I hadn't played Oolite for about a month. When I got back, having updated, I found some negative changes.
The main one is that Fuel Scoop performance is severely degraded. If I don't line up a scoopable item just so it either takes a very long time to get scooped - if I maintain course and speed - or it gets away if i manouvre at all.
Is this a deliberate modification?
I am running v1.2 - Aug 4 2008
Fuel Scoops not performing well
Moderators: winston, another_commander, Getafix
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: Fuel Scoops not performing well
Yes, that was a deliberate change in 1.65, or possible earlier. It was part of a set of changes to make scooping look somewhat sane when seen with external views. Blame Giles. :-)davcefai wrote:I hadn't played Oolite for about a month. When I got back, having updated, I found some negative changes.
The main one is that Fuel Scoop performance is severely degraded. If I don't line up a scoopable item just so it either takes a very long time to get scooped - if I maintain course and speed - or it gets away if i manouvre at all.
Is this a deliberate modification?
Oolite 1.2? That’s from 2004! :-)davcefai wrote:I am running v1.2 - Aug 4 2008
E-mail: [email protected]
Oops! Firstly, 1.2 was a typo. I was running 1.72.
Yesterday my frustration level hit new heights and I installed 1.71.2.x86.package downloaded from Berlios.
Glee! I found the following differences.
1.72 refers to the fully updated "nightly build" version.
Positive:
1. Scoops scooped faster and more reliably.
2. The Station Beacons survived until I got there.
3. Thargoids fought with me, not each other.
4. Compass showed Scavengers, Hermits, etc
Neutral (?):
Pirate Lasers seem less powerful. In v1.72 3 or more pirates attacking could destroy my ship within seconds. The only way to survive was to turn on the cloaking device, change course drastically and use the injectors to get a fair distance away before turning off the device and re-engaging them carefully.
Negative:
In 1.72, attacking escort ships provoked an immediate response from at least some of the other escorts and the mothership. In 1.71 they often don't seem to notice that they are being picked off individually.
It seems to me that these differences have crept into the nightly build since the beginning of July.
Yesterday my frustration level hit new heights and I installed 1.71.2.x86.package downloaded from Berlios.
Glee! I found the following differences.
1.72 refers to the fully updated "nightly build" version.
Positive:
1. Scoops scooped faster and more reliably.
2. The Station Beacons survived until I got there.
3. Thargoids fought with me, not each other.
4. Compass showed Scavengers, Hermits, etc
Neutral (?):
Pirate Lasers seem less powerful. In v1.72 3 or more pirates attacking could destroy my ship within seconds. The only way to survive was to turn on the cloaking device, change course drastically and use the injectors to get a fair distance away before turning off the device and re-engaging them carefully.
Negative:
In 1.72, attacking escort ships provoked an immediate response from at least some of the other escorts and the mothership. In 1.71 they often don't seem to notice that they are being picked off individually.
It seems to me that these differences have crept into the nightly build since the beginning of July.