One thing I'm worried about is the observation that time acceleration often seems to break the escort code.
I was flying alongside a large escorted group (didn't have any fuel to inject away from them). Decided to use time acceleration to use my better speed to get ahead of them. At 16x speed, some of the escort ships decide to break formation and fly about. As soon as I bring the speed back to normal, they fly back into their formation.
Another thing it seems to break is the police AI. I was a fugitive and ran into a load of police at 16x acceleration. None of the vipers attacked me, although they did lock on!
Weird!
Time Acceleration Bugs
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- JazHaz
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Time Acceleration Bugs
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Almost all AIs are subject to breakage in 16x. With the amount of frame skipping that goes on at high TAF, this is not unexpected. Have you tried switching to 16x in front of a station? It is impossible for ships to dock at this time acceleration due to overshooting orientation and speed between frames.
High TAF is meant to give you a way to a) test things more easily and b) skip some slow parts of the game when needed. It does not mean that the game and AIs will function as normally expected at anything other than 1x acceleration and certainly 8x and 16x TAFs are not meant for normal gameplay.
High TAF is meant to give you a way to a) test things more easily and b) skip some slow parts of the game when needed. It does not mean that the game and AIs will function as normally expected at anything other than 1x acceleration and certainly 8x and 16x TAFs are not meant for normal gameplay.
sort of topic but
Dreams: .oO { 4 quad GPU cores)
and we might be able to run TAF 16 without breakage..
and regarding the docking, Since the game wants to dock a ship, we should really just let it dock like in old Classic commodore 64 version Where it flew right in front of the station, aligned it self with the station, not pefectly in regard to the docking bay, but on a line. I mean we have the ability to "cheat", why not do so...
it would solve TAF 16 breakage... in regard to docking... at least
Dreams: .oO { 4 quad GPU cores)
and we might be able to run TAF 16 without breakage..
and regarding the docking, Since the game wants to dock a ship, we should really just let it dock like in old Classic commodore 64 version Where it flew right in front of the station, aligned it self with the station, not pefectly in regard to the docking bay, but on a line. I mean we have the ability to "cheat", why not do so...
it would solve TAF 16 breakage... in regard to docking... at least
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- DaddyHoggy
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Not quite - but getting there http://www.ebuyer.com/news/MSI-unveils- ... s-783.html(Drivers will still be shit though )Frame wrote:sort of topic but
Dreams: .oO { 4 quad GPU cores)
EDIT: Why GPU and not CPU?
or if you've got 10K to spend you could buy a Quadroplex box - http://www.nvidia.com/object/product_qu ... s4_us.html and when you're sick of using it as a gfx card you can use it as a desktop supercomputer...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- JensAyton
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Wouldn’t help. Oolite still wouldn’t go over 100 FPS, which is 6.25 frames per “game real time” second at 16× TAF.Frame wrote:Dreams: .oO { 4 quad GPU cores)
E-mail: [email protected]