How Often...
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I just tried a few systems including the one A_C told me he had problems, and on the last one got a crunch too. I'll do some other checks and sort things out to see if things can be made a little more reliable.
Not quite sure what the collision is with though, when it just happened to me I was staring out into space, as should be...
Not quite sure what the collision is with though, when it just happened to me I was staring out into space, as should be...
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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Thargoid TV
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- Rustybolts
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When it happened to me i seemed to be sideways viewing horizon of planet.
I escaped it on a few other occasions by re-orienteering my vessel and hitting injectors before my shields depleted.
I escaped it on a few other occasions by re-orienteering my vessel and hitting injectors before my shields depleted.
STE.+ Firefly/Dragonfly + BlackJacksbullion v.1.23 link below.
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
- Cody
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I've never crashed into a Witchspace Beacon yet.
As you always exit the wormhole at low velocity, regardless of your entry velocity, it must just be a numbers game (or should be) and it shouldn't need to be adjusted.
edit: mind you, I'm flying a standard ship. It may well be different for others.
As you always exit the wormhole at low velocity, regardless of your entry velocity, it must just be a numbers game (or should be) and it shouldn't need to be adjusted.
edit: mind you, I'm flying a standard ship. It may well be different for others.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Rustybolts
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Its not that you have time to react. The problem lies in actually exiting witchspace onto beacon. You just exit and explode. But since using 1.73.2 i haven't had this since (fingers crossed).El Viejo wrote:I've never crashed into a Witchspace Beacon yet.
As you always exit the wormhole at low velocity, regardless of your entry velocity, it must just be a numbers game (or should be) and it shouldn't need to be adjusted.
edit: mind you, I'm flying a standard ship. It may well be different for others.
The problem i am currently disscussing though is launching from planet surface using planetfall.oxp where no beacon is involved it is just the altitude it launches you at.
STE.+ Firefly/Dragonfly + BlackJacksbullion v.1.23 link below.
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
If you want a quick test-fix, open the file script.js within the config directory of planetfall using a text editor (not notepad or word!) and search and replace "4000" with a larger number, for example "10000" (without the quotes in both cases).
It's only in the file in one place, and is the distance in metres that you get moved away from the surface at launch (the line starts let launchPosition =... and ends with a comment explaining what it's doing).
I don't have time tonight, but will have a play with it myself tomorrow night if I get chance and will update the OXP accordingly.
It's only in the file in one place, and is the distance in metres that you get moved away from the surface at launch (the line starts let launchPosition =... and ends with a comment explaining what it's doing).
I don't have time tonight, but will have a play with it myself tomorrow night if I get chance and will update the OXP accordingly.
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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Thargoid TV
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- Rustybolts
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kk tyIf you want a quick test-fix, open the file script.js within the config directory of planetfall using a text editor (not notepad or word!) and search and replace "4000" with a larger number, for example "10000" (without the quotes in both cases).
STE.+ Firefly/Dragonfly + BlackJacksbullion v.1.23 link below.
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
- Alex
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Hi Commanders,
Flying a Caduceus, very rarely at less than full speed, Though exit from which space is always much lower.
Running 1.72.2 and have YAH.
The allowed distances explain why the instant collisions.
Only ever actually see the bill board as floating away from it after big bang.
Now the Q is, Any ideas on where I find these distance parameters?
So I can at least change them to allow more space.
Never had a problem taking off from a planet.
Flying a Caduceus, very rarely at less than full speed, Though exit from which space is always much lower.
Running 1.72.2 and have YAH.
The allowed distances explain why the instant collisions.
Only ever actually see the bill board as floating away from it after big bang.
Now the Q is, Any ideas on where I find these distance parameters?
So I can at least change them to allow more space.
Never had a problem taking off from a planet.
- Eric Walch
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This distance is hardcoded. But collisions with those billboards in 1.73 should be more rare than before.Alex wrote:Now the Q is, Any ideas on where I find these distance parameters?
So I can at least change them to allow more space.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
You could of course do an oxp that moves the billboard during anshipExitedWitchspace() event. you can then move it closer or further away, depending on the billboard name. That way you could even have different billboard sizes placed at different distances... You can have a look at the way farsun repositions the sun, to see how that would work...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Alex
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Hi Commanders,
Is 1.73 stable? Will it run happy on 1G ram, 1.2GHz cpu and 6200 Nav graphic card.
Version 1.72.2 with the oxpers I like are taking TDM (This Damn Machine) to it's limits.
I can only just run shipyards after taking out a whole heap of stuff from it, like taxi's and religious head jobs, black monks (which I can't run as a oxper, even as non shader, locks up TDM).
Any idea what lingo the core is wrote in? Maybe I can get a compiler to let me change my version.
That's probably the biggest thing about Oolite, You can go in and change your version.
Not as easy as it sounds;
Still trying to get my super cobbys aft Mil laser to auto lock and fire on baddies.
By the looks of my trash can, recon that may be wishfull thinking.
Happy hunting
Al
I'm a bit wary about taking new software, Thank Micro Scuzzbags for that.This distance is hardcoded. But collisions with those billboards in 1.73 should be more rare than before.
Is 1.73 stable? Will it run happy on 1G ram, 1.2GHz cpu and 6200 Nav graphic card.
Version 1.72.2 with the oxpers I like are taking TDM (This Damn Machine) to it's limits.
I can only just run shipyards after taking out a whole heap of stuff from it, like taxi's and religious head jobs, black monks (which I can't run as a oxper, even as non shader, locks up TDM).
Any idea what lingo the core is wrote in? Maybe I can get a compiler to let me change my version.
That's probably the biggest thing about Oolite, You can go in and change your version.
Not as easy as it sounds;
Still trying to get my super cobbys aft Mil laser to auto lock and fire on baddies.
By the looks of my trash can, recon that may be wishfull thinking.
Happy hunting
Al
- DaddyHoggy
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Ahruman implied on another thread related to low spec machines that 1.73 is less intensive than 1.65 - whether it is less intensive than 1.72.2 I don't know - sounds like "suck it and see" to me...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Cmdr James
- Commodore
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- Eric Walch
- Slightly Grand Rear Admiral
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In my experience I see no difference between 1.72 and 1.73 in terms of speed. Comparing with 1.65 is more difficult. On my previous low end machine it was clear that 1.72 could set up space on entering a new system much faster than 1.65. But in some systems it was impossible to fly in full screen mode with 1.72. (I could in 1.71). After touching a rudder key for a brief moment resulted in a complete loss of control in my flying. It took seconds before it recognised I released the key. Changing to windowed mode always solved that problem.DaddyHoggy wrote:Ahruman implied on another thread related to low spec machines that 1.73 is less intensive than 1.65 - whether it is less intensive than 1.72.2 I don't know - sounds like "suck it and see" to me...
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Alex
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Hello Commadore Walch
I have instant access to ClymAngus's vector maps which sit in the back on min till needed.
Makes choosing random hits so much easier. Speacialy when your taking some Precious metals or gems somewhere.
No harm making some spondoolies on the way.
Happy hunting
Al
I always fly in windowed mode with the control toolbar on auto hide. The only difference is that there is a little blue strip at the top telling what prog is running. Oh, and...But in some systems it was impossible to fly in full screen mode with 1.72.
I have instant access to ClymAngus's vector maps which sit in the back on min till needed.
Makes choosing random hits so much easier. Speacialy when your taking some Precious metals or gems somewhere.
No harm making some spondoolies on the way.
Happy hunting
Al