There seems to be an issue with the player.ship.targetSystem (in 1.80) when I'm in G5 Divees. Now, Divees and Tezabi have the same galactic coordinates (37,130). When I'm in Tezabi, I can set my destination to Divees and everything works OK. My HUD displays the correct system, player.ship.targetSystem also picks up the correct system, and things like BroadcastComms MFD and Navigation MFD use it to do various things with.
But, if I'm in Divees, and I set my destination to Tezabi, things go a little funny. Navigation MFD thinks I don't have a destination set. BroadcastComms MFD (which uses player.ship.targetSystem) also thinks I don't have a target system set.
However, my HUD quite happily displays my destination as Tezabi, so at least one unit seems to know where I'm going!
Is this a bug with player.ship.targetSystem? Or have I done something silly elsewhere?
Issue with targetSystem at Divees/Tezabi
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- Cody
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Re: Issue with targetSystem at Divees/Tezabi
Divees and Tezabi - ah yes, I remember them well! They, and the other double systems, caused some trouble way back.
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: Issue with targetSystem at Divees/Tezabi
Looks like it. Has been fixed in Oolite 1.81.phkb wrote:Is this a bug with player.ship.targetSystem? Or have I done something silly elsewhere?
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Re: Issue with targetSystem at Divees/Tezabi
Ah, right. Thanks spara!spara wrote:Has been fixed in Oolite 1.81.
Re: Issue with targetSystem at Divees/Tezabi
In 1.80 and earlier the internal representation of currentSystem and targetSystem (and a few other similar variables) is as a set of 'x,y' coordinates. There's then a layer of stuff built on top of that for distinguishing properly between zero-distance doubles, which sometimes even works.
In 1.81 the internal representation is the system ID number. There may still be some bugs around zero-distance doubles, so if you're testing that version please keep your eyes open for them.
In 1.81 the internal representation is the system ID number. There may still be some bugs around zero-distance doubles, so if you're testing that version please keep your eyes open for them.
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Re: Issue with targetSystem at Divees/Tezabi
I've not seen any problems - apart from F6 not showing distance/travel time between a double, that is.cim wrote:In 1.81 [snip]There may still be some bugs around zero-distance doubles, so if you're testing that version please keep your eyes open for them.
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: Issue with targetSystem at Divees/Tezabi
Thanks - that bit is still using coordinates more than it needs to. I'll fix it up.Cody wrote:apart from F6 not showing distance/travel time between a double, that is.
Re: Issue with targetSystem at Divees/Tezabi
Okay, this should be fixed in tonight's nightly so that the distance/time for a jump between a zero-distance pair shows correctly. A bug with selection introduced at some point during 1.81 is also fixed.
Please keep looking for others.
Please keep looking for others.