Re: Docklights OXP
Posted: Wed Jun 06, 2012 6:13 pm
Oh I can repeat it too just by docking and re-launching. I just haven't got a clue at the moment why they're wandering about...
For information and discussion about Oolite.
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That has fixed the launch, dock, re-launch problem. It also removes any ideas I had for reproducing the flighty lighties problem. Nice one!Thargoid wrote:Lights are now spawned on entering aegis and launching from main station, and are removed when the aegis is left and the main station docked with
The jump error sounds like our old friend the NaN position bug, which seems to block wormholes working (it has been reported before, relating to both Swarm OXP and the jump planner if I remember well).richard.a.p.smith wrote:Nice one, another bit of ambience - thanks!
There seems to be a clash with jump planner/long range scanner. I just put docklights in and when doing a "jump to system" it does one jump to the first system and stops. If you try again it leaves a wormhole behind (didn't stop to look at where the wormhole was going, though) but you don't jump anywhere. I don't think docking and launching gets rid of this behaviour, you just make a wormhole, but I think it does get rid of the landing strip lights. I removed docklights and jump planner worked okay. Put it back, problem reappeared. Ah, logs, hang on . . . let me have a look . . .
19:18:10.942 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 20000 for subenitity of ship aquatics_pirateDestroyer is too high, using 7500.
Off-topic already, oops! There are a whole load of these things in the log. I don't think it's related but in case anyone reads this and sees something that needs work . . .
. . . oh, er, no other errors noted in the log.
Rich
Within the last few days I have had:Switeck wrote:When I have docklights_1.00.zip installed, I get ALL KINDS of ghost ships, ghost stations, and ghost wormholes!
(Anyone else seeing that?)
When they're not installed, at most I have a rather rare ghost wormhole that I can fly through without hyperspace jumping as a result.
I've seen that one a few time with Docklights installed. Oh, and an Asp which you could see the sun through.SandJ wrote:- a cargo container I cannot scoop.
That's how I would've done it in the first place. A small model (doesn't even need to be tiny) in exactly the same place as the station, and a string of flasher subentities. Or even (if that is currently possible; I haven't kept track of all recent changes in Oolite) just adding flasher subentities to the station after it's spawned.cim wrote:Thargoid: is it possible to rework this OXP so that rather than lots of null models with one flasher subentity, there's instead one model with a tiny real model and an 8km string of flasher subentities?
Here's a test case (link removed) in its most simplified form. (Green docking lights for all main stations, no colour switching yet.)Commander McLane wrote:That's how I would've done it in the first place. A small model (doesn't even need to be tiny) in exactly the same place as the station, and a string of flasher subentities. Or even (if that is currently possible; I haven't kept track of all recent changes in Oolite) just adding flasher subentities to the station after it's spawned.cim wrote:Thargoid: is it possible to rework this OXP so that rather than lots of null models with one flasher subentity, there's instead one model with a tiny real model and an 8km string of flasher subentities?
Et voilĂ : Another test case (link removed) with colour switching. Ten seconds of red light after each launched ship; continually increased for subsequent launched ships.Commander McLane wrote:Here's a test case (link removed) in its most simplified form. (Green docking lights for all main stations, no colour switching yet.)Commander McLane wrote:That's how I would've done it in the first place. A small model (doesn't even need to be tiny) in exactly the same place as the station, and a string of flasher subentities. Or even (if that is currently possible; I haven't kept track of all recent changes in Oolite) just adding flasher subentities to the station after it's spawned.cim wrote:Thargoid: is it possible to rework this OXP so that rather than lots of null models with one flasher subentity, there's instead one model with a tiny real model and an 8km string of flasher subentities?
Switeck wrote:When I have docklights_1.00.zip installed, I get ALL KINDS of ghost ships, ghost stations, and ghost wormholes!
SandJ wrote:Within the last few days I have had:
- a GRS Buoy Repair Station which, when I auto-dock, just flies me slowly out of the back;
- a Rock hermit which, when I auto-dock, just flies me slowly out of the back;
- a cargo container I cannot scoop.
deus ex machina? It's haunted!JD wrote:I've been seeing semi-transparent cargo containers and thargon robot fighters that I couldn't scoop but could shoot.
Yet another test case (link removed). Now the docking lights have an additional indicator by flashing away from the dock when red, and towards the dock when green.Commander McLane wrote:Et voilĂ : Another test case (link removed) with colour switching. Ten seconds of red light after each launched ship; continually increased for subsequent launched ships.Commander McLane wrote:Here's a test case (link removed) in its most simplified form. (Green docking lights for all main stations, no colour switching yet.)