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Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Mon May 02, 2022 11:16 pm
by Cmdr Wyvern
It's only set up that way, cause fictional logic incoming:
The po don't have the resources to give much care.
The Guild, however, gives a great big damn about the security of exclusive equipment, and has the resources to do something about it.
All that said, very rarely does a bandit manage to jack a mk1 Raptor: You'll know it by the gaudy paint job the pirate resprayed it with, and the huge bounty the Guild placed on it insuring it's destruction. Not to mention the array of PBWs it's shooting at you...
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 1:05 am
by szaumix
Cmdr Wyvern wrote: ↑Sun May 01, 2022 5:01 pm
Some weirdness going on with the missile.
If you have Broadcast Comms installed, the missile will thank you for the assist when it reaches it's target and detonates.
There's nothing there has has anything to do with comms, it shouldn't talk. A weird little thing I can't fix. Must be a glitch in Broadcast Comms, or even more fundamentally in Oolite itself.
I too have observed this problem, it was in a battle between the black monk gunship and some cops. Does anyone know why this is happening?
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 1:22 am
by montana05
szaumix wrote: ↑Sat May 14, 2022 1:05 am
Cmdr Wyvern wrote: ↑Sun May 01, 2022 5:01 pm
Some weirdness going on with the missile.
If you have Broadcast Comms installed, the missile will thank you for the assist when it reaches it's target and detonates.
There's nothing there has has anything to do with comms, it shouldn't talk. A weird little thing I can't fix. Must be a glitch in Broadcast Comms, or even more fundamentally in Oolite itself.
I too have observed this problem, it was in a battle between the black monk gunship and some cops. Does anyone know why this is happening?
My first guess would be that somewhere a check for
isPiloted
isn't working or not included at all. I think I can recall situations where burning fuel was contacted and hunted by the cops.
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 2:57 am
by Cmdr Wyvern
montana05 wrote: ↑Sat May 14, 2022 1:22 am
szaumix wrote: ↑Sat May 14, 2022 1:05 am
Cmdr Wyvern wrote: ↑Sun May 01, 2022 5:01 pm
Some weirdness going on with the missile.
If you have Broadcast Comms installed, the missile will thank you for the assist when it reaches it's target and detonates.
There's nothing there has has anything to do with comms, it shouldn't talk. A weird little thing I can't fix. Must be a glitch in Broadcast Comms, or even more fundamentally in Oolite itself.
I too have observed this problem, it was in a battle between the black monk gunship and some cops. Does anyone know why this is happening?
My first guess would be that somewhere a check for
isPiloted
isn't working or not included at all. I think I can recall situations where burning fuel was contacted and hunted by the cops.
Boomstick Missile v1.2 in the wiki. The is-piloted issue was found and fixed, among other smaller errors.
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 3:17 am
by montana05
Cmdr Wyvern wrote: ↑Sat May 14, 2022 2:57 am
montana05 wrote: ↑Sat May 14, 2022 1:22 am
szaumix wrote: ↑Sat May 14, 2022 1:05 am
I too have observed this problem, it was in a battle between the black monk gunship and some cops. Does anyone know why this is happening?
My first guess would be that somewhere a check for
isPiloted
isn't working or not included at all. I think I can recall situations where burning fuel was contacted and hunted by the cops.
Boomstick Missile v1.2 in the wiki. The is-piloted issue was found and fixed, among other smaller errors.
While it's certainly better to explicit define it, the mentioned problem most likely is in a broadcasting OXP or maybe the source-code itself.
isMissile
or
isMine
should be part of standard checks.
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 5:07 am
by Cmdr Wyvern
Making sure the missile and all it's submunitions had unpiloted = yes set in shipdata seems to have stopped it's yakking.
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sat May 14, 2022 11:41 am
by montana05
Cmdr Wyvern wrote: ↑Sat May 14, 2022 5:07 am
Making sure the missile and all it's submunitions had unpiloted = yes set in shipdata seems to have stopped it's yakking.
This will certainly help, thank you for your effort.
Btw, do you plan to upload your work to the expansion manager and if yes how you intend to do it ? I could assign an account for you, or I could upload in your name. The second choice would include that I have a quick look at it and, if necessary, tweak a little to avoid known discrepancies with other OXP's. No guarantees, so, there could always be something I missed.
szaumix wrote: ↑Sat May 14, 2022 1:05 am
I too have observed this problem, it was in a battle between the black monk gunship and some cops. Does anyone know why this is happening?
Could you, by any chance, remember what missile was fired ? This problem existed in the past but I was not able to narrow it down.
Re: [RELEASE] A small collection of new and refreshed stuff
Posted: Sun May 15, 2022 2:54 am
by szaumix
montana05 wrote: ↑Sat May 14, 2022 11:41 am
Could you, by any chance, remember what missile was fired ? This problem existed in the past but I was not able to narrow it down.
I didn't target the missile so I had no name to it. However, unless Black Monks introduces weapons for its gunship, I would say I am very confident it was a standard hardhead. Although I have someone's mod that makes standard missiles a little ECM resistant and hardheads slightly less than ECM bulletproof, not sure if that matters in terms of code but the gunship's missiles were more or less bulletproof the whole battle