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v1.63 Patch available (in two fruity flavours)

For test results, bug reports, announcements of new builds etc.

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Rxke
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Post by Rxke »

The tractor-beam sometimes 'bounces-off' cargo.. Not sure how to descibe this... When approaching cargo, sometimes it 'touches' the beam (I guess) leading it to be not sucked in, but to be deflected. Sometimes very fast (cargo out of scannerrange in .5 secs) sometimes slower...
Also, looks like if you fly too fast, the tractoring goes into some endless loop, one has to slow down to let the cargo in... while other cargo gets tractored fine, but sometimes one piece stays 'oscillating' around...
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Post by aegidian »

Scoop tractor oscillations should damp down within a couple of seconds if you're not manoeuvring.
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Rxke
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Post by Rxke »

Must.drink.less.coffee. Must.stay.with.grimey.hands.off.controls.whilst.scooping...

:lol:
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Post by Evil Juice »

Actually if you drop speed when it starts beeping it'll scoop stuff faster, but the beep is quite annoying, could this be toned down in 1.64whatever? another thing, the new ship badge-display: its lower part turns red when the hold is full but what are the two other sections for?
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Post by Arexack_Heretic »

strange.
Using the witchfuel overdrive whilst scooping fills the tank almost instantly.

Should this really be so?
The going techno-babble is that WFI makes microjumps, right?
If the ship is jumping, it will only appear to move fasster, while actually it is just skipping the space between points and thus cannot scoop fuel.


I just realised this is only true for the classic 'j' micro-jumping... which is impossible near large masses.
never mind. :oops:
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aegidian
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Post by aegidian »

Evil Juice wrote:
the new ship badge-display: its lower part turns red when the hold is full but what are the two other sections for?
They indicate the presence of a working fuel-scoop system.
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Post by Evil Juice »

You mean thet if the subsystem is damaged they'll turn red? Having two objects to indicat just a thing is a bit misleading, isn't it?
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Post by aegidian »

Evil Juice wrote:
You mean thet if the subsystem is damaged they'll turn red? Having two objects to indicat just a thing is a bit misleading, isn't it?
No. If the system is missing or damaged you don't get the symbol.

The indicator has to show three items:

1. Whether there's a scoop installed and servicable.
2. If the hold is full - that is 'can any more flotsam can be scooped?'.
3. Whether the scoop's tractor beam is currently active (scooping something).

The presence of the display indicates 1., the third chaplet being red indicates 2., the pulsing display of all three chaplets indicates 3.

If anyone can come up with a more intuitive display example, please start a new topic in the Suggestions forum with your ideas and pictures!
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Post by Selezen »

OK, I'm all rsynced up.

Can anyone tell me how to place the viewpoints? 40 mins trawling through the forum has been an exercise in futility!!!

Edit: never mind...the wiki has provided!! That was probably the best idea ever!
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Post by Star Gazer »

Hhmmmm... one small problem... can't seem to dock at a Rockhermit.

I just fly right through them - whatever my speed! :shock:

I tried stopping whilst inside. No forward view (rock), rear view - out through entry way, and flashing marker beacons around edge of screen, plus planet in distance. Started forward again, and fly out the back!! :lol: :lol:

v1.63 ; just a few oxps installed - globestations, GrittyCoriolis, gwxstations, tori, transports

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Post by aegidian »

Star Gazer wrote:
I just fly right through them - whatever my speed! :shock:
Hmm - how many times have you tried this?
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Post by Star Gazer »

I tried several times on that particular r-h.

I'll try to find another one in a different system and try there.
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Post by Selezen »

Could it be something to do with the octree collision detection? Does the docking bay use proximity or collision detection to see if the player entity has entered the bounding box (or whatever the octree equivalent is)?
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Post by aegidian »

Selezen wrote:
Could it be something to do with the octree collision detection? Does the docking bay use proximity or collision detection to see if the player entity has entered the bounding box (or whatever the octree equivalent is)?
No. Octrees are only currently used for laser-ship collision detection. It's a problem that's arrived with my new scooping code, and I've already committed two fixes based on this problem to GUSTO.
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Post by Rxke »

I just discovered crashing into a boulder (and destroying it) awards you a killpoint, is that supposed to happen? (I'd think not...)

Also, in same place, I encountered one of those 'fly-through' RockHermits. Quite confusing, when it happes, for a moment I thought it was some gateway-thingy to another galaxy or so... :lol:
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