Long Range Cobra
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- Competent
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Long Range Cobra
IN Oolite 1.77 when I use my long range jumper every time I jump I almost run into a Long Range Cobra, a ship I do not know yet I am looking at High technical level Planets to see if I can buy one but untill now I was not succesfull Is this Cobra buyeable or is it just a feature
- Wildeblood
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Re: Long Range Cobra
No, it's the ship you are following through the chain of wormholes. It's a bug in Long-Range Scanner that it doesn't remove it after it has finished doing it's job - just leaves it floating there.
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Re: Long Range Cobra
I must say that I cannot believe this is a Bug because it is so consistant in its behavior it is there every time when I use the jump planner. More over it seems to me to be a whell designed ship so how can this be a Bug???? And for your information when I do not avoid it coming out of my last jump I certainly bump into it, which I would not like to do so I take a steep dive or climb just what comes out the best
Another argument for not believing in a bug is that the ship was never there before I mean it never showed up in Oolite 1.76 for instance, only in Oolite 1.77 the ship is there every time so in my humble opinion this cannot be a bug!
I am stil looking for the ship at every ship market I encounter I don,t care if it is not for sale yet
Another argument for not believing in a bug is that the ship was never there before I mean it never showed up in Oolite 1.76 for instance, only in Oolite 1.77 the ship is there every time so in my humble opinion this cannot be a bug!
I am stil looking for the ship at every ship market I encounter I don,t care if it is not for sale yet
- Smivs
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Re: Long Range Cobra
I think what Wildeblood means is that the 'Long Range Cobra' is created by the OXP to make the wormholes that you travel through, and it should be removed at the final destination as its job is then done. The Long Range Cobra is not a ship in the normal sense of the word, it is a tool used to generate the wormholes, that's all.
The fact it is not removed is the bug, and from what you say the bug became an issue with v1.77 - in previous versions it was removed, suggesting that the script that should remove it does not work in v1.77. This should be reported in the Long Range Jumper thread.
The fact it is not removed is the bug, and from what you say the bug became an issue with v1.77 - in previous versions it was removed, suggesting that the script that should remove it does not work in v1.77. This should be reported in the Long Range Jumper thread.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Long Range Cobra
I use the long range scanner too and have to remember to slow down before i jump so i don't hit it afterwards.
I sometimes think it would be better as a "follow me" vehicle like at airports and the commander just follow through the wormholes rather than automatically jumping.
But i don't mind it as it stands, the cheat jump is really helpful if you want to get somewhere quick like a TL15 to fix up that dodgy Naval Energy Unit.
I sometimes think it would be better as a "follow me" vehicle like at airports and the commander just follow through the wormholes rather than automatically jumping.
But i don't mind it as it stands, the cheat jump is really helpful if you want to get somewhere quick like a TL15 to fix up that dodgy Naval Energy Unit.
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When the revolution comes, stand clear of all walls!
When the revolution comes, stand clear of all walls!
Re: Long Range Cobra
I long ago hacked my Long Range Scanner to use a missile or alloy as the jump-making ship so I don't have to worry about running into it. I also gutted the actual jump logic Long Range Scanner used, so the jump-making items are removed immediately after creating their wormhole...it was only because destroyed items were recreated at the other side of a wormhole that I even briefly had a problem, but I think that was fixed in a patch between v1.76 and v1.77.
- Wildeblood
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Re: Long Range Cobra
Yes, exactly. (It's a like_ship reference to a normal Cobra 3 trader with an additional role added to its role set, that's all.)Smivs wrote:I think what Wildeblood means is that the 'Long Range Cobra' is created by the OXP to make the wormholes that you travel through, and it should be removed at the final destination as its job is then done. The Long Range Cobra is not a ship in the normal sense of the word, it is a tool used to generate the wormholes, that's all.
It was never removed, and that is a bug in Long Range Scanner. What has changed is that in Oolite 1.77 ships exit wormholes slower (because of people using Your Ad Here complaining about coming out of a wormhole and slamming into the billboard). So in 1.76 the Long Range Cobra and the player ship were well apart, and now they finish closer together, so it's more noticeable.Smivs wrote:The fact it is not removed is the bug, and from what you say the bug became an issue with v1.77 - in previous versions it was removed, suggesting that the script that should remove it does not work in v1.77. This should be reported in the Long Range Jumper thread.
- Smivs
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Re: Long Range Cobra
Ah, OK. I'm not really familiar with the OXP, but now I know!Wildeblood wrote:It was never removed, and that is a bug in Long Range Scanner. What has changed is that in Oolite 1.77 ships exit wormholes slower (because of people using Your Ad Here complaining about coming out of a wormhole and slamming into the billboard). So in 1.76 the Long Range Cobra and the player ship were well apart, and now they finish closer together, so it's more noticeable.Smivs wrote:The fact it is not removed is the bug, and from what you say the bug became an issue with v1.77 - in previous versions it was removed, suggesting that the script that should remove it does not work in v1.77. This should be reported in the Long Range Jumper thread.
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Cody
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Re: Long Range Cobra
Okti's Long Range Scanner was only meant to be a testing tool anyway, I think.
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And any survivors, their debts I will certainly pay. There's always a way!