Trunk nightly
Moderators: winston, another_commander, Getafix
Re: Trunk nightly
There are multiple instances (in oolite_template_cobra3-trader, oolite_template_cobra3-alternate and oolite_template_morayMED) of sunskim-trader in the shipdata.plist although it's no longer used.
Edit: Along with some instances of hermit-ship...
Edit2: Are they left in for compatibility?
Edit: Along with some instances of hermit-ship...
Edit2: Are they left in for compatibility?
Re: Trunk nightly
Yes - core doesn't use them any more, but OXPs might.spara wrote:Edit2: Are they left in for compatibility?
This morning's build has slightly better AI debugging from the entity dump, if anything else odd comes up there ... as far as the "stuck" docking ships go, just imagine for now that the pilot is new and has frozen up in front of the dock. It's on my list to do something about, but I don't want to mess with the mostly-working docking code any more during the freeze as the fix for it requires a fair bit of reworking.
- Diziet Sma
- ---- E L I T E ----
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Re: Trunk nightly 1.80.0.5821-140625-4d4f10f
A similar thing happened to me last night..Cody wrote:While awaiting clearance at Quonbi - I was fifth in the queue - three Vipers launched, followed by this Cobra Mk III. It came to a dead-stop close to the flight path and just sat there, doing nothing. Occasionly, its engines flickered briefly and it shifted angle, then it returned to loiter mode.
At Texebi (G2) I escorted a trader in, and watched while he docked before requesting a docking slot myself.. got told it might be a while, since they were pretty busy. I sat there watching, and a Griffin launched, then, 1-2 kms out from the slot, stopped dead and just sat there. After a while, it moved a little, but stopped again, still too close to the dock-line for another ship to launch. (I could tell because the dock landing-lights stayed red) After a couple of minutes it moved another tiny amount before stopping and having another think.
After about 5 minutes of this, it finally cleared the line enough for more ships to launch, and half a dozen popped out in short order.
I took 4
dump_states
of it, both when stationary and moving.. hopefully there's something useful in them.Code: Select all
09:06:17.485 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27775.9, -105973, 615569) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
09:06:17.485 [dumpState.entity]: Universal ID: 601
09:06:17.485 [dumpState.entity]: Scan class: CLASS_NEUTRAL
09:06:17.485 [dumpState.entity]: Status: STATUS_IN_FLIGHT
09:06:17.485 [dumpState.entity]: Position: (27775.9, -105973, 615569)
09:06:17.485 [dumpState.entity]: Orientation: (-0.924867 - 0.311913i - 0.214385j - 0.0370151k)
09:06:17.485 [dumpState.entity]: Distance travelled: 1256.46
09:06:17.485 [dumpState.entity]: Energy: 130 of 130
09:06:17.485 [dumpState.entity]: Mass: 53756.4
09:06:17.485 [dumpState.entity]: Owner: self
09:06:17.485 [dumpState.entity]: Flags: isShip, isSunlit
09:06:17.485 [dumpState.entity]: Collision Test Filter: 0
09:06:17.485 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
09:06:17.485 [dumpState.shipEntity]: Name: Griffin Mk I
09:06:17.485 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
09:06:17.486 [dumpState.shipEntity]: Roles: <OORoleSet 0x3894940>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
09:06:17.486 [dumpState.shipEntity]: Primary role: trader
09:06:17.486 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
09:06:17.486 [dumpState.shipEntity]: Subentity count: 2
09:06:17.486 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
09:06:17.486 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
09:06:17.486 [dumpState.shipEntity]: Destination: (27848.9, -106100, 615431)
09:06:17.486 [dumpState.shipEntity]: Other destination: (0, 0, 0)
09:06:17.486 [dumpState.shipEntity]: Waypoint count: 0
09:06:17.486 [dumpState.shipEntity]: Desired speed: 0
09:06:17.486 [dumpState.shipEntity]: Thrust: 28
09:06:17.486 [dumpState.shipEntity]: Fuel: 35
09:06:17.486 [dumpState.shipEntity]: Fuel accumulator: 1
09:06:17.486 [dumpState.shipEntity]: Missile count: 2
09:06:17.486 [dumpState.shipEntity.ai]: AI:
09:06:17.486 [dumpState.ai]: State machine name: nullAI.plist
09:06:17.486 [dumpState.ai]: Current state: GLOBAL
09:06:17.487 [dumpState.ai]: Next think time: 4676.03
09:06:17.487 [dumpState.ai]: Next think interval: 0.125
09:06:17.487 [dumpState.shipEntity]: Jink position: (0, 0, 0)
09:06:17.487 [dumpState.shipEntity]: Frustration: 0
09:06:17.487 [dumpState.shipEntity]: Success factor: 0
09:06:17.487 [dumpState.shipEntity]: Shots fired: 0
09:06:17.487 [dumpState.shipEntity]: Time since shot: 163.013
09:06:17.487 [dumpState.shipEntity]: Spawn time: 957.159 (177.552 seconds ago)
09:06:17.487 [dumpState.shipEntity]: Hull temperature: 60
09:06:17.487 [dumpState.shipEntity]: Heat insulation: 1
09:06:17.487 [dumpState.shipEntity]: Flags: isFrangible
09:07:05.906 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27608.8, -105929, 615923) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
09:07:05.906 [dumpState.entity]: Universal ID: 601
09:07:05.906 [dumpState.entity]: Scan class: CLASS_NEUTRAL
09:07:05.906 [dumpState.entity]: Status: STATUS_IN_FLIGHT
09:07:05.906 [dumpState.entity]: Position: (27608.8, -105929, 615923)
09:07:05.906 [dumpState.entity]: Orientation: (-0.974527 + 0.0544671i - 0.212772j + 0.0453805k)
09:07:05.906 [dumpState.entity]: Distance travelled: 1658.61
09:07:05.906 [dumpState.entity]: Energy: 130 of 130
09:07:05.906 [dumpState.entity]: Mass: 53756.4
09:07:05.906 [dumpState.entity]: Owner: self
09:07:05.906 [dumpState.entity]: Flags: isShip, isSunlit
09:07:05.906 [dumpState.entity]: Collision Test Filter: 0
09:07:05.906 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
09:07:05.906 [dumpState.shipEntity]: Name: Griffin Mk I
09:07:05.906 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
09:07:05.907 [dumpState.shipEntity]: Roles: <OORoleSet 0x5759ce0>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
09:07:05.907 [dumpState.shipEntity]: Primary role: trader
09:07:05.907 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
09:07:05.907 [dumpState.shipEntity]: Subentity count: 2
09:07:05.907 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
09:07:05.907 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
09:07:05.907 [dumpState.shipEntity]: Destination: (27691.7, -105913, 615742)
09:07:05.907 [dumpState.shipEntity]: Other destination: (0, 0, 0)
09:07:05.907 [dumpState.shipEntity]: Waypoint count: 0
09:07:05.907 [dumpState.shipEntity]: Desired speed: 0
09:07:05.907 [dumpState.shipEntity]: Thrust: 28
09:07:05.907 [dumpState.shipEntity]: Fuel: 35
09:07:05.907 [dumpState.shipEntity]: Fuel accumulator: 1
09:07:05.907 [dumpState.shipEntity]: Missile count: 2
09:07:05.907 [dumpState.shipEntity.ai]: AI:
09:07:05.907 [dumpState.ai]: State machine name: nullAI.plist
09:07:05.907 [dumpState.ai]: Current state: GLOBAL
09:07:05.907 [dumpState.ai]: Next think time: 4676.03
09:07:05.908 [dumpState.ai]: Next think interval: 0.125
09:07:05.908 [dumpState.shipEntity]: Jink position: (0, 0, 0)
09:07:05.908 [dumpState.shipEntity]: Frustration: 0
09:07:05.908 [dumpState.shipEntity]: Success factor: 0
09:07:05.908 [dumpState.shipEntity]: Shots fired: 0
09:07:05.908 [dumpState.shipEntity]: Time since shot: 211.439
09:07:05.908 [dumpState.shipEntity]: Spawn time: 957.159 (225.978 seconds ago)
09:07:05.908 [dumpState.shipEntity]: Hull temperature: 60
09:07:05.908 [dumpState.shipEntity]: Heat insulation: 1
09:07:05.908 [dumpState.shipEntity]: Flags: isFrangible
09:07:21.882 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27587.5, -105948, 615972) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
09:07:21.882 [dumpState.entity]: Universal ID: 601
09:07:21.882 [dumpState.entity]: Scan class: CLASS_NEUTRAL
09:07:21.882 [dumpState.entity]: Status: STATUS_IN_FLIGHT
09:07:21.882 [dumpState.entity]: Position: (27587.5, -105948, 615972)
09:07:21.882 [dumpState.entity]: Orientation: (-0.952644 + 0.212456i - 0.20254j + 0.0794275k)
09:07:21.882 [dumpState.entity]: Distance travelled: 1715.56
09:07:21.882 [dumpState.entity]: Energy: 130 of 130
09:07:21.882 [dumpState.entity]: Mass: 53756.4
09:07:21.882 [dumpState.entity]: Owner: self
09:07:21.882 [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit
09:07:21.882 [dumpState.entity]: Collision Test Filter: 0
09:07:21.882 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
09:07:21.882 [dumpState.shipEntity]: Name: Griffin Mk I
09:07:21.882 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
09:07:21.883 [dumpState.shipEntity]: Roles: <OORoleSet 0x3de8910>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
09:07:21.883 [dumpState.shipEntity]: Primary role: trader
09:07:21.883 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
09:07:21.883 [dumpState.shipEntity]: Subentity count: 2
09:07:21.883 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_FROM_DESTINATION
09:07:21.883 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
09:07:21.883 [dumpState.shipEntity]: Destination: (27608.8, -105929, 615923)
09:07:21.883 [dumpState.shipEntity]: Other destination: (0, 0, 0)
09:07:21.883 [dumpState.shipEntity]: Waypoint count: 0
09:07:21.883 [dumpState.shipEntity]: Desired speed: 230
09:07:21.883 [dumpState.shipEntity]: Thrust: 28
09:07:21.883 [dumpState.shipEntity]: Fuel: 35
09:07:21.883 [dumpState.shipEntity]: Fuel accumulator: 1
09:07:21.883 [dumpState.shipEntity]: Missile count: 2
09:07:21.883 [dumpState.shipEntity.ai]: AI:
09:07:21.883 [dumpState.ai]: State machine name: nullAI.plist
09:07:21.883 [dumpState.ai]: Current state: GLOBAL
09:07:21.884 [dumpState.ai]: Next think time: 4676.03
09:07:21.884 [dumpState.ai]: Next think interval: 0.125
09:07:21.884 [dumpState.shipEntity]: Jink position: (0, 0, 0)
09:07:21.884 [dumpState.shipEntity]: Frustration: 0
09:07:21.884 [dumpState.shipEntity]: Success factor: 0
09:07:21.884 [dumpState.shipEntity]: Shots fired: 0
09:07:21.884 [dumpState.shipEntity]: Time since shot: 227.409
09:07:21.884 [dumpState.shipEntity]: Spawn time: 957.159 (241.949 seconds ago)
09:07:21.884 [dumpState.shipEntity]: Hull temperature: 60
09:07:21.884 [dumpState.shipEntity]: Heat insulation: 1
09:07:21.884 [dumpState.shipEntity]: Flags: isFrangible
09:07:23.197 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27557.6, -105989, 616043) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
09:07:23.197 [dumpState.entity]: Universal ID: 601
09:07:23.197 [dumpState.entity]: Scan class: CLASS_NEUTRAL
09:07:23.197 [dumpState.entity]: Status: STATUS_IN_FLIGHT
09:07:23.197 [dumpState.entity]: Position: (27557.6, -105989, 616043)
09:07:23.197 [dumpState.entity]: Orientation: (-0.948101 + 0.23189i - 0.200873j + 0.0835523k)
09:07:23.197 [dumpState.entity]: Distance travelled: 1802.47
09:07:23.197 [dumpState.entity]: Energy: 130 of 130
09:07:23.197 [dumpState.entity]: Mass: 53756.4
09:07:23.197 [dumpState.entity]: Owner: self
09:07:23.197 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit
09:07:23.197 [dumpState.entity]: Collision Test Filter: 0
09:07:23.197 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
09:07:23.198 [dumpState.shipEntity]: Name: Griffin Mk I
09:07:23.198 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
09:07:23.198 [dumpState.shipEntity]: Roles: <OORoleSet 0x5633630>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
09:07:23.198 [dumpState.shipEntity]: Primary role: trader
09:07:23.198 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
09:07:23.198 [dumpState.shipEntity]: Subentity count: 2
09:07:23.198 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
09:07:23.198 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
09:07:23.198 [dumpState.shipEntity]: Destination: (27608.8, -105929, 615923)
09:07:23.198 [dumpState.shipEntity]: Other destination: (0, 0, 0)
09:07:23.198 [dumpState.shipEntity]: Waypoint count: 0
09:07:23.198 [dumpState.shipEntity]: Desired speed: 0
09:07:23.198 [dumpState.shipEntity]: Thrust: 28
09:07:23.198 [dumpState.shipEntity]: Fuel: 35
09:07:23.198 [dumpState.shipEntity]: Fuel accumulator: 1
09:07:23.198 [dumpState.shipEntity]: Missile count: 2
09:07:23.198 [dumpState.shipEntity.ai]: AI:
09:07:23.199 [dumpState.ai]: State machine name: nullAI.plist
09:07:23.199 [dumpState.ai]: Current state: GLOBAL
09:07:23.199 [dumpState.ai]: Next think time: 4676.03
09:07:23.199 [dumpState.ai]: Next think interval: 0.125
09:07:23.199 [dumpState.shipEntity]: Jink position: (0, 0, 0)
09:07:23.199 [dumpState.shipEntity]: Frustration: 0
09:07:23.199 [dumpState.shipEntity]: Success factor: 0
09:07:23.199 [dumpState.shipEntity]: Shots fired: 0
09:07:23.199 [dumpState.shipEntity]: Time since shot: 228.739
09:07:23.199 [dumpState.shipEntity]: Spawn time: 957.159 (243.269 seconds ago)
09:07:23.199 [dumpState.shipEntity]: Hull temperature: 60
09:07:23.199 [dumpState.shipEntity]: Heat insulation: 1
09:07:23.199 [dumpState.shipEntity]: Flags: isFrangible
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Trunk nightly
Hmm... I think I know what's happening there: side-effect from fixing a previous bug which rammed the ships into the station if the docking routine was interrupted. Should only happen if a ship gets a launch-then-immediately-dock loop in its AI, which also shouldn't happen... Unfortunately the entity dumps are basically useless for debugging the JS AI - you really need to use the debug console for that.
- Diziet Sma
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Re: Trunk nightly
Is that something you could post instructions on what needs to be done, or is it the kind of thing best done by someone such as yourself?cim wrote:Unfortunately the entity dumps are basically useless for debugging the JS AI - you really need to use the debug console for that.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Trunk nightly
It's fairly easy to get the debugging information out of the AI - target the ship, then in the debug console, do
That'll then output its thought processes every time the AI runs.
Other potentially useful properties for debugging docking:
Code: Select all
PS.target.AIScript.oolite_priorityai.setParameter("oolite_flag_behaviourLogging",true);
PS.target.AIScript
will tell you which JS AI is in use.Other potentially useful properties for debugging docking:
PS.target.dockingInstructions
, PS.target.homeSystem
, PS.target.destinationSystem
, PS.target.cargoList
and PS.target.primaryRole
Last edited by cim on Sat Jun 28, 2014 2:21 pm, edited 1 time in total.
- Diziet Sma
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Re: Trunk nightly
Thanks.. I've printed that out for easy reference in future.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Trunk nightly
That sounds like something I noticed and posted about in another thread:
- Neelix
So if I'm parked off the docking lane, these ships will do the same, tending to stay about 4k away from me. Sometimes they will move around me, moving towards me and away again.Neelix wrote:What I've seen is that ships in one of the new roles that spawn in 1.80 (not sure which, just that it's one of the new roles that randomshipnames.OXP doesn't give names to, and spawns ships with a clean legal record) will gravitate toward me and follow me around like lost puppies.. (not doing anything either useful or threatening mind you, just getting in the way if I slow down for things like scooping a bunch of cargo pods, but not scooping themselves as best I could tell) I really don't understand what the point of it is.
- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]
Re: Trunk nightly
That's a very different behaviour - and entirely intentional. Slightly odd that's all they're doing, though - what sort of ship are you flying?Neelix wrote:That sounds like something I noticed and posted about in another thread:
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Re: Trunk nightly
I'm flying an Iron-ass Cobby III... I was originally intending to trade her for a BCC for the additional cargo space once I had the funds to do so, but once I got a good enough contract reputation to carry metals and gems it seemed somewhat less important, and I now find myself reluctant to part with her.cim wrote:That's a very different behaviour - and entirely intentional. Slightly odd that's all they're doing, though - what sort of ship are you flying?Neelix wrote:That sounds like something I noticed and posted about in another thread:
So what is the point of this observed NPC behavior? because I'm completely baffled... It's even more irritating if you have the telescope OXP installed (which I no longer do) because then they can and will track you down even after you've injected away and used the jump drive to get some distance...
- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]
- Cody
- Sharp Shooter Spam Assassin
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Re: Trunk nightly
Are you running parcel contracts?
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Stormrider
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Re: Trunk nightly
Yes, last night I saw a python launch, sit in/near the docking lane for about a minute, then turned around and dock. I wasn't in the queue, was waiting to hitch a ride. I did an entity dump but it is practically identical to the ones Dizzie posted.cim wrote:Should only happen if a ship gets a launch-then-immediately-dock loop in its AI
Thanks cim, I'll try this if I see any more of these idlers.cim wrote:Code:
PS.target.AIScript.oolite_priorityai.setParameter("oolite_flag_behaviourLogging",true);
That'll then output its thought processes every time the AI runs. PS.target.AIScript will tell you which JS AI is in use.
Other potentially useful properties for debugging docking: PS.target.dockingInstructions, PS.target.homeSystem, PS.target.destinationSystem, PS.target.cargoList and PS.target.primaryRole
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Re: Trunk nightly
ahhh, yes I am... but I still don't see the connection... If they were trying to ambush me for a package I'm carrying shouldn't they attack? At one point I found myself with several Cobby III's and a few Cobby I's all loitering around me... but that's all they do. Once I had lead them well away from the aegis I fired on one to see what would happen... I had to take 2 of them out at that point, but the rest just continued loitering without getting involved.Cody wrote:Are you running parcel contracts?
- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]
Re: Trunk nightly
The point is to wait until you're alone or distracted, then attack you. If you're in the aegis, they'll wait until you leave it.Neelix wrote:So what is the point of this observed NPC behavior?
There does seem to be a bug that in certain situations they might decide to follow you all the way out of the system even if there's a perfectly good opportunity before then, though. Do you have any OXPs installed that add stations near the witchpoint?
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Re: Trunk nightly
cim wrote:The point is to wait until you're alone or distracted, then attack you. If you're in the aegis, they'll wait until you leave it.Neelix wrote:So what is the point of this observed NPC behavior?
There does seem to be a bug that in certain situations they might decide to follow you all the way out of the system even if there's a perfectly good opportunity before then, though. Do you have any OXPs installed that add stations near the witchpoint?
Nothing that adds stations, no. Here's the list from my latest.log
Traffic Control and towbar have been added since I noticed this behaviour. anything with -t at the end has been tweaked by me.
EDIT: UPS Courier is also newly installed and was not installed at the time of the encounters.
Code: Select all
AddOns
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CargoShepherd.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CargoSpotter.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CommandersLog.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.FlightLog.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.IronHide.oxz
~/Oolite/ManagedAddOns/oolite.oxp.cim.extracts-tre-clan.oxz
~/Oolite/ManagedAddOns/oolite.oxp.spara.navigation_mfd.oxz
~/Oolite/ManagedAddOns/oolite.oxp.CommonSenseOTB.ShieldEqualizer+Capacitors.oxz
~/Oolite/ManagedAddOns/oolite.oxp.cim.ships-library.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.WelcomeMat.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.TAP.oxz
~/Oolite/ManagedAddOns/oolite.oxp.spara.start_choices.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Svengali.CCL.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Norby.LogEvents.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Svengali.OXPConfig.oxz
~/Oolite/ManagedAddOns/oolite.oxp.cim.comms-pack-a.oxz
~/Oolite/ManagedAddOns/oolite.oxp.smivs.delightfulDocking.oxz
~/Oolite/ManagedAddOns/oolite.oxp.spara.market_observer.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.MilFuelInj.oxz
~/Oolite/ManagedAddOns/oolite.oxp.cim.shipset-compatibility.oxz
~/Oolite/ManagedAddOns/oolite.oxp.superbatprime.Ship's_Cat.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Switeck.Cargo-Contract-Mod.oxz
~/Oolite/ManagedAddOns/oolite.oxp.smivs.betterScreens.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Norby.Towbar.oxz
~/Oolite/ManagedAddOns/oolite.oxp.captsolo.solos-good-fortune.oxz
~/Oolite/ManagedAddOns/oolite.oxp.spara.ore_processor.oxz
~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.TrafficControl.oxz
~/Oolite/ManagedAddOns/oolite.oxp.EricWalch.UPSCourier.oxz
AddOns/accessoriesV2.2.oxp
AddOns/BountyScannerv2.0.oxp
AddOns/BountyStatus 1.00.oxp
AddOns/display_reputation1.2.oxp
AddOns/Escape_Capsule_Locator_1.4.1_2012-06-05-t.oxp
AddOns/MilitaryTargettingSystemv1.oxp
AddOns/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
AddOns/randomshipnames1.4.oxp
AddOns/RepairBots 2.09.oxp
AddOns/Rock_Hermit_Locator1.3.3.oxp
AddOns/Smivs'Shipset-SD-v4 .2_replace.oxp
AddOns/SniperLockv1-t.oxp
AddOns/Combat-HUDv2.1-t.oxp
- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]