Ghoast Cargo

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
Jar
Competent
Competent
Posts: 44
Joined: Fri Apr 18, 2008 5:29 pm

Ghoast Cargo

Post by Jar »

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
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

What version of Oolite are you using, and on what platform?
User avatar
davcefai
---- E L I T E ----
---- E L I T E ----
Posts: 400
Joined: Sun Dec 03, 2006 9:07 pm

Post by davcefai »

It's a known bug, in the sense that I have reported it previously.

By any chance was the container a yellow and black one?
User avatar
Jar
Competent
Competent
Posts: 44
Joined: Fri Apr 18, 2008 5:29 pm

Post by Jar »

Ahruman wrote:
What version of Oolite are you using, and on what platform?

OOlite 1.65 running under Ubuntu Linux 7.1 AMD64 bit. And a variety of oxp's.

It's just a bug.. ':('

Oh well.

Jar
User avatar
Jar
Competent
Competent
Posts: 44
Joined: Fri Apr 18, 2008 5:29 pm

Post by Jar »

davcefai wrote:
It's a known bug, in the sense that I have reported it previously.

By any chance was the container a yellow and black one?
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.

Jar
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Post by TGHC »

ghost cannisters and ships were known bugs in 1.65, you should upgrade to 1.71. Happy travels :)
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"
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

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.
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.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

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.
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. :-)
User avatar
Jar
Competent
Competent
Posts: 44
Joined: Fri Apr 18, 2008 5:29 pm

Post by Jar »

TGHC wrote:
ghost cannisters and ships were known bugs in 1.65, you should upgrade to 1.71. Happy travels :)
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..... :cry:
Jar
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Post by TGHC »

You can always remove random hits and put it back when LB has updated it to work with 1.71, he says in a couple of weeks or so.
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"
User avatar
Cmdr James
Commodore
Commodore
Posts: 1357
Joined: Tue Jun 05, 2007 10:43 pm
Location: Berlin

Post by Cmdr James »

Ahruman wrote:
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.
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. :-)
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.

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 :D

Hey, its a reference counting problem, lets solve it with mark/sweep nicked from Java gc process :)
User avatar
davcefai
---- E L I T E ----
---- E L I T E ----
Posts: 400
Joined: Sun Dec 03, 2006 9:07 pm

Post by davcefai »

I run 1.71 on Linux (nightly builds) and the problem is not *completely* solved.

Any type cannister can be unscoopable - but nowadays rarely.

However there is one, black and yellow, which about half the time is unscoopable but collidable with.
User avatar
Cmdr James
Commodore
Commodore
Posts: 1357
Joined: Tue Jun 05, 2007 10:43 pm
Location: Berlin

Post by Cmdr James »

Can anyone identify what this pod is (like which oxp it is from, and what its name is)?

If I can get enough information to work out what it is, then I can probably find out why it is unscoopable, and fix it. My guess is that its being created with the wrong ai, but Im not certain
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6885
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Post by Disembodied »

Is it this one?

Image

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?
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

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... :?
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:
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?
That could be a lead.
Post Reply