Posted: Mon Nov 10, 2008 7:20 am
Welcome to the club!Simon B wrote:Heh - I've finally figured out that when NPCs activate their witchdrives, a wormhole appears. This lets everyone dive through.
This is not completely correct. NPC's get a countdown, too. (It is scripted in their AI, in form of a 'pauseAI: 15.0', before they actually make the jump.)Simon B wrote:I note
- players do not make wormholes, they get a countdown.
- sensor-lock is not possible on a wormhole.
- players cannot tell where a ship jumps to unless it is scripted.
- npcs don't seem to follow players through witchspace
There is a thread somewhere else where we discussed the issue of not-knowing-where-a-wormhole-leads-to. The engine knows (if you make an entity-dump, you will see the wormhole-entities listed, together with their destination). There are, however, some additional problems with this, if you really are striving for realism. For instance you would have to keep into account the travel times. There was the idea that you could overtake an NPC who does a long jump by doing two short jumps into his destination system, and then wait for him for several hours. Which of course means that the engine would have to take track not only of the ships from your last system, but also those from your second-to-last, or even third-to-last system. And this is where it gets quite complicated quite soon.
Last not least: As also discussed in that other thread, it is not at all trivial to make the destination of a wormhole known to a script.
I beg to disagree here. What the jumping pilot sees at the end of the countdown is not the blue sphere that is left in the system he is just leaving (he is leaving the system, after all!), but the witchspace tunnel he is entering into. And this is exactly how Oolite (and Elite) have always worked.Simon B wrote:The end of the countdown needs to make a big blue sphere in front of you
If you want a (somehow) analogy from RealLifeā¢: The pilot in an airplane that goes super-sonic does not hear the 'bang' of breaking the sound barrier. Only those he 'leaves behind' notice the phenomenon.
Again this is exactly how it works already. As you see practically in every system, when a big trader launches from the station and disappears--leaving a blue sphere, into which his escorts dive and disappear as well. And if you follow, too, you see them all at the other end of the tunnel, rearranging as a group.Simon B wrote:OR the npc initiating the witchspace jump needs to vanish as their wormhole forms around them - then the other ships dive in.
So I don't see what should be addressed or changed here.
Please search the boards, as there was a debate about this quite recently (two weeks ago, perhaps?).Simon B wrote:A sensor lock on a wormhole could tell you where it leads - maybe restricted to advanced sensors?
Well, a sensor lock tells you nothing but a ships name and legal status. And even from an in-game perspective I don't see why internal data from a ship's navigational computer should become accessible to anybody who locks his target computer on the ship. Aren't computers in the time of Oolite guarded by firewalls in any way?Simon B wrote:A sensor lock on a ship which jumps out should tell you the destination - in combination with above, by transferring the lock to the resulting wormhole. If you disagree with above, this still needs to be considered.
I guess here you are talking about chasing the fugitive player. Entirely possible by script, and already done in some scripts. Only that it doesn't work this way technically.Simon B wrote:Particularly viper-pursuit craft should occasionally chase a fugitive through witchspace. Same with hunters, and aggressive pirates.
Technically, the very moment a player leaves a system, that system ceases to exist, and is replaced by a completely different system, the one the player is jumping into. Because at any given time there is only one system created by Oolite. Which means that, if the player leaves the system, there are no viper-pursuits, hunters or pirates anymore to follow him. They had an existence-failure.
If you want to give the impression that a ship is hunting the player through witchspace, you simply have to spawn it again, as soon as the player has arrived in the new system. And this happens already--think of the Thargoids that chase you through half of Galaxy 3 during the Thargoid Plans mission.