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Ship spawning

Posted: Wed Feb 06, 2008 10:27 am
by elite
I have noticed that when I force a mis jump, the Gen ship appears right where I appear and so we colide and either I am killed and have to press space bar or I survive but get pushed away by the explosion at high speed.

I have also noticed this sometimes when I enter a normal system near the witch space beacon and another large ship is spawned right next to me and again, we colide.

Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?

Posted: Wed Feb 06, 2008 11:20 am
by Hoopy
I've had this happen with a thargon carrier. i don't think anybody got too excited about it though as it's pretty rare and only happens with big ships. I guess the Gen ship is soo huge it's more of a problem.

Re: Ship spawning

Posted: Wed Feb 06, 2008 12:03 pm
by Commander McLane
elite wrote:
Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?
Of course. You just have to change its coordinates in script.plist. If you replace all the commands that read (n being a number)

Code: Select all

addShips: generationship-[i]n[/i] 1
with something like

Code: Select all

addShipsAt: generationship-[i]n[/i] 1 wpm 0 0 -20000
the Generation Ships should be a little bit (but not too far) away, and heading in your direction.

Re: Ship spawning

Posted: Wed Feb 06, 2008 2:08 pm
by elite
Commander McLane wrote:
elite wrote:
Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?
Of course. You just have to change its coordinates in script.plist. If you replace all the commands that read (n being a number)

Code: Select all

addShips: generationship-[i]n[/i] 1
with something like

Code: Select all

addShipsAt: generationship-[i]n[/i] 1 wpm 0 0 -20000
the Generation Ships should be a little bit (but not too far) away, and heading in your direction.

Thanks.
That's just what I need. I'll change this for other big ships too.

Posted: Thu Feb 07, 2008 6:14 am
by Commander McLane
Oops, I only see now that it was no good idea to write the "n" in italics within a code-tag. Looks very confusing. So please forget about the -part in the command-line. It should look like this:

Code: Select all

addShipsAt: generationship-1 1 wpm 0 0 -20000

addShipsAt: generationship-2 1 wpm 0 0 -20000

addShipsAt: generationship-3 1 wpm 0 0 -20000

addShipsAt: generationship-4 1 wpm 0 0 -20000

ande so on...

Posted: Thu Feb 07, 2008 9:31 am
by elite
Commander McLane wrote:
Oops, I only see now that it was no good idea to write the "n" in italics within a code-tag. Looks very confusing. So please forget about the -part in the command-line. It should look like this:

Code: Select all

addShipsAt: generationship-1 1 wpm 0 0 -20000

addShipsAt: generationship-2 1 wpm 0 0 -20000

addShipsAt: generationship-3 1 wpm 0 0 -20000

addShipsAt: generationship-4 1 wpm 0 0 -20000

ande so on...
LOL yeah I figured that bit out already.

One thing I did notice is that sometimes I get two or more Gen ships spawn ???? and these collided with each other so I just put in different values for each ship.
addShipsAt: generationship-1 1 wpm 0 0 -20000
addShipsAt: generationship-2 1 wpm 0 0 20000
addShipsAt: generationship-3 1 wpm 0 40000 0
addShipsAt: generationship-4 1 wpm 10000 10000 30000

ect....

Posted: Thu Feb 07, 2008 9:49 am
by Commander McLane
elite wrote:
One thing I did notice is that sometimes I get two or more Gen ships spawn ????
Yeah! Each of the 30 variants of the genship is handled seperately and has a 3%-chance to appear. So in an extreme case you could get all 30 of them!

Posted: Thu Feb 07, 2008 4:04 pm
by elite
Commander McLane wrote:
So in an extreme case you could get all 30 of them!
:shock: :shock: :shock: :shock: :shock: Low frame rate alert for me then. lol

Posted: Thu Feb 07, 2008 4:19 pm
by Hoopy
does the spawning action check that the ships aren't spawned on top of each other? I was just imagining some sort of Q-mine-esque destruction as they all blew up and REALLY killed the frame rate...

Posted: Thu Feb 07, 2008 6:08 pm
by Eric Walch
Hoopy wrote:
does the spawning action check that the ships aren't spawned on top of each other? I was just imagining some sort of Q-mine-esque destruction as they all blew up and REALLY killed the frame rate...
Always. Even when spawning at exactly the same coordinates the system makes sure the second ship is placed far enough away that their collision radii do not touch.

Posted: Fri Feb 08, 2008 7:02 am
by Commander McLane
Eric Walch wrote:
Hoopy wrote:
does the spawning action check that the ships aren't spawned on top of each other? I was just imagining some sort of Q-mine-esque destruction as they all blew up and REALLY killed the frame rate...
Always. Even when spawning at exactly the same coordinates the system makes sure the second ship is placed far enough away that their collision radii do not touch.
This is only almost true, I think due to the sloppy collision detection (Ahrumans words, not mine). Remember: This thread was started exactly because elite's player-ship was spawned exactly on top of a gen ship (or vice versa). And I have encountered this also sometimes.

The genships are simply sooo big that they unfortunately quite completely defeat Oolite's collision detection algorithm. That's by the way also the reason why they tend to crush everything that happens to be in their path. I am sure you have watched how they seem to destroy every Thargoid ship in their way. They have nothing in their AI that does this (in fact their AI is very defensive). It's simply that the engine thinks that any ship that is just close to a genship has already collided with it, and as the genship has a massive amount of energy, the other ship will blow up to pieces almost instantly. But the player who is watching from the distance how a genship closes in to some Thargoids in interstellar space, will get the impression that the Thargoids for some odd reason just have committed collective suicide.

And all of this is non-intentional (remember: according to GalCop's assessment the Thargoids have their fear glands surgically removed, so why should they choose suicide?), but just due to Oolite's sub-optimal collision handling.

Posted: Fri Feb 08, 2008 12:45 pm
by Eric Walch
And all of this is non-intentional (remember: according to GalCop's assessment the Thargoids have their fear glands surgically removed, so why should they choose suicide?),
When it is not fear, it may be the view of something so big that they realise battle is no choice and just give up life. Because they have no brain they only think in terms of fighting and couldn't think of a ship with only defensive intentions.