I used external views to check my position prior to kabooom.
It seems that my bwing is INSIDE the station and, if I go reeeeeaaaalyyyy slooooooooow, i get the message "refueling..." and instant collision, almost if ship collided with that yellowish sphere inside.
I've just tried the B-wing from Realistic Shipyards, and that refuelled without a problem. But that doesn't seem to have external views, so I'm guessing perhaps that you're using it from the original OXP?
Can you confirm which OXP you're sourcing the ship from and I'll see if I can duplicate it with that.
Still trying to get a Cacudeus to appear as a player ship, even after hacking the chance and tech level in the shipyard.plist. One for tomorrow methinks, too late now (it is in the game OK, as I can spawn it).
And I was right, it's a big-ass'd ship (the purple box is it's bounding box)...
I used external views to check my position prior to kabooom.
It seems that my bwing is INSIDE the station and, if I go reeeeeaaaalyyyy slooooooooow, i get the message "refueling..." and instant collision, almost if ship collided with that yellowish sphere inside.
I've just tried the B-wing from Realistic Shipyards, and that refuelled without a problem. But that doesn't seem to have external views, so I'm guessing perhaps that you're using it from the original OXP?
Can you confirm which OXP you're sourcing the ship from and I'll see if I can duplicate it with that.
I just replaced installed b-wing.oxp with downloaded one (StarWars.zip from alioth) and refueled without a problem.
I remember that I tried to put a turret on that ship when turrets didn't work on playerships and i copy/pasted external views from some other ship. I probably screwed something up in a process.
Thanks for assistance. Refueling on WPs is great time saver when on a mission.
Last edited by goran on Sat Feb 14, 2009 11:04 am, edited 1 time in total.
The back-story for the stations is being written (not by me) which will explain how and why they work. I've seen a draft and it looks great, but doesn't rely on tankers and station refuelling.
Okay fair enough, now I'm intrigued.
Download Fighter HUD, Stingray and System Redux from the EliteWiki
I remember that I tried to put a turret on that ship
Thank you for providing the solution.
The Fuel Station is incompatible to ships with turrets.
If I remove the turrets from the Caduceus, I can fly in and refuel it without any problems!
I have been astonished though...the Fuel Station provides some good way to measure ship size with the eye...and apparently, the Caduceus is much bigger than a (neo)BCC, very similar in size to the Dredger Trader which does fit in.
So....why do turrets cause an instant death to the ship?
I can also confirm that the Caddy dies when it goes into a fuel station, despite its bounding box actually fitting in the station:
Bounding boxes visible -
The purple is the box of the station, the blue the ship's. The smaller of the purple boxes is for the rear face of the station, the larger the front...
Oh, and as it's a nice snapshot, I've put a few more in the screenshots thread in t'other forum
Looks like the next step is a final confirmation with another turret'd player-ship (a Dragon perhaps?)
I can also confirm that the Caddy dies when it goes into a fuel station, despite its bounding box actually fitting in the station:
That doesn’t actually tell you much, since the hole in the station is smaller than the bounding box of the outside of the station. You can get better information by enabling octree debug rendering. You can toggle octrees with the JS console command:
That said, a turret/subentity collision detection bug is entirely possible.
...and would explain many instant "press space" situations in which I did not get the slightest warning before. Just bang and that's it, as with the fuel station while flying a turreted ship. A common collision with that fuel station causes very brief damage, just as someone trying to dock and hitting the sides of the dock.
I can also confirm that the Caddy dies when it goes into a fuel station, despite its bounding box actually fitting in the station:
That doesn’t actually tell you much, since the hole in the station is smaller than the bounding box of the outside of the station. You can get better information by enabling octree debug rendering. You can toggle octrees with the JS console command:
That said, a turret/subentity collision detection bug is entirely possible.
Sorry, I meant that the boundary box of the caddy seems (at least visibly) to fit inside the hole in the station.
The turret would also probably be the only explanation for the B-wing (the modified one mentioned a page or so back in this thread), as that ship is much smaller than the station hole. And in both ships cases if you pull the turrets off, they don't have the collision problem.
Yes, a problem with turrets was also what I guessed in Cataclysm. The hole into which you have to fly in that OXP is definitely a lot bigger than any ship I would accept as a player ship. Still the Caduceus exploded every time.
Yes, a problem with turrets was also what I guessed in Cataclysm. The hole into which you have to fly in that OXP is definitely a lot bigger than any ship I would accept as a player ship. Still the Caduceus exploded every time.
That's bad news for me. I'm just through with assassins and was looking forward to cataclysm...does it take some time until one encounteres that problem? Of course I can strip the Caduceus from it's turrets for a single event, but I won't run an entire oxp with a crippled ship, as the Caduceus is hit much easier than many other ships...and really, I don't like to switch.
Hmmm. I've got almost everything set up here for running my own development version of oolite on this machine, but I've got burnout, which slows me down. I wonder if it's better to wait for someone to fix that problem or use this as a "now you have to do it" thing...I did want to look at joystick code but ended up continuing to play until now.
Just compiled the latest trunk (2065) and I have some good news and some bad news. Good first? OK. B-wing with caduceus turret no longer collides entering fuel station.
Bad one? Turrets no longer works.
And this is a first compiled oolite in a long time that didn't crash on me on load player or launch from station.
I just tested with the Griff Boa and I can tell you that the turrets work with SVN 2065. Remember: Turrets need a) a target set, b) the target to be hostile, c) the target to be in range.