I was doing my repeated-witchspace-jump tests for the crash bug with a pilot who had a lot of courier rep. By the time they'd done a few jumps they'd accumulated quite a cloud of assassins following right behind them.
I too had quite a cloud of them following me during to-and-fro jump testing - but only when I had no parcel onboard, and they hadn't challenged/locked onto me. In the opposite case, during normal gameplay when they do lock onto me, then they don't seem to follow. I'll experiment further with that.
cim wrote:
Could you try it without a shipset OXP for a little while and see what happens?
<sips coffee - nods>
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!
Ooh, I'd not noticed that (199 with V-sync disabled) - and the tearing isn't as bad as it used to be, either.
I'll play it some with V-sync disabled - it looks promising (and may have cured the gfx effect I mentioned earlier).
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!
Excellent - without Griff's shipset, I'm now seeing more assassins with injectors (though usually only one of three - and that one doesn't like to leave its pals for too long).
I'm also now seeing some crafty behaviour from the assassins that I'd not seen before (and they're following me) - sweet!
As for running at 199fps with V-sync disabled - I like it, though it does put some load on my GPU (whereas at 75fps with V-sync enabled, the GPU hardly breaks sweat), but I'd expect that. I was surprised to see it put my CPU under load though - it normally runs Oolite at ~40C, but at 199fps the CPU temp rose quickly to ~52C.
Oh yeah - this message had me laughing:
Coriolis Station: Moray Star Boat down!
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!
There must be something wrong with my new PC: nothing I set in Nvidia Control Panel seems to have any effect on Oolite. Vsync on or off - nothing changes. Various AA settings - no discernible difference.
With Oolite's own Vsync on, the graphics are twitchy, Vsync off everything is fine.
So far I'm happy with 99 FPS Oolite Vsync off (which seems to force Vsync off, Nvidia settings do not have any effect) - reverted to NSTimeInterval ti = 0.01; in GameController.m.
I suggest reverting NSTimeInterval ti back to 0.01, since having it 0.005 seems to have no positive effect.
23:54:46.580 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:54:46.726 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:55:16.736 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:55:16.767 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:55:16.911 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:55:46.781 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
23:55:46.972 [script.javaScript.exception.notFunction]: ***** JavaScript exception (Oolite Trader AI 1.79): TypeError: this.ship.setParameter is not a function
Also, I saw one of my constore haulers approaching a system station so watched it come in to see if the "make the mothership dock before escorts" idea has been implemented... and the mothership crashed into the side of the station, seemingly never entering the docking AI. I'll have to turn on the AI logging again and make sure that wasn't something on the OXP side, though I have watched the haulers come in and dock a few times before and this has never happened. Now, this crashing into the system station happened at the same system as the errors above, so maybe it is related (but the haulers never should be using 1.79 trader AI, so maybe not).
Ran tonight's build for a few hours. No crashes, but at one system I got a couple dozen of this:
Thanks - fixed in 2be5513: it was a problem in the "too big to dock" handling.
Keeper wrote:
(but the haulers never should be using 1.79 trader AI, so maybe not).
The "dock before escorts" requires the new AI - as soon as you switch to dockingAI.plist, the dock command gets sent to the escorts. The plist AIs don't really have a way to check for the right point to release the escorts, though.
The "dock before escorts" requires the new AI - as soon as you switch to dockingAI.plist, the dock command gets sent to the escorts. The plist AIs don't really have a way to check for the right point to release the escorts, though.
Hmm, I wonder why it never switched to the docking AI this time, then. The formation just flew straight into the side of the station, with the escorts only turning away once the mothership exploded. It has worked in the past, and nothing has changed other than the escorts getting called by role instead of by name. Maybe I need to tweak ranges or pauseAI times or something. I'll watch a few more and see if I find another kamikaze mothership. At some point I'll have to see if I can re-create the AI using the 1.79 javascript method anyway, though.
EDIT: No kamikaze this time. One ship came just a few metres from the constore before stopping and entering its docking routine (if it had been lower it would have hit the protruding bits). Another entered its docking routine the moment it entered main system aegis, like it's supposed to. So yeah, no problem with 1.79 there. No clue why that one formation didn't enter their docking procedure. I increased their target range from 5000 to 10000 just to be safe.
Just launched from Orrira main to hear the police issuing warning to a Boa. Then these appeared what I took for laser beams, only they remained drawn on my display. Changing direction revealed different vectors for the beams. I quit Oolite and found 17 of these errors in the log: