New exhaust plumes detaching from ship

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

Moderators: winston, another_commander, Getafix

User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6312
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: New exhaust plumes detaching from ship

Post by Diziet Sma »

:shock: That's one helluva lot of missiles..

<note to self: be careful when picking a fight with an Odyssey>
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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: New exhaust plumes detaching from ship

Post by Commander McLane »

maaarcooose wrote:
Image
When I'm on full power the exhaust plumes are not attached to the ship. If I run on half power they are at their origin point.

Is this normal behaviour?
This looks perfectly normal, just like it has always been with all ships in Oolite.
User avatar
maaarcooose
---- E L I T E ----
---- E L I T E ----
Posts: 397
Joined: Sun May 29, 2011 9:36 pm
Location: Devon, UK
Contact:

Re: New exhaust plumes detaching from ship

Post by maaarcooose »

Okay. Just wanted to check that it was normal behaviour.

The normal speed of the ship is a little high.
While testing I launched and nearly ran straight into the back of a Viper.

I won't be leaving her as having that many missiles on release, although it is meant to be a rather large ship. Besides I don't expect her to have a pirate role. Wouldn't go with the spirit of the show.

!m!
Trading computers and writing stuff....
Website: http://www.theramist.co.uk/
OOliteInfo: http://www.theramist.co.uk/ooliteinfo/oo.php
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: New exhaust plumes detaching from ship

Post by cim »

maaarcooose wrote:
Okay. Just wanted to check that it was normal behaviour.
Well ... it might be normal, but that doesn't necessarily mean correct, and the new plumes may be making it look worse than it would in 1.76. It should be possible to pin them a little more closely to the ports, if the detaching is that serious. (Could you give an idea of how deep the main ship body is, front to back, too? I don't really have a sense of scale from that picture)
maaarcooose wrote:
The normal speed of the ship is a little high.
Hmm, but how high? Are we talking "fast but not outside the bounds of existing ships" in the 0.4-0.5LM range, or something significantly faster than that?
User avatar
maaarcooose
---- E L I T E ----
---- E L I T E ----
Posts: 397
Joined: Sun May 29, 2011 9:36 pm
Location: Devon, UK
Contact:

Re: New exhaust plumes detaching from ship

Post by maaarcooose »

I had the max ship speed set to 800.

I've put it down to 500 now and took a few screenshots using my conveniently badly places side view.
Image
Minimal power. Exhaust plume origin is just visible embeded in the model. I did this on purpose because I was trying to get it to not go out the back of the ship.

Image
3rd power. Plume orign has moved back some.

Image
2 3rds power, plume origin is about where I would want it to be.

Image
Full power. Detached from back of ship.

Image
Engaging injectors. The plume jumps further back as it flares and then as it dies down to the smaller purple, it drifts back to:

Image
Full injectors. Plume is now back at the origin point inside the model.



!m!
Trading computers and writing stuff....
Website: http://www.theramist.co.uk/
OOliteInfo: http://www.theramist.co.uk/ooliteinfo/oo.php
User avatar
maaarcooose
---- E L I T E ----
---- E L I T E ----
Posts: 397
Joined: Sun May 29, 2011 9:36 pm
Location: Devon, UK
Contact:

Re: New exhaust plumes detaching from ship

Post by maaarcooose »

I can now confirm that this is fixed in the latest trunk build. :D

!m!
Trading computers and writing stuff....
Website: http://www.theramist.co.uk/
OOliteInfo: http://www.theramist.co.uk/ooliteinfo/oo.php
User avatar
Rorschachhamster
---- E L I T E ----
---- E L I T E ----
Posts: 274
Joined: Sun Aug 05, 2012 11:46 pm
Contact:

Re: New exhaust plumes detaching from ship

Post by Rorschachhamster »

Commander McLane wrote:
The clue is in 'if I'm traveling a fairly long distance "in system"'. If you do that, everything around you becomes 'squirrelly looking'. The reason is simple: floating point precision. The bigger the numbers your CPU has to crunch, the less precise they become. What becomes bigger in the outskirts of a system are of course the coordinates. Around the planet your ship and everything else can be placed with a precision of many numbers behind the decimal point. The farther out you are, the less decimals can be used. Thus everything becomes a little shaky, with visible jumps between two neighbouring coordinates. The effect kicks visibly in already at a distance of about 3,000,000 to 4,000,000 meters from the system centre. It gets worse the farther out you get.
Oh man. :? Wish I'd read this sooner. This explains every problem I have with my Freighttrain.OXP... :roll:
:lol: Well, at least now I know the loading/unloading process won't work as intented... too much precision needed... :P
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: New exhaust plumes detaching from ship

Post by Griff »

I'm not sure if this is the right place to post this but i think this same sort of 'position drift' happens with the forward weapon firing point too, except it moves closer towards the ship rather than further away like the exhaust plumes do, again the amount of drift is dependant on the ships speed
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: New exhaust plumes detaching from ship

Post by cim »

Griff wrote:
I'm not sure if this is the right place to post this but i think this same sort of 'position drift' happens with the forward weapon firing point too, except it moves closer towards the ship rather than further away like the exhaust plumes do, again the amount of drift is dependant on the ships speed
Laser positioning issues should all be fixed as of r5631, at least for the player ship, and the difference shouldn't be large enough to be noticeable for NPCs. (If it is, it can be fixed there too)
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: New exhaust plumes detaching from ship

Post by Griff »

Thanks Cim, I just tried the latest Oolite nightly and the new laser position fix is working great!
Post Reply