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PostPosted: Mon Jan 14, 2013 1:53 pm 
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Apologies if these has been answered previously before, I have used the search function but am not getting much joy. During combat and with the opposing ship on bang on target I have noticed that I may get a few hits in before I am being thrown off target, the opposing ship seems to jump a few inches out of target. As an avid Elite player on the BBC, C64 on PC emulated versions and having never experienced this before I am finding this very frustrating. I was just wondering if anyone could shed any light on this. I am running this on OS X 10.6.8
Many thanks for any help you can give.


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PostPosted: Mon Jan 14, 2013 2:20 pm 
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Hi Shortie and welcome. It may be because the NPC ships don't just sit conveniently in your sights anymore - they dodge around a little.

Re the search function: you may find this helpful in future.

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PostPosted: Mon Jan 14, 2013 2:41 pm 
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Thank's for your reply El Viejo, much appreciated - I will check out your link re the search function.

Having just played again my issue seems like some kind of bug - it seems something is contantly throwing me off target by about 3 inches of screen space. There does not seem to be any pattern with this and it seems to be a random occurance with differing NPC ships.


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PostPosted: Mon Jan 14, 2013 2:45 pm 
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... it seems something is contantly throwing me off target by about 3 inches of screen space. There does not seem to be any pattern with this and it seems to be a random occurance with differing NPC ships.
No, that doesn't sound right... which version of Oolite are you running, btw?

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PostPosted: Mon Jan 14, 2013 2:57 pm 
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1.77

I will re-install and see if that solves the issue.


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PostPosted: Mon Jan 14, 2013 3:24 pm 
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Hi Shortie, and welcome aboard!

Are you using the keyboard or a joystick/controller when you play?

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PostPosted: Mon Jan 14, 2013 3:36 pm 
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Hi there and thanks for taking the time to reply. I'm using the keyboard and also using a 'Classic Keyboard' OXP.


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PostPosted: Mon Jan 14, 2013 3:39 pm 
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Ok.. just wanted to eliminate the possibility that a dicky controller might have been sending spurious short movement signals. I hope the re-install works for you.

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Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied


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PostPosted: Wed Jan 16, 2013 1:09 pm 
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Hi, Shortie!

I'm not certain whether this applies to what you're seeing, but Oolite has occasional hiccups, mostly when there is much action, and many new entities are added, which of course happens regularly during battles, when explosion effects and debris and stuff like that are constantly created.

During such a hiccup Oolite is non-responsive for a fraction of a second, but the game simulation actually continues. That means that, if you happened to climb or roll when the hiccup started, your ship continues its movement while the screen is frozen for a fraction of a second. When the hiccup ends, you appear to "jump" to a new position, usually overshooting the movement that you just started by a good amount.

Now, those hiccups are supposed to be less frequent in the 1.77 deployment version than they were in previous versions. What you could do is to press SHIFT-F to display the frame rate Oolite currently runs under. How big is it in the situation you describe? And does it jerk between a reasonable number (at least 60 during smooth gameplay, at least 30 in heated battle situations) and a much lower number when your problem occurs? This would point to either your CPU or your GPU having a hard time, which would most likely be the result of one or more graphics-heavy OXPs giving them too much work.

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PostPosted: Wed Jan 16, 2013 2:48 pm 
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* deleted embarrassingly stupid remark *

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Last edited by Diziet Sma on Wed Jan 16, 2013 5:19 pm, edited 1 time in total.

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PostPosted: Wed Jan 16, 2013 2:53 pm 
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What you could do is to press SHIFT-F to display the frame rate Oolite currently runs under.
But first you need to pause the game...
Que? You only needed the pause to alter the now-missing TAF - frame rate needs it not.

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PostPosted: Wed Jan 16, 2013 2:59 pm 
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What you could do is to press SHIFT-F to display the frame rate Oolite currently runs under.
But first you need to pause the game...
Que? You only needed the pause to alter the now-missing TAF - frame rate needs it not.
Yes, shift-f works during normal play.

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£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!


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PostPosted: Wed Jan 16, 2013 5:18 pm 
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:oops: :oops: :oops:

Anyone know where I can trade in this brain for a new one? I think it's wearing out.

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Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied


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PostPosted: Thu Jan 17, 2013 6:40 am 
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Quote:
During combat and with the opposing ship on bang on target I have noticed that I may get a few hits in before I am being thrown off target, the opposing ship seems to jump a few inches out of target.
Huh? :shock: I'm also experiencing something similar: when I hit a ship, it sometimes gets "pushed" quickly to one side. I think this happens mostly with pretty small ships, especially with the ... aaawwk :roll: can't remember the name, but it's an oxp ship, very small, very fast, very hard to hit (the exhaust seems to be placed a little wrong), seemingly a good energy recharge rate, overall: very nasty.* Looks a little bit like Boba Fett's Ship...
Quote:
:oops: :oops: :oops:

Anyone know where I can trade in this brain for a new one? I think it's wearing out.
LOL :lol: same problem here!! :wink:

I've thought that the effect was on purpose, like that the small ships are having so little mass that the erm.. "phasers" push them away. But now that I think again, the weapons are lasers and therefore should have no kinetic impact... :cry:

*The best way I was able to kill them is firing a Missile on them. This makes them activate their ECM, but at the same time, they stop, so I can get very close and fire a plasma torpedo :twisted:

EDIT: I've found the ship in the wiki: It's the [wiki]Mugger[/wiki]! Energy recharge rate 10?!? :shock: :!: No wonder it's so hard to kill... :x

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PostPosted: Fri Jan 18, 2013 2:03 pm 
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During combat and with the opposing ship on bang on target I have noticed that I may get a few hits in before I am being thrown off target, the opposing ship seems to jump a few inches out of target.
Huh? :shock: I'm also experiencing something similar: when I hit a ship, it sometimes gets "pushed" quickly to one side.
This would be expected, if you happen to destroy a subentity. So it wouldn't be your lasers, but the partial explosion of the ship that pushes the rest of the ship away. Happens for instance if you shoot off one of the nacelles of an Imperial Courier.

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