Double misjump?
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- Cmdr James
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Double misjump?
Im not sure what the correct (expected) behviour is. If I force a misjump, I get the usual thargoid attack thing. If I jump from there and force another misjump, then I get things like salvage gangs in interstellar space. And generally a huge lot more ships than during the first misjump.
Is this an OXP problem, or is something else going on?
Also after the second misjump, I dont seem to have enough fuel to get home, whereas normally after the first I do.
Is this an OXP problem, or is something else going on?
Also after the second misjump, I dont seem to have enough fuel to get home, whereas normally after the first I do.
Re: Double misjump?
Isn't there always a chance of losing fuel? I've had this a few times on the 1 misjump.Cmdr James wrote:Also after the second misjump, I dont seem to have enough fuel to get home, whereas normally after the first I do.
- JensAyton
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Well, the current trunk seems to avoid the problem since forcing a misjump isn’t working at all. Whee.
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- JensAyton
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Hmm, works now. Double and triple misjumps lead me to normal interstallar space.
I did notice that system attributes like government and economy retain the values from the last visited system when in interstellar space. It seems to me that they should have special values (-1 for numerical values, "N/A" for description strings). Thoughts?
I did notice that system attributes like government and economy retain the values from the last visited system when in interstellar space. It seems to me that they should have special values (-1 for numerical values, "N/A" for description strings). Thoughts?
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- JensAyton
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Actually, it was the script variables I was thinking of. (It may have been the target system’s values rather than the last visited.)another_commander wrote:Disable the F7 screen immediately after a misjump, until a system is specifically targeted?
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- JensAyton
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OK.
In connection with this change, I’m making a few calculations (fine chance, fine level, scooped player rewards) treat interstellar space as Feudal. I’m assuming any station in interstellar space will be military and not interested in especially high rewards or civilian-type police work.
Edit: the following system properties will be changed in interstellar space in 1.72:
In connection with this change, I’m making a few calculations (fine chance, fine level, scooped player rewards) treat interstellar space as Feudal. I’m assuming any station in interstellar space will be military and not interested in especially high rewards or civilian-type police work.
Edit: the following system properties will be changed in interstellar space in 1.72:
- description: “N/A”
- economy: -1
- economyDescription: “N/A”
- government: -1
- governmentDescription: “N/A”
- inhabitants: 0
- population: 0
- productivity: 0
- techLevel: -1
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