Page 2 of 2

Re: Help With Nuit Shaders, and Thargoid Error

Posted: Thu Jun 09, 2011 8:35 pm
by DaddyHoggy
Thargoids (as far as I know) don't eject escape pods or cargo - so you'll never see it...

Re: Help With Nuit Shaders, and Thargoid Error

Posted: Thu Jun 09, 2011 10:35 pm
by Fatleaf
Eric Walch wrote:
Fatleaf wrote:
So, why do I nearly always get a crash to desktop with 1.75.2 ?
https://bb.oolite.space/viewtopic.php?f=3&t=9973
I assume it is just a coincidence. Something else is crashing your computer when jumping to interstellar space. But there are also a lot of thargoids added when entering interstellar space. I remember a certain shadered thargoid ship that always crashed my Oolite version when added to the system.
I am quite sure that that particular bug was solved in trunk, long ago. But there could be another, unknown cause.

Your log also contains the message: "Could not find a Thorgorn_Threat.oxp". You should have installed that also as one of the other oxps like to use it.
GalNavy also contains thargoids with wrong missile positions. I mailed the author about this, well before the 1.75 release. GalNavy.oxp is still waiting for a correct 1.75 compatible version so these warnings stop.
Thanks Eric, appreciate it. I will go through them and see what I can correct.

Re: Help With Nuit Shaders, and Thargoid Error

Posted: Fri Jun 10, 2011 2:41 am
by mandoman
DaddyHoggy wrote:
Thargoids (as far as I know) don't eject escape pods or cargo - so you'll never see it...
I agree with Fatleaf, I appreciate all your help. It seems to run fairly well now, without the Errors. One thing I've noticed, that I'm not sure anything can be done about, is that after I get the mission instructions for the military fiasco mission, when I launch from the station the control reactions are jerky. However, AFTER I come out of Witchspace jump to the next system, it all clears back up. Have any idea as to why that happens?

Re: Help With Nuit Shaders, and Thargoid Error

Posted: Fri Jun 10, 2011 5:34 am
by Thargoid
The aft eject position is OK, aside from the above note it's the point behind the ship where things are slung out backwards - the thrown item will have a backward velocity relative to the ship (away from it). But in the missile case it will immediately begin to move forwards (towards the ship) and so will tend to crash into it.

Rather than deleting the missile launch position key, it would be better to update it to match the value that is used in the current shipdata.plist for the trunk thargoid warship, or better still to a suitable value for the model used in the OXP itself.