Firing racers and mining in 1.71.2

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

flimflam_machine
Above Average
Above Average
Posts: 20
Joined: Fri Jun 20, 2008 12:05 pm

Firing racers and mining in 1.71.2

Post by flimflam_machine »

A very weird bug that showed up after I'd upgraded to v.1.71.2. I installed lane_legal for a bit of variety in the space lanes. On my next jaunt out I attacked a Tiger, who promptly launched 4 Krait racers at me. They didn't do anything, just hung there in space. I was even more confused when the next missile that I launched appeared as a Krait racer too. The next missile, actually was a missile, so I have no idea what's going on.

Also when blasting asteroids with my military laser they always leave metal fragments (1 ton alloys) in space. Is this intentional or should it be like v.1.65 i.e., asteroids sometimes become boulders, which then sometimes become splinters (1 ton minerals)?

One final niggle, I've installed the Black_Monks OXP, but the only black monk station that I've encountered had an asteroid hanging right in its docking slot. When I tried to destroy it (and I definitely didn't miss) I was rapidly blasted by the station. I'll see if this becomes a regular thing.

ETA: Oh, and some planets don't seem to have a nav beacon. Is this intentional?
User avatar
Frame
---- E L I T E ----
---- E L I T E ----
Posts: 1477
Joined: Fri Mar 30, 2007 8:32 am
Location: Witchspace

Re: Firing racers and mining in 1.71.2

Post by Frame »

flimflam_machine wrote:
A very weird bug that showed up after I'd upgraded to v.1.71.2. I installed lane_legal for a bit of variety in the space lanes. On my next jaunt out I attacked a Tiger, who promptly launched 4 Krait racers at me. They didn't do anything, just hung there in space. I was even more confused when the next missile that I launched appeared as a Krait racer too. The next missile, actually was a missile, so I have no idea what's going on.

Also when blasting asteroids with my military laser they always leave metal fragments (1 ton alloys) in space. Is this intentional or should it be like v.1.65 i.e., asteroids sometimes become boulders, which then sometimes become splinters (1 ton minerals)?

One final niggle, I've installed the Black_Monks OXP, but the only black monk station that I've encountered had an asteroid hanging right in its docking slot. When I tried to destroy it (and I definitely didn't miss) I was rapidly blasted by the station. I'll see if this becomes a regular thing.

ETA: Oh, and some planets don't seem to have a nav beacon. Is this intentional?
Long shot: Could it be that you might have installed 1.71.2 ontop of 1.65..., without uninstalling 1.65 first. i´m betting on this cause some OXPs you might have had installed for 1.65, will not work with 1.71.2, but cause odd side effects. these remained in the directory even if you installed 1.71.2 ontop of 1.65

uninstall all oolite, backup pilot save files first and OXPs if you still dont have them in the downloaded format.

Reinstall oolite 1.71.2 preferbly in a directory named like this oolite1712, that way you avoid accidently doing the same thing again.(if you did)..

also could you post your stderr.txt file here... its found in /oolite/oolite.app/

Cheers Frame..
Bounty Scanner
Number 935
flimflam_machine
Above Average
Above Average
Posts: 20
Joined: Fri Jun 20, 2008 12:05 pm

Post by flimflam_machine »

Cheers frame, that could be it. I couldn't find any clear instructions how to update from 1.65 so I did spend a few minutes randomly clicking, dragging and double-clicking to try to get the new version. I didn't know that 1.71.2 had actually installed until I opened Oolite and got a message saying so.

Does Oolite 1.65 require anything special uninstalling actions in Mac OS 10.3.9 or should I just drop the whole folder (minus OXP and save-game) backups in the trash?
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Post by Commander McLane »

flimflam_machine wrote:
Does Oolite 1.65 require anything special uninstalling actions in Mac OS 10.3.9 or should I just drop the whole folder (minus OXP and save-game) backups in the trash?
Yes, just move to trash. No uninstaller needed.

Or install the new version in a completely different folder, and copy your AddOns and save-files into that folder. Then you can switch between the two versions and play both of them independently. (Or move the old folder completely in the trash.)
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2514
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

On a similar note just how much ammunition do you need to pump into the "doomsday asteroid" from "asteroid storm"? I've emptied fore and aft military lasers into it and a couple of missiles and it shrugged them off with a happy grin. (I would have thrown more at it but the python just doesn't have the slots for the job).

Also how long do you usually get to kill it (I get between 1 minute and 3 seconds). One time, I flew out of the station straight into it. Humorous.....

Would an energy bomb do the trick?

There are 2 possible problems here, It's a bug or I'm being crap.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Post by Commander McLane »

ClymAngus wrote:
There are 2 possible problems here, It's a bug or I'm being crap.
Hmmm. According to the asteroid's specs two military salvos should be more then sufficient to kill it. So perhaps it's the latter problem? :wink: :oops:

(I assume you are using the latest version, "Ast_StormV3"?)
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2514
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

Commander McLane wrote:
ClymAngus wrote:
There are 2 possible problems here, It's a bug or I'm being crap.
Hmmm. According to the asteroid's specs two military salvos should be more then sufficient to kill it. So perhaps it's the latter problem? :wink: :oops:

(I assume you are using the latest version, "Ast_StormV3"?)
My ego won't let me agree to the second option I'm afraid. I'm downloading version 3 as soon as I get home. I might keep the buggy one on file and just for a laugh see exactly how tough it is when I run a comparison. :D
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 »

ClymAngus wrote:
My ego won't let me agree to the second option I'm afraid. I'm downloading version 3 as soon as I get home. I might keep the buggy one on file and just for a laugh see exactly how tough it is when I run a comparison. :D
There is no buggy version I think, but things are probably more complex.

LB made his last version with version 3.0. Oolite 1.70 had a bug that it couldn't explode a main station anymore. Kaks rewrote this oxp so it bypassed this bug and the station did explode. (Not really because he just moved it so far away without beacon so the player could never find it).

I don't know what the current version is, but mine is 3.45. in that version there are 3 bad rocks with strengths bases on the player stats. Above that, kaks added code that makes the asteroid recharge itself with oolite 1.71+.

This means that it could me much more difficult than earlier reactions suggest and it will probably give you an ego boost when you finally kill the rock. I must say, I never tried this new version under 1.71.
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2514
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

We'll try the energy bomb, witch inject out of the way, hit with missiles and (maybe if there's time) get some rounds off with the military lasers. If that doesn't work, well I'm just going to have to download the missiles oxp and buy me some mini-nukes. Bloody waste of credits over a dumb rock.

If that doesn't work I'm going to kirk the code. Kobayashi Maru tests urk me off something rotten.

If they knew there were asteroids then why didn't they fit the station with manuvering rockets or a bitchin array of turret cannons? Or maybe put a call out to the handy dandy navy? The black monks never have this kind of trouble. They Plan Ahead! :D

"And Lo! the asteroid of positive bank balances was smote on the holy anvil of debt by the fiscal hammer of compound interest. We looked out upon the resulting gravel of potential monthy payments and saw that it was good. Amen."
Eric Walch wrote:
ClymAngus wrote:
My ego won't let me agree to the second option I'm afraid. I'm downloading version 3 as soon as I get home. I might keep the buggy one on file and just for a laugh see exactly how tough it is when I run a comparison. :D
There is no buggy version I think, but things are probably more complex.

LB made his last version with version 3.0. Oolite 1.70 had a bug that it couldn't explode a main station anymore. Kaks rewrote this oxp so it bypassed this bug and the station did explode. (Not really because he just moved it so far away without beacon so the player could never find it).

I don't know what the current version is, but mine is 3.45. in that version there are 3 bad rocks with strengths bases on the player stats. Above that, kaks added code that makes the asteroid recharge itself with oolite 1.71+.

This means that it could me much more difficult than earlier reactions suggest and it will probably give you an ego boost when you finally kill the rock. I must say, I never tried this new version under 1.71.
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 »

ClymAngus wrote:
We'll try the energy bomb, witch inject out of the way, hit with missiles and (maybe if there's time) get some rounds off with the military lasers. If that doesn't work, well I'm just going to have to download the missiles oxp and buy me some mini-nukes. Bloody waste of credits over a dumb rock.
Out of curiosity I retried that old mission again. That new recharge option really makes it difficult. It is not recharging in time, but effectively it raises the maximum energy of the asteroid. (And much, several times the original defined value.) The recharge rate is even higher when the asteroid is further away. I used a developer tool to monitor the asteroids energy. With my player stats, I got the worse one. Energy was 2000 and after some time for- and aft military lasers and my 5 missiles, it remained at 2000. No scratch on the surface. But suddenly, when the asteroid was already very close by, energy dropped. From this moment on it dropped fast. Until halfway and than the asteroid hit me. :evil: But it should have been possible to kill it in time, certainly when I also would have used side-lasers. :lol:

:!: And for who never played it with 1.71: A real challenge, and saving the station is not as easy as it was before. Could be that kaks made it a little to strong? But it is doable.
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Hmmm, this mission was originally designed I thought (LB could confirm or deny) to give a just-out-of-nappies Jameson something interesting to do - it now sounds like it's going to be pretty mean.
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
LittleBear
---- E L I T E ----
---- E L I T E ----
Posts: 2882
Joined: Tue Apr 04, 2006 7:02 pm
Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.

Post by LittleBear »

Orginally the Asteroid would be destroyed by two full blasts of Military Laser, so you could do it with a Beam and a couple of missiles. You only get 1,000 C for completing it and it triggers at 64 kills, so I didn't want to make it too hard for a new Commander. In the orginal version though, it would be child's play for an experienced Comamnder. I do like the way Kaks has chananged it to make it harder for old timers (who may have been round the Galaxys back to G1 having missed it as baby Jamesons), but perhaps should half the strength of the weakest Asteroids. I'll give it a playtest with a basic set up of Front & Rear Beams plus injectors.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2514
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

Also out of general interest, does this mission start with the in station warning or with the launch of your ship from the station? IE when does the astaroid start its "roll".

That might be where I'm screwing up. Sorry, I'm being lazy I could just look this up for myself, it's just easier to ask the man.
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 »

LittleBear wrote:
Orginally the Asteroid would be destroyed by two full blasts of Military Laser, so you could do it with a Beam and a couple of missiles. You only get 1,000 C for completing it and it triggers at 64 kills, so I didn't want to make it too hard for a new Commander.
I just gave it a second go. I bought me two side lasers. (They only had beam lasers on stock, so I settled for those).

My ship has 5 missiles. After launch I hit it with those 5 missiles and cycled through all my 4 lasers (2x military and 2x beam). With those equipment I had it at the first go.

Originally, (version 1) the oxp was difficult because high speed standard asteroids were used. You really needed targeting experience. When the large boulder was added it somehow became easy: You could hardly miss the object.

Looking at the code I see that he uses a weaker asteroid with a score of 95 or lower. The regeneration code only gets active on 1.71+. For an experienced player it becomes a challenge but I haven't test it with a young Jameson.

But the code needs updating before 1.72 comes out. Maybe the trunk version already will have problems with it. In my log I get warnings of deprecated functions:

Code: Select all

Warning: Mission.missionScreenTextKey is deprecated and read-only.
    Active script: "AsteroidStorm" 3.45
Warning: Mission.imageFileName is deprecated and read-only.
    Active script: "AsteroidStorm" 3.45
Warning: Mission.musicFileName is deprecated and read-only.
    Active script: "AsteroidStorm" 3.45
Warning: Mission.choicesKey is deprecated and read-only.
    Active script: "AsteroidStorm" 3.45
Problem is that I can't find this code in any of the attached scripts. Very strange!
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2514
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

Come to think of it I'm assing around with a bleeding edge oolite version on the mac. So is it possible that, might be causing the oxp to do something funny? Hmmm maybe I need to step down a version and try it again.

Cool, diagnostic space death. This sure beats normal every day ho hum code bashing!
Post Reply