Aleksey Kichigin Posted October 13, 2000 Report Posted October 13, 2000 I have a v2.09. Sometimes I have a troubles... For example: in first mision (ACM) after Dip.1 docking - I launch 2 shuttles - 1-st to DebrisField for cargosweep, and 2-nd to Omega(?)Eridani for collect HSD... 2-nd SC lucky jumping out from the (my own) system, meanwhile I give a order to SC1 for CARGOSWEEP - and nothing happen! My SC as a stupid junk fly to D.F. and don't collect anything!!!) I'll try swich to SH1 for direct mode (for flying myself by Alt-F5) - and inside the SC1 use "order"-> CARGOSWEEP (I'm always see contens of Deb.Field - Cargo Pods and so on)... and from here - BOOM - I'm out of the game! WHY? But its happen NOT EACH TIME! What's the problem? Another one Qs... Why I can't Use "CONTINUE" button after saving? If I use this thing - after trying at second time use SAVE process - my system Crashed and I'm "Bailing OUT" to Windows... Only if I use "RESTORE" - all just fine! ------------------ Commander Alex 'Hawk' Kich GCV - Star Panther, Orion Starstation (CENTRIS) Tsunami Battle Group www.orion-hq.fsnet.co.uk'Here cometh the storm!'
Supreme Cmdr Posted October 13, 2000 Report Posted October 13, 2000 Check your install and your memory
Tyrn Posted October 13, 2000 Report Posted October 13, 2000 I've had the same debris field problems and I've found that it almost always involved a similar situation to what you've described: SCX in DF with second SC headed to distant lands and bang I'm dead. I have also had this happen, on rare occasion, without being in a DF. I guess, and it is only a guess, that the sudden jump in objects (mines, asteroids and cargo pods) plus the activation of multiple areas due to the second shuttle gives BC and/or my PC a belly ache. The rare occasions are usually SC on planet surface + heavy firefight in orbit + SC headed again to distant lands.My advice: Don't do that. BTW, these and a couple of other little "quirks" are on my personal "let's see if this breaks it" list for BCM. ------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester
Steve Schacher Posted October 13, 2000 Report Posted October 13, 2000 Tyrn,I've seen similar things, too.For me, it seemed as if cargosweeping with a shuttle when the BC is also in the debris field works okay. But, if the BC is somewhere else (maybe even in another region) and the shuttle is what activates the debris field, then the game crashes on cargosweep.Like you said, if it hurts, stop doing it.
Tyrn Posted October 13, 2000 Report Posted October 13, 2000 That reminds me of another thing I like to not do:While cargo sweeping in a DF, I park my BC in the center and let the four shuttles fight over the cargo pods and any intruding trade/com ships. Occasionally I forget to recall the shuttles before I jump to the resident starstation to dock. I always enjoy hearing "Shuttle One has been destroyed, Shuttle Two has been destroyed, Shuttle Three has been destroyed, Shuttle Four has been destroyed," when I do that. Presumably they were slammed into A) the asteroids, the mines, C) each other as the debris field objects "collapsed".------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester[This message has been edited by Tyrn (edited 10-13-2000).]
Supreme Cmdr Posted October 14, 2000 Report Posted October 14, 2000 Those of you in the Beta program, be sure to make a note of these things and see if they are still issues in BCM. OK? ThanksTyrn, thats happening because, yes, I am collapsing the debris field when you are no longer in scope. However, if its destroying the shuttles that shouldn't happen and I was not aware of it.
Rattler Posted October 14, 2000 Report Posted October 14, 2000 Heh! Neither was I and I've made quite a good living at harvesting those Debris Fields. I'm going to have to give this a shot and see if it's duplicateable from my end. Tyrn, email me and tell me how you get it to happen. I'd like to personally investigate this one as well. ------------------ Insurgent One, Rattler ICV Necromancer, Spectre HQ (Antis) Commander-In-Chief, Insurgency Official Tester, Battlecruiser Series [email protected] ICQ 12894104"You can only love or hate something you truly understand"
Tyrn Posted October 14, 2000 Report Posted October 14, 2000 quote:Originally posted by Supreme Cmdr: Tyrn, thats happening because, yes, I am collapsing the debris field when you are no longer in scope. However, if its destroying the shuttles that shouldn't happen and I was not aware of it.It happened twice quite some time ago, as I learned real quick like that such things were somewhat unhealthy for the pilots quote:Originally posted by Rattler: Tyrn, email me and tell me how you get it to happen. I'd like to personally investigate this one as well. Will do as soon as my friendly ISP gets their fingers out of their noses and fix their mailserver (12 hours of non-delivery at this point...argh).------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester
Tyrn Posted October 16, 2000 Report Posted October 16, 2000 Update on the shuttles doing a deathdance in the debris fields. Very easy to duplicate, but there's a catch: Center BC in DF. Lauch all shuttles to collect different cargo pods. Target any distance (requiring HyperJump) object in the BC. Order shuttles to RTB. Initiate BC HyperJump. Watch shuttles vanish. Now the catch. The cause of this problem is not the DF collapsing as I had thought (newbie commander at the time). It's the fact that all four shuttles are jumping from very closely located start points (they're already converging on the BC so their start points are obiviously ever closer) and that they are all jumpin to the same target. You are almost guaranteed that two of them will jump right into each other if not all four. Bug or bad commanding? I want to say the former because it's easier to blame the developer but I'm more inclined to lay the burden of this one on myself.------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester[This message has been edited by Tyrn (edited 10-16-2000).]
Supreme Cmdr Posted October 16, 2000 Report Posted October 16, 2000 Thats not a bug. Its a bad command decision.
Rattler Posted October 16, 2000 Report Posted October 16, 2000 "Yepper!" Been there, done that! What's that saying? "Doc, it hurts when I do this!" Doc: "Then don't do that!" ------------------ Insurgent One, Rattler ICV Necromancer, Spectre HQ (Antis) Commander-In-Chief, Insurgency Official Tester, Battlecruiser Series [email protected] ICQ 12894104"You can only love or hate something you truly understand"
Steve Schacher Posted October 16, 2000 Report Posted October 16, 2000 quote:What's that saying? "Doc, it hurts when I do this!" Doc: "Then don't do that!" Hey, I used that line further up the thread!!Seriously, it would be nice to randomize the jump points slightly within a radius of +-1. I've seen other anomolies along these lines, like two generated explorers following each other too closely (probably with the same starting and ending points), bumping into each other and slingshotting across the region only to make it back to the original starting point, bump, slingshot, return, ad infinitum...I've also targeted a ship for attack, and when it gets too damaged it heads for a jump gate. My BC follows in pursuit only to jump to the exact spot as the fleeing ship, blowing out half it's hull in the collision.A slight random factor in the jump destinations might make this go away.[This message has been edited by Steve Schacher (edited 10-16-2000).]
Tyrn Posted October 16, 2000 Report Posted October 16, 2000 quote:Originally posted by Supreme Cmdr: Thats not a bug. Its a bad command decision.Sorry, should have made myself more clear there. Too often we blame the developer for our own mistakes because it's just too easy to do so. This was clearly (after I looked at it with a bit more experience) not a bug but a misunderstanding on my part with what was really happening.Steve, it's really not an anomoly (wishing I had a white board). Two shuttles 1km distant from each other plot a hyperjump to my BC. Each shuttle wants to exit the jump at ~3.5km from the BC, that 3.5km distance creates a nice ellipsoid around the BC. Trace a line from the two shuttles to the nearest point on that ellipsoid around the BC and you'll quickly see that a trip of 13000km puts those shuttles right inside each other. Even if a random +/-1km is added to the jump equation with four shuttles in close proximity you're still bound to lose at least two.The real fix is even simpler: If the ships are in close proximity to each other, issue the RTB to each ship individually with a one second break between orders. Guaranteed no crashes then.CORRECTION: It's IC's that like the 3.5km range. Shuttles tend to come in around 1km, if I remember correctly.------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester[This message has been edited by Tyrn (edited 10-16-2000).]
Steve Schacher Posted October 16, 2000 Report Posted October 16, 2000 quote:The real fix is even simpler: If the ships are in close proximity to each other, issue the RTB to each ship individually with a one second break between orders. Guaranteed no crashes then. True, but then it defeats the purpose of the BC global order for all interceptors/shuttles/ships to RTB. Why have that command if it causes all ships to jump to the same point and then explode?Of course, when your ships are all over the region, then they won't jump to the same point on RTB. But when they are near each other (like if IC2 is defending IC1), then they might.
Tyrn Posted October 16, 2000 Report Posted October 16, 2000 quote:Originally posted by Steve Schacher: True, but then it defeats the purpose of the BC global order for all interceptors/shuttles/ships to RTB. Why have that command if it causes all ships to jump to the same point and then explode? Because a Commander must know what tools he has available and when he can and cannot use them. quote:Originally posted by Steve Schacher: Of course, when your ships are all over the region, then they won't jump to the same point on RTB. But when they are near each other (like if IC2 is defending IC1), then they might.And you make my point perfectly. Scattered across the system, call them all in at the same time. In the IC scenario above, issue RTB to IC1 and IC2 will follow IC1 and there should be no collisions. After the jump issue an all craft RTB.------------------ Commander Tyrn Marcel GCV Falcon, Wraith HQ (Lyrius) Wing Leader - Wraith Fleet/S.O.G. Fast, Furious... FIRST!" Official BCM Beta Tester
Cruis.In Posted October 17, 2000 Report Posted October 17, 2000 im definitely taking note. ------------------ Captain Cruis In ICV St. Helens, Sygan Starstation (Sygan) CEO, Sygan Starstation Balor Fleet"You can only love or hate something you truly understand"
Supreme Cmdr Posted October 17, 2000 Report Posted October 17, 2000 quote:The real fix is even simpler: If the ships are in close proximity to each other, issue the RTB to each ship individually with a one second break between orders. Guaranteed no crashes then. I have no control over the behavior of the NPCs once, nor their flight dynamics.Even if I did, you can't just add a random number because there is no seed value to use.The distance from target at which a jumping entity emerges is dependent on the size of the target. eg a BC will stop closer to a jump gate than it would a planet.NPCs, like human players, have no idea whats on the other side of a hyperjump until they emerge. So, they can and will collide under these circumstance. Tyrn describes this perfectly.NPC colliding under normal circumstances are a completely different matter altogether. They are usually going too fast to engage an evasive profile. I plan on doing something about this at some point because I can still see it happening in BCM in some cases.
Aleksey Kichigin Posted October 17, 2000 Author Report Posted October 17, 2000 quote:NPCs, like human players, have no idea whats on the other side of a hyperjump until they emerge. So, they can and will collide under these circumstance.IMHO I think its good, cause this thing bring to this game more realism... This game is Not only "shoot at enemy", but with this thing you run the risk while flying through a space... and you can feel it! Actually spaceflight is not only a milk run! Its also make more realism for some RPG stories, such as we creat together - where present a fact of the collisions. For example look at this story, located there at Station Communications/Archives/Late One Night...... I think it great! [This message has been edited by Aleksey Kichigin (edited 10-17-2000).]
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now