Rescuing Escape Pods

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Alex
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Rescuing Escape Pods

Post by Alex »

Hi Commanders,
I installed 1.73.3 yesterday, was quite easy. Just transfered all the 72.2 stuff to CD then deleted all the Oolite stuff on hard disc before puting 73.3 on.

Anyway it all runs great actually runs faster and smoother than 72.2
But I'm wondering if there is something in the code about recuing escape pods.
I have rescued over 70 some pirates or offenders and a few clean.
On 72.2 a fair % would be captured or rescued. Giving a good income.
On 73.3 only one was a capture of the 70 or so. The rest as slaves.
I was alwas clean and left no witnesses to the wee bit of, err...
Forced trading

I run 1.73.3 on Windows XP, Geforce 6200 512Meg DDR2 graphics card, AMD1.2GHz cpu, 1Gig Ram.
46 oxp's.
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Micha
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Post by Micha »

I've just scooped about 10 escape pods, every single one of them gave me a comment on scooping such as 'You've captured XYZ' or 'You've rescued a miner'. On docking, I received a bounty or insurance payout for every pod.

In the in-flight cargo manifest they just display as slaves though.

(1.73 maintenance, but no changes since 1.73.3 which could account for a difference in scooping escape pod behaviour).
The glass is twice as big as it needs to be.
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Alex
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Post by Alex »

Hi Micha,
That is exactly my point, every one bar one has said 'You have captured a slave'. Very strange.
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Post by Micha »

Well, either incredibly unlucky rolls on the RNG, or do you perhaps have an OXP installed which is mucking things up?
The glass is twice as big as it needs to be.
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Eric Walch
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Post by Eric Walch »

Micha wrote:
I've just scooped about 10 escape pods, every single one of them gave me a comment on scooping such as 'You've captured XYZ' or 'You've rescued a miner'. On docking, I received a bounty or insurance payout for every pod.
I also could not verify Alex his observations. Pilots get often the role of the ship. (pirate, miner etc. ) So I also looked at pods from ships added in their custom role, e.g. role = taipan to see if here was something wrong. Also here I only scooped one pilot as slave and many with their name. Also the message was correct on docking.

Tested with 1.73.3.
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Alex
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Post by Alex »

Micha said
Well, either incredibly unlucky rolls on the RNG, or do you perhaps have an OXP installed which is mucking things up?
These are the oxp's I run, though there was never a problem till I loaded 1.73.3, previous being 1.72.2;

Aegidian Speacial, Behemoth, Bounty scanner
Caduceus, Captured Thargons, Cargo Wrecks
Eagle2, Farstar, Fuel Collector
Galactic Navy, Globe stations, Grass snake
Griff Adder, Griff Cobra1&3, Griff coriolis
Griff ferdelance, Griff Krait, Griff sidewinder
Griff viper, Gritty corilios, GwxStations
Halsis, Impcourier, ionics
Jabberwocky, Kestrel&falcon, Local Hero
MedusaHud, NavyStarships, neoCaduceus
Neolite + companion, Newships, oosounds
Planetfall, PCC2.6, RandomHits
Renegade Viper, RoC, Rock hermit Locator
s ships, Super cobra, Target Auto Lock
Tori, Wolfwoods Vari., X Ships
Oo Haul stuff, A to F Adds

Oh wait a min, the only new thing is the Griff Ships and cargo_wrecks.
That may be the problem? Cargo wrecks being the main suspect...
LOOK OUT!!!
OOPS..
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If you do not see "Press Space" more often than you want.. Your not trying!
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Post by LittleBear »

I think there was a typo in neo-oolite that caused all the pods to be set to unpiloted (so you get slaves rather than a named pilot to rescue / capture). May have been fixed, but check your install.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Post by Svengali »

Uuh, and don't forget to take out Localhero. It's not working in v1.72 or later. Damn where is my time.
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Alex
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Post by Alex »

Hi,
Neo Oolite was working great on v72.2 and using the same one in v73.3.
Any idea where to look for the typo you suggested LittleBear?

Already had a Local Hero mission in v73.3, virtually the only time I was told who I picked up in the pod. Command was well pleased, Big bonus.

I haven't had a chance to see what happens when I take Cargo n wrecks out yet.
Been looking at these screens so long I'm starting to bleed from the eyes.
LOOK OUT!!!
OOPS..
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Post by Eric Walch »

LittleBear wrote:
I think there was a typo in neo-oolite that caused all the pods to be set to unpiloted (so you get slaves rather than a named pilot to rescue / capture). May have been fixed, but check your install.
Yes, that is the most likely cause and also reported before. But it is not a typo. Simon just added something without thinking.

Look inside shipdata for the escape-capsule. Than find the line :"unpiloted = yes;"

Code: Select all

	"escape-capsule" =
	{
		unpiloted = yes;
	};
Change yes into no, or simply delete hat line. Oolite itself has no definition for it and than it defaults to no. For some reason Simon found it funny to add this line without thinking. But unpiloted means no pilot in plain english and that is what you get. This was already wrong with neolite and 1.72.
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Post by JazHaz »

Eric Walch wrote:
Look inside shipdata for the escape-capsule. Than find the line :"unpiloted = yes;"

Code: Select all

	"escape-capsule" =
	{
		unpiloted = yes;
	};
Change yes into no, or simply delete hat line. Oolite itself has no definition for it and than it defaults to no. For some reason Simon found it funny to add this line without thinking. But unpiloted means no pilot in plain english and that is what you get. This was already wrong with neolite and 1.72.
That has just fixed my problem with escape capsules! Thanks!
JazHaz

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Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
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