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How Often...

Posted: Mon Sep 07, 2009 3:37 am
by Alex
Hi Commanders,
Was just wondering how often do yous come out of which space right on the W beacon? Instant destruction...
Recently it has been happening to me every dozen or so jumps. sometimes a couple in a row.
Never used to happen. Is there a probability chance in the code somewhere for this to happen?
If so, Where can I find it for deletion.
I't's happening so often it's getting anoying.

Happy hunting
Al

Posted: Mon Sep 07, 2009 4:09 am
by Chaky
I use Your Add Here oxp, and I almost became a smudge on those billboards several times. Good reflexes saved me every time.

It's kind of creepy almost getting killed by a huge spinning surreal ad.

Posted: Mon Sep 07, 2009 6:05 am
by another_commander
In the last version the distance from the witchpoint beacon when exiting hyperspace has been increased from 500 to 750m. In theory, you should be seeing the problem less frequently than before, if at all.

Posted: Mon Sep 07, 2009 6:08 am
by Rustybolts
Got this quite a bit before, has not happened since new update though, although now after landing on planet on relaunch i occasionally eject sideways and explode.

Posted: Mon Sep 07, 2009 8:27 am
by DaddyHoggy
Chaky wrote:
I use Your Add Here oxp, and I almost became a smudge on those billboards several times. Good reflexes saved me every time.

It's kind of creepy almost getting killed by a huge spinning surreal ad.
I've always found (so far - touches wood) that if you're running YAH and enter Witchspace at a "moderate" pace then I have never hit a Tetrascreen on the other side and even when close have had enough time to react (or simply cut the thrusters)...

Posted: Mon Sep 07, 2009 8:39 am
by Sendraks
This happened to me a lot with 1.65, but has yet to happen with 1.72 and YAH. Not even come close to one of the billboards. :?

Re: How Often...

Posted: Mon Sep 07, 2009 10:51 am
by Commander McLane
Alex wrote:
Hi Commanders,
Was just wondering how often do yous come out of which space right on the W beacon? Instant destruction...
Hi, I am wondering what ship you may be flying?

I am flying an Imperial Courier, and I have never ever come out of witchspace right on the W beacon. In any version of Oolite.

Is your current ship perhaps many times bigger than an Imperial Courier?

Oh, and I don't have YAH installed. But as you are explicitely mentioning the W beacon, not a Terascreen, I assume you haven't as well.

Posted: Mon Sep 07, 2009 11:18 am
by Eric Walch
another_commander wrote:
In the last version the distance from the witchpoint beacon when exiting hyperspace has been increased from 500 to 750m. In theory, you should be seeing the problem less frequently than before, if at all.
There was always a debate about the distance. With the normal buoy I had never a problem. But after installing those oversized billboards myself, I was killed twice on jumping within a month. I never saw what had hit me but I assumed it were those boards.

Normal buoy has a radius of about 50 meter. Half the length of those billboards is 563 meter. The longest diameter of our cobraIII is 65 meter.

the code selects a random entry location but did a check for buoy distance. when less than 500 meter the player was put at 500 meter distance. 500 - 50 - 65 =385 meter so the player had still a minimum of 385 meter to react on an eminent collision. (I always liked those near collisions)

With the billboard size this 500 meter minimum distance was not enough. In 1.73 it is raised to 750 meter. 750 - 563 - 65 = 122 meter. So it now still leaves some room for reaction. Less than in the old situation with a plain buoy, but on the plus side is that when the board is at the right angle you have even more time to react.

Maybe this 500/750m should not be a fixed distance but a distance based on collision radii of buoy and player so we don't exclude the near collisions with plain buoys.

Posted: Mon Sep 07, 2009 1:43 pm
by Frame
A sure way of doing it would be to move it or the player relative to the player/witchpoint the port or starboard to aft.. and allways at least 1 km away..

Code: Select all


this.minimumDistance = 2000
this.SafeDistance = 10000

this.shipExitedWitchspace = function()
{
	if(player.ship.position.distanceTo(system.shipsWithPrimaryRole("buoy-witchpoint")[0]) < this.minimumDistance)

	{
		let ori = player.ship.orientation
		let vec = new vector(player.ship.position)
		player.ship.position = vec.add(ori.vectorForward().multiply(-this.SafeDistance))
	}
}
alternatively an exclude zone of 1-3 kms from the witchpoint(0,0,0), where ships cannot appear from witchspace. This would have to be hard coded though...

Posted: Mon Sep 07, 2009 3:06 pm
by Pansen
I've never had this happen - playing 1.72, and have flown quite a few different ship types.

Rustybolts says something about landing on a planet - sounds good! is there an OXP that allows this, or is it a new version of oolite?

Posted: Mon Sep 07, 2009 3:15 pm
by Thargoid
Pansen wrote:
Rustybolts says something about landing on a planet - sounds good! is there an OXP that allows this, or is it a new version of oolite?
Planetfall is your man, err, alien, there... ;)

Posted: Mon Sep 07, 2009 4:18 pm
by Rustybolts
So nobody else has had the flying sideways from planet after launch then exploding? Has happened quite a bit lately for me.

Posted: Mon Sep 07, 2009 4:26 pm
by another_commander
Rustybolts wrote:
So nobody else has had the flying sideways from planet after launch then exploding? Has happened quite a bit lately for me.
I can confirm this. Looks like the launch position will have to be moved a bit further away from planet. I wonder why it happens, though. Maybe it's a bit more complicated than what it initially seems.

Posted: Mon Sep 07, 2009 5:26 pm
by Thargoid
I just tried it and it worked fine for me (PF 1.2 and Oolite 1.73.2 on XP). Which systems are giving you the problem, so I can check it there.

In any case it's fairly simple to fix (just change a number in the script), I just want to make sure exactly how far things need to be moved out.

Posted: Mon Sep 07, 2009 5:35 pm
by Rustybolts
Unsure which system it happened last have been on a few milk runs since. Can't test anymore for a while until i get my planet landing systems fixed. Where damaged after my last bounty hunt. :(

I am also on PF 1.2 and Oolite 1.73.2 on XP
I will pm you when it occurs again