

Very cool!
Moderators: winston, another_commander
Wrong, it's an Oolite bug. The OXP really gives a single launch command!Micha wrote:I think I just found a bug with the GRS Armadillo's logic when replacing buoys.
I arrived at a system with no Nav Buoy (not my fault!!) and just as I neared the station 2 Armadillos launched with a replacement buoy each.
Correct. Well, a slightly hacked trunk anyway.Eric Walch wrote:Seeing you get the bug again tells me.
1) You are using the 1.72 trunck version.
Ok, well that gives me a starting point to track this down then. Unless someone is already on the case?Eric Walch wrote:2) The double launches at a main station still happen.
I thought I send it in together with the "getWitchSpaceEntryCoordinates" bug. But it seems I only mentioned it on the forum together with this bug. But I found a way to bypass this bug. (see below). This means the bug has the same source and when one is solved, the other will be solved also.Ahruman wrote:Eric, I can’t seem to find this issue on the bug tracker…
Eric has opened his treasure chest again and wrote some very cool scripts to awake the station to life. Traders docking at the outer platforms!!! That is already working - with some exceptions, but currently we have a problem with the collision detection and it seems we can't avoid some collisions. But that is not the only new feature (and not the only problem). I'm working on a reduction of the used maps, but the tests give me the feel that I have a wrong approach. The hole_material causes some system hangs (<1 sec) when flying around the new station pieces, so I think this won't be part of the next release.pagroove wrote:How is the next version coming along?
The stations are turned now.. curious what will happen next.
:-) It is not a 'standard' station, so why should it look like one of them? And you will see (in the next version) that there is a idea behind our design. Creating just a 'simple' station wouldn't be such a fun/pain at all. The basic design was meant to be unique and totally different from any other station we currently have - and it is built up with simple geometrics. :-)Micha wrote:Just a thought here.. but, to be honest, the Buoy Repair Station doesn't look very Oolitey to me. What I mean is that all the standard stations are very plain geometric shapes. This station looks more at home in X-Beyond the Frontier. It's gorgeous, just not very fitting, imho.
It would be possible (with changes of the js-code, using two station-declarations in shipdata.plist and diffent models, textures), but we have no plans to do it, because the next version needs this structure to work with the new features.Micha wrote:Would it be possible to provide a simpler design as an alternative which can get switched to as an option in the OXP? I haven't done any scripting so I have no idea whether this would have a larger impact in terms of code as well.
Could that be caused by the smooth definition of the asteroids. I can imagine it will require a lot more calculations to rotate such a structure were even the shape of the faces has to be recalculated on every frame.Micha wrote:using the console I added 200 ships in my vicinity and the machine kept chugging along nicely at ~35fps. But several large asteroids and I'm down to 4fps.