Ghoast Cargo
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Ghoast Cargo
Last night while I was involved in a dog fight I noticed a blib on the radar that was flashing yellow and white. I thought nothing of it; I've seen this before when a ship snags a cargo can. But after I finished off the dog fight I noticed the yellow/white blip was still there. So I investigated it. A Cobra III looked like it was tumbling in space. No engines, it was just tumbling around. I ID'ed it and it was an offender!? So I blasted it. Got the bounty and there was a cargo can just sitting there. So I tried to scoop it and missed? Ok, I tried again. No scooping it. This time I was sure I didn't miss. It could not be scooped up. Falling back on general rule #1: if all else fails, blast it! I tried to shoot the cargo can. It was Mil laser proof! I need a ship made out of this stuff. All efforts to interact with the ghoast cargo failed. I could see it and it was on the radar as a white blip.
Jar
Jar
- Eric Walch
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Ghost cargo is a bug that is their around for ages. I think it is still not solved. At least it was still present in 1.70. Often it is triggered when two ships crash into each other fighting for scoopable items. Sometimes these items turn completely unscoopable.Nope, just a normal looking cargo can. It floated there for the longest time. I went back to the station and refueled and came back and it was still there.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- JensAyton
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Hmm, that particular context sounds as though there may be an actual comprehensible reason – cargo pods in a tractor beam are taken out of collision handling, and possibly not put back when the tractoring ship dies. See? It’s useful to point out the context in which a bug occurs. :-)Eric Walch wrote:Ghost cargo is a bug that is their around for ages. I think it is still not solved. At least it was still present in 1.70. Often it is triggered when two ships crash into each other fighting for scoopable items. Sometimes these items turn completely unscoopable.
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Yes, I would like to upgrade. The random hits oxp will not work on mine. But 1.65 is what's available for Unbuntu. It is beyond my skill level to get the source to compile on an AMD64 system. I'm stuck with what's prepackaged for my system. Eventually, one day it will get updated.....TGHC wrote:ghost cannisters and ships were known bugs in 1.65, you should upgrade to 1.71. Happy travels
Jar
- Cmdr James
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I have put in a fix for that problem a while ago (I guess its in 1.71). It should now be impossible to get a pod stuck thinking its being tractored.Ahruman wrote:Hmm, that particular context sounds as though there may be an actual comprehensible reason – cargo pods in a tractor beam are taken out of collision handling, and possibly not put back when the tractoring ship dies. See? It’s useful to point out the context in which a bug occurs.Eric Walch wrote:Ghost cargo is a bug that is their around for ages. I think it is still not solved. At least it was still present in 1.70. Often it is triggered when two ships crash into each other fighting for scoopable items. Sometimes these items turn completely unscoopable.
Unless you do something really funky like create a pod that can tractor, then I guess you can still get a pair of them dancing
Hey, its a reference counting problem, lets solve it with mark/sweep nicked from Java gc process
- Cmdr James
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- Disembodied
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Is it this one?
This is barrel_ah, from the Cargo & Wrecks 1.3.1 OXP. I haven't encountered any scooping problems for a while now (I've only got a 20-ton bay, so a lot of stuff goes to waste...).
Edit: looking at the shipdata.plist for Cargo & Wrecks, I see that sometimes the model called is named "barrel_ah.dat" and sometimes "barrel_AH.dat". Of course, I'm too ignorant to know if this capitalisation of "AH" will make a difference...
Also, the barrel is sometimes used as a missile pod, which on scooping awards a missile to the player. If all pylons are filled, though, then maybe this is why the pod is unscoopable, but "real" enough to collide with?
This is barrel_ah, from the Cargo & Wrecks 1.3.1 OXP. I haven't encountered any scooping problems for a while now (I've only got a 20-ton bay, so a lot of stuff goes to waste...).
Edit: looking at the shipdata.plist for Cargo & Wrecks, I see that sometimes the model called is named "barrel_ah.dat" and sometimes "barrel_AH.dat". Of course, I'm too ignorant to know if this capitalisation of "AH" will make a difference...
Also, the barrel is sometimes used as a missile pod, which on scooping awards a missile to the player. If all pylons are filled, though, then maybe this is why the pod is unscoopable, but "real" enough to collide with?
- JensAyton
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Depends. On case-sensitive file systems (as used on Linux, and sometimes Mac OS X) it will fail to load if it doesn’t match the file name.Disembodied wrote:Edit: looking at the shipdata.plist for Cargo & Wrecks, I see that sometimes the model called is named "barrel_ah.dat" and sometimes "barrel_AH.dat". Of course, I'm too ignorant to know if this capitalisation of "AH" will make a difference... :?
That could be a lead.Disembodied wrote:Also, the barrel is sometimes used as a missile pod, which on scooping awards a missile to the player. If all pylons are filled, though, then maybe this is why the pod is unscoopable, but "real" enough to collide with?
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