I cruised clear across the seventh octant and halfway back again, doing my courier thing, and saw no odd aegis behaviour - in fact, there was a dearth of aegis activity of any sort, and very few mules. Then I reinstalled Griff's shipset and the Compatibility OXZ - and immediately there was more aegis activity, and the odd behaviour began again (such as the hunter message above, which I've seen a few times). I can't be certain (as usual), but it seems it might be Griff's shipset and/or the Compatibility OXZ that is causing the problem (as you thought). I know one thing though - I much prefer the busier aegis for game-play.
Well, that's definitely somewhere to start looking from. I'll see what I can find.
I assume the busier aegis comes from launch-dock taking up quite a bit of traffic control time, queueing up other launches and giving more time for genuine traffic to reach the docking queues while that's going on.
Something's wrong with the selector in the load game screen. If I have 11 saves in my save directory, I can't select the last one. The selector jumps to the top of the page right after the 10th save-file.
Something's wrong with the selector in the load game screen. If I have 11 saves in my save directory, I can't select the last one. The selector jumps to the top of the page right after the 10th save-file.
A very, very minor thing: when editing a ship's registration, I couldn't use an apostrophe in its name.
I've opened issue 91 for this - actually, there are a lot of characters you can't use. This isn't going to be a straightforward fix, especially on non-UK/US keyboards, so probably not for 1.80
Well, that's definitely somewhere to start looking from. I'll see what I can find.
Ah! There it is.
Griff Sidewinders have a 30% chance of having fuel injectors, but don't get any fuel to go with that. This means that when they launch, they count as low on consumables. If they're leading a light hunter group, that will trigger a return-to-base, and with 3 of the 7 ship types which Griff's shipset allows for the light hunter role being Sidewinders, that's going to happen quite often.
A fix for that type of issue is now in for tonight's nightly.
A few observations: after reinstalling Griff's shipset etc last week, I've seen only one occurrence of launch&dockers (two Adders and a Cobra III in company). That happened immediately after reinstalling Griff's, and has not happened since. I've seen some waiting ships (bored escort types, I think) in the aegis performing mini loops on the spot, or spinning on their axes (CaptSolo has seen some sort of looping behaviour too - and near-rammings). On near-rammings, I've seen two ships actually collide in the aegis (only one survived) - long time since I witnessed that. Expected behaviour? Buzzing? I also saw a Cobra III launch and plough straight into the nav buoy last night. Isolated incidents mostly, but possibly worth reporting. Oh yeah - the assassins are still mostly unable to catch me on injectors (not that I mind too much). They usually operate in groups of three, but only one of a trio seems to have injectors, so after a short while the lone chaser chickens-out and returns to its pals.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
A few observations: after reinstalling Griff's shipset etc last week, I've seen only one occurrence of launch&dockers (two Adders and a Cobra III in company). That happened immediately after reinstalling Griff's, and has not happened since.
Could - just about - have been the station sticking three scavengers onto the end of a busy launch/dock queue after some debris was spotted, but by the time they got out, it had gone. That's been a possibility for a while. Or it might be something else... but I'm fine with it being rare.
Cody wrote:
I've seen some waiting ships (bored escort types, I think) in the aegis performing mini loops on the spot, or spinning on their axes (CaptSolo has seen some sort of looping behaviour too - and near-rammings). On near-rammings, I've seen two ships actually collide in the aegis (only one survived) - long time since I witnessed that.
I may need to poke around with how "waiting points" in the aegis are allocated to ships wanting to dock. I think the multidock code may have affected the old 1.76 behaviour.
Cody wrote:
I also saw a Cobra III launch and plough straight into the nav buoy last night.
That could happen if the AI doesn't initialise properly - any JS errors in the logs?
Cody wrote:
Oh yeah - the assassins are still mostly unable to catch me on injectors.
The big disadvantage they have is that NPC acceleration is 1/7th player acceleration for the same ship. It doesn't make a lot of difference in normal flight, but it does mean that there's a good chance that you can hit the injectors and be out of sensor range by the time they've accelerated to full speed (especially since most assassin ships are slower than a Cobra III). I want to have a look at that after 1.80, along with NPCs burning injector fuel at a much higher rate than the player, since it makes it possible to escape most (if not all) of the assassins with only a couple of LY of fuel spare.
That could happen if the AI doesn't initialise properly - any JS errors in the logs?
Nope, no errors at all lately.
cim wrote:
... makes it possible to escape most (if not all) of the assassins with only a couple of LY of fuel spare.
Ah yes, the true value of quirium fuel - it's priceless ('til one's injectors get damaged, that is)!
The few assassins that have stuck to my six, then eventually peeled away, gave me the immersed impression that they weren't up for a one-on-one - that fits.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
While debugging Market Observer and Commodity Markets oxps, I noticed something that appears to be a core bug. Running this code the manifest shows 0 food, cargo load is 0/20, but I'm able to sell a unit of food.
That's because by the time you change the manifest contents, it's already been printed, and it doesn't automatically refresh itself on the next frame if the contents change. If you're wanting to change the data that the incoming screen will display, use guiScreenWillChange instead.
That's because by the time you change the manifest contents, it's already been printed, and it doesn't automatically refresh itself on the next frame if the contents change. If you're wanting to change the data that the incoming screen will display, use guiScreenWillChange instead.
Ok. That explains it. The trouble here is that I want to change the manifest and player's credits while I'm in the market screen. Is there a way to force refresh?