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Posted: Fri Jan 08, 2010 1:26 am
by JazHaz
Kaks wrote:
It's working as designed already. You only get the pirate's bounty if you destroy the pirate's ship.

And you only get an unspecified bonus if you deliver the pilot to any of the main stations.
It didn't work for me tonight. Destroyed a pirate and scooped the escape capsule but didn't get any extra bounty. Only slaves to sell.

Its not happened for a while, including insurance payouts.

I'm sure I've seen a setting somewhere where you can turn this feature on and off, but I can't seem to find it (have searched both the wiki and the forum).

Posted: Fri Jan 08, 2010 1:50 am
by ADCK
This isn't going to be helpful, but I remember one of the addons switches them to slaves... I can't remember which oxp tho...

https://bb.oolite.space/viewtopic.php?t=6703

That would be helpful tho...

Posted: Fri Jan 08, 2010 3:17 am
by JazHaz
ADCK wrote:
This isn't going to be helpful, but I remember one of the addons switches them to slaves... I can't remember which oxp tho...

https://bb.oolite.space/viewtopic.php?t=6703

That would be helpful tho...
That fixed me! :)

Posted: Fri Jan 08, 2010 9:10 am
by Corny
ADCK wrote:
This isn't going to be helpful, but I remember one of the addons switches them to slaves... I can't remember which oxp tho...

https://bb.oolite.space/viewtopic.php?t=6703

That would be helpful tho...
Thank you very much!

Posted: Fri Jan 08, 2010 4:09 pm
by JazHaz
Decided to cross-post the solution to the escape capsule problem from the other thread.:
Eric Walch wrote:
LittleBear wrote:
I think there was a typo in Neolite Ships (Core) that caused all the pods to be set to unpiloted (so you get slaves rather than a named pilot to rescue / capture). May have been fixed, but check your install.
Yes, that is the most likely cause and also reported before. But it is not a typo. Simon just added something without thinking.

Look inside shipdata for the escape-capsule. Than find the line :"unpiloted = yes;"

Code: Select all

	"escape-capsule" =
	{
		unpiloted = yes;
	};
Change yes into no, or simply delete that line. Oolite itself has no definition for it and than it defaults to no. For some reason Simon found it funny to add this line without thinking. But unpiloted means no pilot in plain english and that is what you get. This was already wrong with neolite and 1.72.

Posted: Sat Jan 09, 2010 1:47 am
by ADCK
Has anyone told Simon B about it? I think he mentioned he's working on updating neolites.

Posted: Sat Jan 09, 2010 2:33 am
by Kaks
Yes, yes we have! A while ago, anyways.

He's had his computer crash on him since, plus RL seems to have taken its toll, etc...

Posted: Sat Jan 09, 2010 3:58 am
by ADCK
Kaks wrote:
Yes, yes we have! A while ago, anyways.

He's had his computer crash on him since, plus RL seems to have taken its toll, etc...
I think he said he got a new comp recently, but I guess RL stuff is weighing him down :P