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PostPosted: Tue May 09, 2017 11:06 pm 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 0.0.7 has been released. In this version:
  • Better logic for determining if a pirate ship has just been destroyed.
  • Added a "+/-" indicator on the Range Finder MFD, to make it clearer in which direction the player is moving in relation to the target.

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PostPosted: Sat May 13, 2017 8:56 pm 
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Joined: Mon Nov 14, 2016 10:16 am
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Location: Canary Islands (spain)
Hi!
"Pirate hunt" missions are now working better!!!!


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PostPosted: Thu Jun 01, 2017 12:49 pm 
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---- E L I T E ----
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Joined: Wed Feb 21, 2007 11:52 pm
Posts: 3006
Location: On a famous planet
Tried the stranded ship mission yesterday. After having found the ship with the range finder I moved in. I dropped 1 ton of machinery near the ship but nothing happened. Tried to poke the ship and also tried with the comms oxp to greet the ship in the hope that it would be moving. Eventually tried shooting it. None of these actions had the result that the stranded ship would scoop the machinery and move on.

Am I doing something wrong or is this mission broken?

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PostPosted: Thu Jun 01, 2017 8:18 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
It sounds like I've broken it somewhere. I'll investigate and get back to you.

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PostPosted: Thu Jun 01, 2017 8:34 pm 
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Location: On a famous planet
ok thnx :)

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PostPosted: Thu Jun 01, 2017 11:01 pm 
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
And, yep, there are bugs. A couple of them, actually. I did a couple of tests: in the first one, the stricken ship was able to scoop the cargo and fly off; in the second the cargo just circled around the stricken ship, never getting close enough for it to complete the process. I've done some tweaks, and once I get another chance to test it, I'll get an update out.

Thanks for your help with this!

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PostPosted: Fri Jun 02, 2017 11:33 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
OK, version 0.0.8 is now available from the wiki or links in the first post. In this version:
  • Better logic for determining what is a witchpoint buoy.
  • Better client name generation using PhraseGen tool.
  • Fixed minor text issue with the "decline mission" for escape pod messages.
  • No mission accept/complete confirmation emails will be sent for secondary missions when the source of the mission is an NPC from an escape pod or a ship.
  • If player ejects escape pod while in pod occupant is communicating, conversation will stop and mission offering will be correctly terminated.
  • Fixed error when scooping escape pod with no "crew" set (ie equivalent to scooping 1t slaves)
  • Improved robustness of "Rescue Stricken Ship" missions.
  • Fixed issue where stricken ships were not communicating with player correctly.
  • Fixed error when firing on the stricken ship after it was repaired.

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PostPosted: Sun Jun 18, 2017 7:50 pm 
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Took a Collect data cache mission in Ontiat. Get in system, find comm relay signal, fly way out there to the relay. Three Offenders await me and attack on sight. After several tries (still pretty new to the game) I manage to blow them all up and scoop one escape pod. But I can't figure out the data cache bit.

When I target the comm relay I get no options under Broadcast Comms. I presume this is how I would transmit my unlock code. Is this where I find the cache or do I have more flying around to do. Or could this just be a bug?


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PostPosted: Sun Jun 18, 2017 8:04 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
You should get Broadcast Comms options when you target the relay, so it might be a bug. I'll check shortly and get back to you.

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PostPosted: Sun Jun 18, 2017 10:49 pm 
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
I just tested the same scenario, fly to cache, get attacked by goon squad, fight them off. However, when I target the data cache I get a "Transmit passcode" as an option on Broadcast Comms. Do you have a save file I can examine that might help track down the cause?

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PostPosted: Mon Jun 19, 2017 6:07 pm 
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Unfortunately I decided to restart. I figured the problem was introduced by adding OXP's with an existing save.

So I started over and things seem to be working as expected. I haven't been offered the same kind of mission yet, but I'll let you know (and preserve the save!) if it doesn't work again.

Thank you for checking it out.


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