Re: Can someone make a better docking computer?
Posted: Thu Jun 11, 2015 12:55 am
Agreed. Nevertheless, I think there are major improvements possible there. I mean, even in the last 2 kilometers there are stops at 1 km and at 0 km, after rotational alignment has already been achieved (well, not always perfectly, oddly enough, I've come in on computer one or two degrees skewed a couple of times, but that's nothing to worry about), there are two more total stops, whereas I trundle in at 80, manually "precision" correcting rotation with brief taps about two/three per second. Were I a computer I could seize the moment I was aligned perfectly and simply maintain that, without so much as looking at my speed. I'd hazard to guess the stops and starts are a remainder of development stage code where bugs were still rife.cim wrote:Given that an experienced pilot can dock at full speed from an off-angle approach, and some forum members like to do the same on full injectors, the computer is intentionally designed more for reliability than speed. The docking computer taking ages to dock is mildly irritating; the docking computer slamming you into the station wall is considerably more of a problem.
I would tend to disagree, as people seem to be able to dock on witchfuel injection using ILS. And when I go back to comparing with my "Infinity welcomes Careful Drivers" approach: once lined up to the centre of the dock, I pretty much go at it full speed up to when 3km shows up as distance, throttle back to 80, and still have ample time to fine tune centring and wait for the right rotation to come around. And a computer could do the last two while at full speed and with much greater precision than an aging lummox like myself, if need be.cim wrote:Within that, it mostly already works as you describe, with a few minor changes......and one big difference:
- The waiting positions are less tightly specified.
- There's a docking heap rather than a docking queue. Ships in the heap (which includes the player using a docking computer) request docking every few seconds and get added to the much smaller close approach queue if they happen to be the first to make the request after a ship docks. This means that the length of time it takes a particular ship to get an approach slot is non-deterministic, but in most cases this isn't noticeable and usually means the player gets to dock quicker than they might expect ... but in particularly busy docks it can make the process much longer.
- The lining up with the docking axis takes place about 5km from the station, rather than 10km.
This is very tricky to get right. The stops are used to verify that the approach is still correct - failing to stop or break off on an incorrect approach risks a collision. It would certainly be good to get this working - it would speed up final approach to about half its current duration, or perhaps better - but it's probably the most complicated bit of the whole process.Mazur wrote:but without stopping and starting.
Ah, did not know that (or not anymore), could have saved me a couple of times in the early days.cim wrote:It sounds like there's two possibly related problems here:
1) Ships are for some reason failing to run through the approach pattern correctly (possibly because 2 increases the need for collision avoidance in the holding areas)
2) Ships are arriving at least as fast, if not faster, than they are able to dock (possibly because 1 slows things down)
Xexedi is probably a particularly bad case for this - and not a system I've visited for a while - if there are 10 cops, and they're hanging around, probably at least 9 of them are waiting to dock.
(Incidentally, the two minute limit doesn't apply to the docking computer as it automatically requests extensions - you can do the same on a manual approach by pressing shift-L again when you get the "hurry up" notification: though it should normally be able to dock a ship a fair bit quicker than that)
Erm, I've currently 191 OXPs installed, I think... Essentially everything that does not make the game harder.cim wrote:So ... things to check: (I'll go to Xexedi for some testing myself, too)
- when you're at Xexedi station, what's the frame rate? (press shift-F while paused to show it)
- which OXPs do you have installed? (if you start Oolite, then immediately quit, your Latest.log file will be short enough to post up here and contain all the relevant information)
- do you get this problem at other stations with less traffic?
About other stations: the approach is still cumbersome, next time I'll count the stops and try to remember the locations. (Did some taxi work in wherever I ended up on my first Parcel contract, (checking logs) Inonri.) But since there is no other traffic there, the computer goes right on in, though slavishly going through the whole list of waiting areas, it seems and stopping at each one. But you should check that, too, because recently I've to a few stations with other stations nearby, so then starting the computer from too far out will lead you to the nearest station, and not the one in your sights. And that corrupts my memory.