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Attempt to save begins new game! Argh!

Posted: Thu Jan 22, 2009 1:34 am
by occasional_gamer
Dear all

To those who have created and extended Oolite: many thanks. Wonderful. However, something really frustrates me. To wit: one can get into the habit of pressing F2 to save; but when one does this in an 'unsaveable' location, the option selected is . . begin new game. And that option requires no confirmation. That, clearly, is not good! For suddenly that is the end of one's game.

Also: I sympathise with the person who complained about the just-arrived-hit-the-beacon misery.

Posted: Thu Jan 22, 2009 1:39 am
by wackyman465
Welcome to the boards! I see you have managed to get into the habit of saving all the time. It's a very valuable one, too. You can then, of course, reload from a saved game by pressing f2 again, then "load commander".
Running into witchpoint buoys is the worst. You jump into the system and immediately die, which seems like a random bug, but happens over and over for that system, every time you reload your savegame...

Posted: Thu Jan 22, 2009 1:53 am
by Screet
wackyman465 wrote:
Running into witchpoint buoys is the worst. You jump into the system and immediately die, which seems like a random bug, but happens over and over for that system, every time you reload your savegame...
Is that a YAH thing? I've never had that happen to me...and I didn't install YAH because I feared it's memory impact, not an impact of my ship in the tradition of Futurama.

Screet

Posted: Thu Jan 22, 2009 1:58 am
by wackyman465
My setup actually crashes under YAH, I'm fairly sure its not a memory issue...
But I ran it for a while before I updated to 1.72, which won't run it.. :(
It might be a YAH bug.

Posted: Thu Jan 22, 2009 6:45 am
by Commander McLane
With YAH it seems to be relatively common, simply because the terascreens that replace the witchpoint buoy are so big. Therefore the chances to be placed just on top of them are much bigger.

Oolite tries not to place ships on top of each other. However, I don't know which distance seems to be 'safe' to the engine. Might be that the code doesn't really deal with really big objects. :?: