I don't know how old any of these are (my searching hasn't thrown up much, but I've never been great at guessing at search terms), so I'll briefly list a collection.
1) Flickering textures (most obviously on the Coriolis ring and buoys). I think this one has been around for a bit; I dimly recall it from the first time I gave Oolite a quick try, but my searching has been in vain. Possibly a problem with the poor little integrated graphics in my laptop?
2) Escorts flying off. Almost every time I come across what looks like a group of escorts they seem to be flying off in the wrong direction, not too far (maybe 15 km) from a large freighter. This could be in response to a threat, but I don't recall seeing them together with a freighter at all. All have Clean legal status.
3) Launch then crash. A couple of times I've seen groups of ships launch and merrily fly into the navigation buoy.
A collection of bugs
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- nijineko
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i wonder if it's a bug, but it sure is irritating when some fugitive you are chasing runs to the planet. apparently they can land, as they just disappear from radar with no explosion or anything, but i haven't been willing to try the same thing. ^^ the altitude meter turning red and all seems to be a hint. =D
Re: A collection of bugs
sounds like your graphics card, it's not normally a problem.Helvellyn wrote:1) Flickering textures (most obviously on the Coriolis ring and buoys). I think this one has been around for a bit; I dimly recall it from the first time I gave Oolite a quick try, but my searching has been in vain. Possibly a problem with the poor little integrated graphics in my laptop?
Escorts should always have a clean status, if they are not acting as escorts in V formation they are most likely in an offensive mode after an attack. you also get groups forming up to their "mother" at a witchpoint beacon.Helvellyn wrote:2) Escorts flying off. Almost every time I come across what looks like a group of escorts they seem to be flying off in the wrong direction, not too far (maybe 15 km) from a large freighter. This could be in response to a threat, but I don't recall seeing them together with a freighter at all. All have Clean legal status.
It's the Riedquat ale.Helvellyn wrote:3) Launch then crash. A couple of times I've seen groups of ships launch and merrily fly into the navigation buoy.
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
- Star Gazer
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Re: A collection of bugs
yep...dun tha'......iiittzz rruully ahmazin' how kwihckluh tha' lill thing flies at you... hic...TGHC wrote:...It's the Riedquat ale.Helvellyn wrote:3) Launch then crash. A couple of times I've seen groups of ships launch and merrily fly into the navigation buoy.
Very funny, Scotty, now beam down my clothes...
Re: A collection of bugs
I've seen that happen too, it just struck me odd that I've not seen any with their escort for a little while, and when I did see them they were flying away from what was probably the escort, sometimes heading in my direction, where I know there's nothing for them to be fighting. If they've just been in a fight I'd expect them to be flying back to the ship they are supposed to be protecting.TGHC wrote:Escorts should always have a clean status, if they are not acting as escorts in V formation they are most likely in an offensive mode after an attack. you also get groups forming up to their "mother" at a witchpoint beacon.Helvellyn wrote:2) Escorts flying off. Almost every time I come across what looks like a group of escorts they seem to be flying off in the wrong direction, not too far (maybe 15 km) from a large freighter. This could be in response to a threat, but I don't recall seeing them together with a freighter at all. All have Clean legal status.
- LittleBear
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Argh! Escorts!
All Escorts will default to the native escortAI even if you give them a different one in shipdata.
The problem with this is that the native escortAI can set them to a route1patrolAI (a cop AI) in certain conditions. Thus, you order your ships to escort the mother, but they spot a Criminal on the way. They say to themselves, "that guy has a criminal record, lets go kill him." And off they go. By the time they've killed him the mother ship is out of their scanner range and they cannot find Mum!
All Escorts will default to the native escortAI even if you give them a different one in shipdata.
The problem with this is that the native escortAI can set them to a route1patrolAI (a cop AI) in certain conditions. Thus, you order your ships to escort the mother, but they spot a Criminal on the way. They say to themselves, "that guy has a criminal record, lets go kill him." And off they go. By the time they've killed him the mother ship is out of their scanner range and they cannot find Mum!
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