is terribly difficult now (cargo containers, metal fragments, & escape capsules seem fine). I suppose I could pop over into strict mode & see if one or more of the collision/scooping is because of the Ore_processor.oxp.
Edit: Alas, in strict mode I can fly right through nav beacons & the corners of stations, though hitting the face of the station does cause "Press Space" to appear.
Re: Playership can't collide?
Found it, I think - a bug I introduced while working on something completely different. Should be fixed in r5481.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
<eagerly anticipates plenty of collisions tomorrow morning with tonight's nightly>cim wrote:Found it, I think - a bug I introduced while working on something completely different. Should be fixed in r5481.
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!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
Plenty of lovely collisions so far, in both normal and strict modes (r5483). I notice that strict mode uses a round docking-tunnel effect, whereas in normal mode it's the usual rectangle - that's down to one of my OXPs, I presume? I'll have to remove Povray Planets from my trunk set-up though - shame, really.
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!
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: Playership can't collide?
How could it be? OXPs can’t affect strict mode. When the rectangular tunnel was introduced, strict mode was left unchanged.El Viejo wrote:Plenty of lovely collisions so far, in both normal and strict modes (r5483). I notice that strict mode uses a round docking-tunnel effect, whereas in normal mode it's the usual rectangle - that's down to one of my OXPs, I presume?
E-mail: [email protected]
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Playership can't collide?
Heh... the things a dumb pilot doesn't notice. Like the apparent (hud display) zero-speed in strict mode, that isn't zero-speed... I'd rather like that in normal mode.JensAyton wrote:When the rectangular tunnel was introduced, strict mode was left unchanged.
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!