Spinning Fer-de-Lance [fixed]

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

Moderators: winston, another_commander, Getafix

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:

Spinning Fer-de-Lance [fixed]

Post by Cody »

I was having a duel with a Ferdie, and it was trying to circle me so I hove-to - and so did the Ferdie. It just sat there in my sights - spinning round its long axis, and only came to life when I applied a little thrust. It's not the first time I've seen odd behaviour from bandits when I'm hove-to. Trunk nightly r5695.
Last edited by Cody on Sat Nov 02, 2013 9:07 pm, edited 1 time in total.
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
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Spinning Fer-de-Lance

Post by cim »

Strange. Had you bothered to target them? What sort of range was this at? Any OXPs which might increase accuracy above the core defaults?
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: Spinning Fer-de-Lance

Post by Cody »

It was one of two bandits - I had a missile locked-onto each. Range to the Ferdie (a Griff) was 0.568km (so not quite filling the reticle). There was a problem like this years ago - if you hove-to, the bandit wouldn't press the attack. As regards OXPs - only Skilled NPCs would affect that, I'd think (I'll list them if needed).
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
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Spinning Fer-de-Lance

Post by cim »

That's probably enough to be going on with - I'll look into it.
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Spinning Fer-de-Lance

Post by JazHaz »

Cody wrote:
It was one of two bandits - I had a missile locked-onto each. Range to the Ferdie (a Griff) was 0.568km (so not quite filling the reticle). There was a problem like this years ago - if you hove-to, the bandit wouldn't press the attack. As regards OXPs - only Skilled NPCs would affect that, I'd think (I'll list them if needed).
I'd ask what the debug console showed when you'd inspect it, what AI was running etc. Except I don't know what command to give it to get that info.
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: Spinning Fer-de-Lance

Post by Cody »

JazHaz wrote:
I'd ask what the debug console showed when you'd inspect it, what AI was running etc.
I'd ask what is the debug console? I don't use none of that stuff - I'm a dumb pilot!
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
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Spinning Fer-de-Lance

Post by JazHaz »

Cody wrote:
JazHaz wrote:
I'd ask what the debug console showed when you'd inspect it, what AI was running etc.
I'd ask what is the debug console? I don't use none of that stuff - I'm a dumb pilot!
Oh ok. You've just been here for so long, that I thought you'd use it. You're almost part of the furniture! :wink:
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: Spinning Fer-de-Lance

Post by Cody »

JazHaz wrote:
You're almost part of the furniture!
Yeah, I'm an occasional table - though what I am the rest of the time has perplexed me for years!
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
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Spinning Fer-de-Lance

Post by Norby »

Cody wrote:
I'd ask what is the debug console?
Install [wiki]Debug_OXP[/wiki] and run OoDebugConsole (works with trunk builds only).
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: Spinning Fer-de-Lance

Post by Cody »

<grins>
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
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Spinning Fer-de-Lance

Post by JazHaz »

Norby wrote:
OoDebugConsole (works with trunk builds only).
My Debug Console works fine on 1.77.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Spinning Fer-de-Lance

Post by Norby »

JazHaz wrote:
My Debug Console works fine on 1.77.
I am using Linux and get "Waiting for connection..." only with 1.77 but connects instantly with 1.77.1.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Re: Spinning Fer-de-Lance

Post by Thargoid »

Do you get any warning about incompatibility with debug OXP when you start up the 1.77 game (in logs and on the spinning cobbie screen)?

Debug OXP is usually set to have a max and min game version level as it does tend to change as trunk set-up does, but I'm not sure offhand if that's only major revisions or also more minor ones. But I know the debug oxp for git-trunk (1.79) doesn't work with 1.77 as it tells me so (and it's a bit of a pain as I have to remember to swap over, as both versions share the same add-on folder).
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Spinning Fer-de-Lance

Post by cim »

Found it: certain code to prevent overuse of injectors was setting speed to target speed rather than maximum non-injector speed. It only affects high-accuracy opponents who also have injectors, and only particularly seriously when at a dead stop, which is why it doesn't happen all the time.

Debug Console: it should work with any non-deployment build. The nightly builds are non-deployment, but there is also a non-deployment build available of 1.77 (it's just not the one most obviously available for download)
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: Spinning Fer-de-Lance

Post by Cody »

cim wrote:
Found it: certain code to prevent overuse of injectors was setting speed to target speed rather than maximum non-injector speed. It only affects high-accuracy opponents who also have injectors, and only particularly seriously when at a dead stop, which is why it doesn't happen all the time.
<nods>
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!
Post Reply