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Posted: Tue Aug 14, 2007 9:26 pm
by Fraoch
Captain Hesperus wrote:
They aren't committing suicide, it's just their lovely, furry pets had chewed through the braking thruster relays
LOL, as they come hurtling towards a large Boa Class Cruiser that's firing at them, their last words are "OH SHIIIIIIIII..."!

Posted: Tue Aug 14, 2007 11:20 pm
by Arexack_Heretic
I have a tendency to yell "Tooperware!!" whenever things ambush me from a previouisly closed cabinet, (one that I only moments before altered the state of).
This is a due to the tendency of this evil stuff to tumble out of confined, dark spaces right onto my head and my hatred for stuff that hits me in the head.

One might say T%* is cute and furry, but then that person should have thrown those leftovers a long time ago.

In my opinion it's only redeeming quality is it's indestructability, also like trumbles, it is sensitive to directed radiation.

umm...
anyway... I can really feel for the commander whio in a high G roll hearsd a loud bang, a trumblage flying by followed by a mess of wires...or worse outside with some of his equipment.
...."Trumble!" XO

Posted: Wed Aug 15, 2007 8:18 am
by ovvldc
Fraoch wrote:
Interesting - I also have a Boa Class Cruiser and I can't withstand the impact of any ship, no matter how small, when he's got his fuel injectors on.
Impact energy increase with the square value of speed, but something tells me this is not what is built into the Oolite code.

-Oscar

Posted: Wed Aug 15, 2007 8:14 pm
by Cmdr Wyvern
I've given some back-burner thought to this, and here's a solution to the pirates-lighting-megaweed-joints-in-the-injector-jets phenomena.

Go through your shipdata.plist, find all the fuel keys, and set the fuel integers
to 50. The NPCs go insane when they have 70 or better fuel integers, zooming all over the place, ramming, ect, but tend to put some thought into injector use with only 5.0LY worth of fuel.
Note that NPCs don't actually use fuel for witchspace jumps, go figure.

Do the same to the shipdata.plists in your ship OXPs. Tedious, but worth it.

This won't stop NPCs from suicide ramming beacons, asteroids, and stations, though.

Posted: Wed Aug 15, 2007 8:26 pm
by Fraoch
Cmdr Wyvern wrote:
This won't stop NPCs from suicide ramming beacons, asteroids, and stations, though.
:wink: Isn't this just Darwin's Laws extending through the ooniverse? I mean, if they really think that's a good idea, go ahead!

I've never seen one of them do that. It'd make for a rather amusing spectacle.

But on the subject of your post (how NPCs behave) I'm sure you're right about them not using fuel, but they seem to stop jetting around after a while. I always wondered, do their lasers heat up too? It appears so, they'll be pounding away at you, then suddenly stop.

Posted: Wed Aug 15, 2007 8:39 pm
by Cmdr Wyvern
Fraoch wrote:
I've never seen one of them do that. It'd make for a rather amusing spectacle.
Hang around outside a station long enough. Eventually a ship will plow right into the nav beacon and kill himself. Darwin at work? hmm...Maybe.
Fraoch wrote:
But on the subject of your post (how NPCs behave) I'm sure you're right about them not using fuel, but they seem to stop jetting around after a while. I always wondered, do their lasers heat up too? It appears so, they'll be pounding away at you, then suddenly stop.
I don't think the NPCs are any more immune to weapons overheat than the player is. The ones packing beam and mil lasers tend to fire in bursts. The Thargs especially have burst-fire well practiced.

Posted: Wed Aug 15, 2007 8:42 pm
by LittleBear
Think their lasers do heat up, as they do stop firing after a heavy burst of mil laser in about the same time it takes the players laser to cool. As the fierce lizard says, they do run out of injector fuel the same way the player does. If their fuel tank has been set to full (70 = 7ly) they use their injectors all the time. But at 0.5ly (5) they save it for an emergency like outrunning a q-mine. The amount of fuel give effects how the ships AI decides how much the ship will use its injectors.

Re: Suicide bombers

Posted: Sun Sep 16, 2007 4:17 pm
by Cmdr Darkstar
heikki III wrote:
There is something I have seen a few times too many, and do not understand. I approach a station, go by the nav buoy not to look too suspicious, and then, out of the station comes a small ship, and crashes straight into the buoy.

It is such a small target, that I would think any pilot could tilt the ship a little bit one way or the other, and avoid it. So it must be on purpose. Usually it is the ship that suffers greatly, and the buoy doesn't even get a good scratch.

So, what is going on? Is the local Al-Q trying to test their suicide bombers before sending them for a real mission. Sounds stupid enough that they might try something like this. Or do those ships have a pilot (alive) at all?

Eternally conefused about the mysteries of space...

- Heikki III
Maybe he was just being really dozy, or checking his e-mail/ reading Oolite Bulletins/Elite Wiki / etc :)

An easy enough mistake I suppose (not that I've done it, of course).


Although I have managed the rather harder mistake of crashing into the nav buoy while en route to the station, as a result of reading a book at the time. (I'd been mass-locked so many times on that run I got bored and needed something to take my mind off the flight. Unfortunately it took my mind off it too well).

Posted: Tue Jan 19, 2010 10:48 pm
by Lucidor
Is there any chance that we could reduce the chance of NPC's going kamikaze? Wyvern suggests reducing their fuel, but I kind of like injector chases. I just don't want them to run into me at injector speed. Not frequently at least.

Posted: Tue Jan 19, 2010 10:56 pm
by another_commander
Lucidor wrote:
Is there any chance that we could reduce the chance of NPC's going kamikaze? Wyvern suggests reducing their fuel, but I kind of like injector chases. I just don't want them to run into me at injector speed. Not frequently at least.
This has been fixed for 1.74 (or at least improved a great deal) by doubling the proximity warning distance for ships. NPCs on collision course begin the collision evasion manoeuvre earlier now.

Posted: Tue Jan 19, 2010 11:01 pm
by Lucidor
Ok, good.

Posted: Wed Jan 20, 2010 12:36 am
by ADCK
Necro Post! :P

Didn't realise this topic was 3 years old until I got to about the 5th post.

I havn't seen any accidents like that, but when you think about it, it should happen, as the people flying these ships are just like the people driving cars in the present, and there are many car accidents every day.

I could picture A Furry Feline Mother taking her kids to the Poet Zoo in her antique Adder, and getting into a space-fender-bender with an Orbital Shuttle when trying to park at the local station. (Would they even get out in their space suits to inspect the damage and exchange insurance info? :P )

Posted: Wed Jan 20, 2010 12:42 am
by Lucidor
ADCK wrote:
I havn't seen any accidents like that, but when you think about it, it should happen, as the people flying these ships are just like the people driving cars in the present, and there are many car accidents every day.
Yes, but even though I've driven quite frequently at times, I didn't have someone smash into my car at high speed every day.

In fact, the only accident I've ever had was caused by me. And I wasn't even in the car when it happened. :)

(and the only casualty was a tree.)