I've just had another encounter with a Juggernaut launching and then directly crashing itself into the nav buoy. This time I got a log report right before the crash:
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[dumpState]: State for <StationEntity 0x1b781808>{"Navy Juggernaut Courier" "Navy Juggernaut Courier" ID: 274 position: (-68373.9, 20401.5, 559396) scanClass: CLASS_POLICE status: STATUS_ACTIVE}:
[dumpState.entity]: Universal ID: 274
[dumpState.entity]: Scan class: CLASS_POLICE
[dumpState.entity]: Status: STATUS_ACTIVE
[dumpState.entity]: Position: (-68373.9, 20401.5, 559396)
[dumpState.entity]: Orientation: (0.89684 - 0.0498353i - 0.41185j + 0.15354k)
[dumpState.entity]: Distance travelled: 8069.7
[dumpState.entity]: Energy: 1712 of 1712
[dumpState.entity]: Mass: 1.88235e+009
[dumpState.entity]: Owner: <StationEntity 0x1b781808>{"Navy Juggernaut Courier" "Navy Juggernaut Courier" ID: 274 position: (-68373.9, 20401.5, 559396) scanClass: CLASS_POLICE status: STATUS_ACTIVE}
[dumpState.entity]: Flags: isShip, isStation, hasMoved, hasRotated, isSunlit
[dumpState.shipEntity]: Name: Navy Juggernaut Courier
[dumpState.shipEntity]: Display Name: Navy Juggernaut Courier
[dumpState.shipEntity]: Roles: <OORoleSet 0x1c49d2e0>{military militarycarrier militarycourierjuggernaut police}
[dumpState.shipEntity]: Primary role: police
[dumpState.shipEntity]: Script: <OOJSScript 0x1c4a2830>{"oolite-default-ship-script" version 1.73}
[dumpState.shipEntity]: Subentity count: 35
[dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
[dumpState.shipEntity]: Destination: (-76377.1, 18545.2, 550281)
[dumpState.shipEntity]: Other destination: (-71300.8, 21275.2, 556725)
[dumpState.shipEntity]: Waypoint count: 0
[dumpState.shipEntity]: Desired speed: 190
[dumpState.shipEntity]: Escort count: 255
[dumpState.shipEntity]: Fuel: 1000
[dumpState.shipEntity]: Fuel accumulator: 1
[dumpState.shipEntity]: Missile count: 50
[dumpState.shipEntity.ai]: AI:
[dumpState.ai]: State machine name: planetPatrolAI.plist
[dumpState.ai]: Current state: GO_TO_COORDS
[dumpState.ai]: Next think time: 59.502
[dumpState.ai]: Next think interval: 0.125
[dumpState.shipEntity]: Frustration: 0
[dumpState.shipEntity]: Success factor: 12266.3
[dumpState.shipEntity]: Shots fired: 0
[dumpState.shipEntity]: Time since shot: 100042
[dumpState.shipEntity]: Spawn time: 3.68 (53.071 seconds ago)
[dumpState.shipEntity]: Hull temperature: 60
[dumpState.shipEntity]: Heat insulation: 1
[dumpState.shipEntity]: Flags: isFrangible, canFragment
[dumpState.stationEntity]: Alert level: green
[dumpState.stationEntity]: Max police: 8
[dumpState.stationEntity]: Max defense ships: 3
[dumpState.stationEntity]: Police launched: 0
[dumpState.stationEntity]: Max scavengers: 3
[dumpState.stationEntity]: Scavengers launched: 0
[dumpState.stationEntity]: Docked shuttles: 0
[dumpState.stationEntity]: Docked traders: 0
[dumpState.stationEntity]: Equivalent tech level: 13
[dumpState.stationEntity]: Equipment price factor: 0.95
[dumpState.stationEntity]: Flags: none
[Wreckage]: scaling factor 36.7847 with mass 3979.17
I also tried different values for some collision variables during this test, thus I find it astonishing that there was no collision warning flag set:
#define PROXIMITY_WARN_DISTANCE 100.0
#define PROXIMITY_WARN_DISTANCE2 250.0
#define PROXIMITY_AVOID_DISTANCE 100.0
The original values were 10 instead of 100 and, IIRC, 100 instead of 250. Those values appeared much too rigid to me and interestingly no pirate did crash itself to death while approaching my ship on this flight. Maybe I solved that annoying problem...but I'll need to fly more before I could be sure about that.
One strange thing with the trunk version: sometimes it just closes the program, but there's NO log entry and NO stderr entry to be seen. Ideas?
Screet