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I think my auto pilot is drunk
Posted: Sun Jan 20, 2008 3:03 am
by stereohype
the 1st time i use the docking computers, I notice a couple shakes in the roll/pitch sequence that the auto-pilot was taking. It has progressively gotten worse. I haven't crashed or stalled out - nor have been told to have any maintenance on the systems. this normal? should I watch out for some sort of system error?
Posted: Sun Jan 20, 2008 9:10 am
by Dr. Nil
If you're trying to dock with a main station, you can always use the instant dock SHIFT-D (I think). Docking with some crafts may cause strange behavior by the autopilot.
Posted: Mon Jan 21, 2008 9:45 am
by Commander McLane
Yes, I myself always use SHIFT-D, just because, to say the truth, the whole docking sequence gets quite boring after a while, doesn't it? The only (small) drawback is that the completely automated docking (SHIFT-D) takes more game-time than manual docking: It advances your game-clock by 20 minutes. But if you don't have an urgent delivery to make, this shouldn't be a problem.
Generally it is true that unfortunately Oolite's docking computer somehow doesn't live up to the original, as we were used to from the different Elite versions. One of the very few aspects of the game (perhaps the only one, at least the only one I remember right now) where Oolite fails to excel old Elite.
Posted: Mon Jan 21, 2008 1:58 pm
by Eric Walch
stereohype wrote:the 1st time i use the docking computers, I notice a couple shakes in the roll/pitch sequence that the auto-pilot was taking. It has progressively gotten worse. I haven't crashed or stalled out - nor have been told to have any maintenance on the systems. this normal?
Yes. But it also depends on ship characteristics. Oolite uses for auto docking the same routine as it is using for other ship docking. When you look at other ships they normally dock well, but some types have more problems.
I think the docking routines are not fully optimised for all ship types. While auto docking the ship passes about 10 "checkpoints". When speed and position is within certain limits, it receives the co-ordinates and desired speed for the next checkpoint. Some ships are always able to match those criteria and dock in a fluent process with out even pauses.
Other ships with a higher/lower acceleration have more problems to meet those criteria and than they over- or undershoot the check-position and have to turn to redo a part of the approach process.
Technically it could probably be resolved by using more ships characteristics in the docking computer. But the calculations are already complicated enough to calculating the current checkpoint values.
Posted: Tue Jan 22, 2008 9:32 am
by zimmemic25
Commander McLane wrote:Yes, I myself always use SHIFT-D, just because, to say the truth, the whole docking sequence gets quite boring after a while, doesn't it?
me too. i use the in-sys hyperspace to fly to planet and tnen i'm soo fast (with my modded PhoenixOXP-ship) so i would crash into the station.
and if you try to dock with the lambda shuttle it'll crash with the wings
Posted: Tue Jan 22, 2008 11:48 pm
by stereohype
good to know - I've started using shift-D quite often, though sometimes I'll let it run just to enjoy the Kubrick-esque musical sequence. Eric points out something interesting, about ship characteristics. I'm still in the Cobra Mark III. It seems like an efficient little ship - fast enough, decent sized cargo-bay. But it's width might be the cause of the shakes. No biggie though - peace out
Posted: Wed Jan 23, 2008 12:15 am
by LittleBear
Ah yes, a trusty old craft but a little wide for a small ship. Snaped quite a nice pic of one docking, not that much wiggle room!
Posted: Wed Jan 23, 2008 8:47 am
by Griff
I like how one of the turrets is keeping a close eye on you in that pic LB, did you run up a large drinks bill or something?
Posted: Wed Jan 23, 2008 9:24 am
by zimmemic25
stereohype wrote:I'm still in the Cobra Mark III. It seems like an efficient little ship - fast enough, decent sized cargo-bay.
i have uploaded my modded phoenix, it has hyperspace-cargo-bay (9999.9 Tons maximum), max 3000 speed and a VERY cool design!
if you have a phoenix and you install this, you will get the new one.
WARNING: don't use the modded and original phoenix at the same time! it would crash.
http://zimmerfamily.net/michi/ETC/micha ... ix.oxp.zip
Posted: Wed Jan 23, 2008 10:00 am
by Commander McLane
zimmemic25 wrote:i have uploaded my modded phoenix, it has hyperspace-cargo-bay (9999.9 Tons maximum), max 3000 speed and a VERY cool design!
Now what's
that good for again? In other threads we are discussing time after time which of the existing ships are too uber for this game, and try to keep everything balanced. And you come up with this
ridiculously oversized uber-ship. Come on!
Posted: Wed Jan 23, 2008 10:11 am
by zimmemic25
i made this ship because i needed more cargo space, and i think its cool! the ORBs are stronger! if i crash into an TIE Interceptor i explode. and i have to turn around while starting to avoid a crash into the beacon.
it was a funny project and if you dont like it, dont install it.
but you could copy the textures. theyre better than the original one
Posted: Wed Jan 23, 2008 11:10 am
by Cmdr. Maegil
zimmemic25 wrote:i have uploaded my modded phoenix, it has hyperspace-cargo-bay (9999.9 Tons maximum), max 3000 speed and a VERY cool design!
Commander McLane wrote:Now what's that good for again? In other threads we are discussing time after time which of the existing ships are too uber for this game, and try to keep everything balanced. And you come up with this ridiculously oversized uber-ship. Come on!
zimmemic25 wrote:i made this ship because i needed more cargo space, and i think its cool!
if you dont like it, dont install it.
That is a uberly uber ridiculous super duper uber ship, AKA "CHEAT" - but if you like it, make one, and have fun with it - it's your game - still, it's not something you should put in an OXP.
Posted: Wed Jan 23, 2008 11:49 am
by Commander McLane
@Maegil: Soon after I posted my last reply here above I started to repent it and decided to change my strategy on this one. See
over here.
Posted: Wed Jan 23, 2008 1:25 pm
by zimmemic25
for my answer look on the link above
Posted: Wed Jan 23, 2008 1:36 pm
by LittleBear
@Griff. Its a very nice side effect of the AI. The bar's AI scans all vessels to check their legal status. Whilst scanning a ship the ship becomes the station's target (until it moves on to the next ship). So as ships approach your turrets swing round and lock on to them. Each turret has a sort of maxium swivel factor (as it were), so only those turrets that can turn round enough to get you in their sights do so. As the bar it dotted with turrets, however you approach you usually get covered by two or three. Don't be alarmed; they don't fire (unless you are a criminal or do something naughty)!