Flying_Dutchman.oxp
Moderators: winston, another_commander
- Commander McLane
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Yes. You wouldn't expect to be able to destroy a ghost, wouldn't you?
(Although you never know what people expect, after we have been flooded with ridiculous mystery/vampire/ghost-series since the 90s. After more than a decade this could of course lead to some brainwash... )
Although, as far as my short exchange with Lestradae is concerned, unfortunately it is not as indestructible as I thought. What I intended is that the ship eventually mysteriously vanishes into the sun. Yesterday I checked it out. Doesn't happen. Obviously no ship-entity can survive a collision with a sun- or planet-entity. So it makes kaboom when it reaches the sun's surface. Not what I wanted, but I guess all I can get.
(Although you never know what people expect, after we have been flooded with ridiculous mystery/vampire/ghost-series since the 90s. After more than a decade this could of course lead to some brainwash... )
Although, as far as my short exchange with Lestradae is concerned, unfortunately it is not as indestructible as I thought. What I intended is that the ship eventually mysteriously vanishes into the sun. Yesterday I checked it out. Doesn't happen. Obviously no ship-entity can survive a collision with a sun- or planet-entity. So it makes kaboom when it reaches the sun's surface. Not what I wanted, but I guess all I can get.
- LittleBear
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Could you just add a landOnplanet when it reaches a certain distance from the sun? Set the distance as close, but before the point comes where its too close for it to survive.
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- Commander McLane
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- FSOneblin
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And the fact that you are crashing into a Star, witch are big and hot.Commander McLane wrote:Yes, that's what I am going to do. Although it's not half as spooky as observing the ship diving gratiously into the sun, while your own ship explodes from massive radiation exposure.
FSOneblin
Don't panic
Now an "adult!"
Now an "adult!"
- Commander McLane
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But that's only the 'last resort'. In most cases your ship will have suffered a structural integrity failure before you physically crash into the sun.FSOneblin wrote:And the fact that you are crashing into a Star, witch are big and hot.Commander McLane wrote:Yes, that's what I am going to do. Although it's not half as spooky as observing the ship diving gratiously into the sun, while your own ship explodes from massive radiation exposure.
FSOneblin
- Captain Hesperus
- Grand High Clock-Tower Poobah
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and your hull, biological matter and so forth have reduced to superheated vapour.Commander McLane wrote:But that's only the 'last resort'. In most cases your ship will have suffered a structural integrity failure before you physically crash into the sun.FSOneblin wrote:And the fact that you are crashing into a Star, witch are big and hot.Commander McLane wrote:Yes, that's what I am going to do. Although it's not half as spooky as observing the ship diving gratiously into the sun, while your own ship explodes from massive radiation exposure.
FSOneblin
Captain Hesperus
The truth, revealed!!
- Commander McLane
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- Commander McLane
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After the initial encounter there is a 5 per cent probability to encounter him again, so roughly after 20 jumps.
However, this is only true after the first successful encounter. Which means you have to get close enough to the ship to let it do some damage in the first place. Only then a mission variable is set, that causes the low probability mentioned above. If you never got close enough to it to actually have some bad luck, both the apocalyptic horseman and in its wake the ghost itself will be created again on every jump.
At least that's how it should work.
Could you check the line below
in the mission_variables-part of your savefile? When it reads 'ENCOUNTER', you had no successful first encounter yet. When it reads 'SEE_YOU_AGAIN', there is the 5 per cent probability to actually see him again.
However, this is only true after the first successful encounter. Which means you have to get close enough to the ship to let it do some damage in the first place. Only then a mission variable is set, that causes the low probability mentioned above. If you never got close enough to it to actually have some bad luck, both the apocalyptic horseman and in its wake the ghost itself will be created again on every jump.
At least that's how it should work.
Could you check the line below
Code: Select all
<key>mission_flying_dutchman</key>
- Commander McLane
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New version 1.5 is Oolite 1.73.2-compliant. Apologies for the delay, and for all the times you had the nasty message on your start-up screen. Should be a thing of the past now.
Download via the Elite Wiki.
Download via the Elite Wiki.