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Re: [RELEASE] Coyote's Run Mission

Posted: Fri Sep 09, 2011 10:06 am
by drew
Very cool indeed! :D

Cheers,

Drew.

Re: [RELEASE] Coyote's Run Mission

Posted: Sat Sep 10, 2011 2:50 am
by Fatleaf
Just a warning. A certain bit of this mission seems not to work with a Renegade Venom (But works fine with every other ship). It can be bypassed but you will miss out. Not sure if there is a solution to it yet. I will consult the boffins. Thanks to xenon for highlighting the issue.

Edit: Okti tried this on his machine and it worked fine. Curious!

Re: [RELEASE] Coyote's Run Mission

Posted: Thu Sep 15, 2011 6:04 pm
by UK_Eliter
Dear creators-of-this-OXP

This OXP seems great!

However, I had some trouble with the sunskimming bit. I had console control taken away from me even when there were badies I wanted to engage. My new pilot kept telling me to 'engage injectors' to get rid of the mass lock. I think the ships could have attacked me and she'd still have been saying that.

EDIT: also, and using what I think is the latest version, I seemed to be offered a communication ('eyes only') from Admiral Carruthers, but then I didn't get one.

Re: [RELEASE] Coyote's Run Mission

Posted: Thu Sep 15, 2011 7:38 pm
by Cody
I believe that Sahana’s ‘behaviour’ is beyond the player’s control at that stage, as she has the 'con', but that’s for Okti to answer. As regards the comms message, at Bizalein Navy base, Trent says 'We have comms for you, Commander... eyes only… ' etc. As in the original tale, no mention is made of the contents of that message... this is deliberate, as it is not relevant to the tale, or to the oxp. It was included as a bit of flavour… for background though, the message was merely an update on the mission to come.

Re: [RELEASE] Coyote's Run Mission

Posted: Thu Sep 15, 2011 9:54 pm
by UK_Eliter
El Viejo

Re Sahana's behaviour (scare-quoted by you because she's just an AI, and not even quite that?): I know it was intended to be like that. My worry was that it shouldn't entirely be like that. (If there are hostiles, she should return control. Or there should be a way of electively regaining control.)

On the comms: aha; thanks for the information.

I think the idea of adapting the story is an excellent one.

EDIT: at Ergeso, I wasn't expecting the rock hermit to be marked 'I'. I was looking at the 'R's on my compass. .

Re: [RELEASE] Coyote's Run Mission

Posted: Sat Sep 17, 2011 1:21 am
by UK_Eliter
I'm enjoying the OXP, but I've just noticed a minor bug. The special station (that's not a hermit) thinks it is the hermit when you try to buy commodities. .

Re: [RELEASE] Coyote's Run Mission

Posted: Sun Sep 18, 2011 5:21 pm
by Bazabaza
Am I missing something here. Start mission says fugitive bearing 000 (I take it this means straight ahead). I take it this is going to be the shiip in the story. Nothing about as far as i can tell no fugitive on scanner?

Re: [RELEASE] Coyote's Run Mission

Posted: Sun Sep 18, 2011 5:31 pm
by Okti
Bazabaza wrote:
Am I missing something here. Start mission says fugitive bearing 000 (I take it this means straight ahead). I take it this is going to be the shiip in the story. Nothing about as far as i can tell no fugitive on scanner?
There are two OXP's in the installation, and if you have Griff's all-in-one shipset install the Griffs's overrides OXP. If not do not install the Griff's overrides OXP. That may be the problem.

Edited to correct the names of the OXP's thanks to El Viejo :D

Re: [RELEASE] Coyote's Run Mission

Posted: Tue Sep 20, 2011 10:47 am
by Okti
UK_Eliter wrote:
I'm enjoying the OXP, but I've just noticed a minor bug. The special station (that's not a hermit) thinks it is the hermit when you try to buy commodities. .
Thanks for discovering the bug, it did not effect the game play but a bug is a bug and must be killed(It only happened when the real defenders of Avernus has not been installed). New Version is updated and the download link at the first post is valid.

Also Thanks to Eric Walch for providing cube maps for two gasgiants and a moon at Zaquesso.

Re: [RELEASE] Coyote's Run Mission

Posted: Thu Sep 22, 2011 5:31 pm
by Bazabaza
Thanks yes it was the extra file

Re: [RELEASE] Coyote's Run Mission

Posted: Sat Sep 24, 2011 3:23 pm
by Bazabaza
Now I find that i cannot get into witch-space whatever I do. Thinking on - I cannot remember ending up in witch space for a long time. Is there some forgotten option to stop this happening?

Update - works straight away if I use the keys, but not with the joystick?

Re: [RELEASE] Coyote's Run Mission

Posted: Sat Sep 24, 2011 3:39 pm
by Cody
Yeah... it rarely works with the 'stick.

Re: [RELEASE] Coyote's Run Mission

Posted: Sat Sep 24, 2011 7:17 pm
by DaddyHoggy
El Viejo wrote:
Yeah... it rarely works with the 'stick.
Never had any problems with stick (OK thumb stick on an analogue gamepad) here...

[Not that DH would do that - since I spend my life running away even in normal space]

Re: [RELEASE] Coyote's Run Mission

Posted: Sun Sep 25, 2011 7:31 pm
by Gimi
This is most likely owing to the range of the stick not going all the way to 100%. My Joypad has this problem, my joystick does not. Investigation shows my joypad goes to 97% while my joystick goes to 100%.

Re: [RELEASE] Coyote's Run Mission

Posted: Sun Sep 25, 2011 7:47 pm
by Eric Walch
Gimi wrote:
Investigation shows my joypad goes to 97% while my joystick goes to 100%.
And misjums only occus when pitch equals maxPitch (=100%)