Trunk nightly

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spara
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Re: Trunk nightly

Post by spara » Thu Jun 26, 2014 2:51 pm

There are multiple instances (in oolite_template_cobra3-trader, oolite_template_cobra3-alternate and oolite_template_morayMED) of sunskim-trader in the shipdata.plist although it's no longer used.

Edit: Along with some instances of hermit-ship...

Edit2: Are they left in for compatibility?

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Re: Trunk nightly

Post by cim » Thu Jun 26, 2014 4:37 pm

spara wrote:Edit2: Are they left in for compatibility?
Yes - core doesn't use them any more, but OXPs might.

This morning's build has slightly better AI debugging from the entity dump, if anything else odd comes up there ... as far as the "stuck" docking ships go, just imagine for now that the pilot is new and has frozen up in front of the dock. It's on my list to do something about, but I don't want to mess with the mostly-working docking code any more during the freeze as the fix for it requires a fair bit of reworking.

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Re: Trunk nightly 1.80.0.5821-140625-4d4f10f

Post by Diziet Sma » Sat Jun 28, 2014 8:50 am

Cody wrote:While awaiting clearance at Quonbi - I was fifth in the queue - three Vipers launched, followed by this Cobra Mk III. It came to a dead-stop close to the flight path and just sat there, doing nothing. Occasionly, its engines flickered briefly and it shifted angle, then it returned to loiter mode.
A similar thing happened to me last night..

At Texebi (G2) I escorted a trader in, and watched while he docked before requesting a docking slot myself.. got told it might be a while, since they were pretty busy. I sat there watching, and a Griffin launched, then, 1-2 kms out from the slot, stopped dead and just sat there. After a while, it moved a little, but stopped again, still too close to the dock-line for another ship to launch. (I could tell because the dock landing-lights stayed red) After a couple of minutes it moved another tiny amount before stopping and having another think.

After about 5 minutes of this, it finally cleared the line enough for more ships to launch, and half a dozen popped out in short order.

I took 4 dump_states of it, both when stationary and moving.. hopefully there's something useful in them.

Code: Select all

09:06:17.485 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27775.9, -105973, 615569) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  09:06:17.485 [dumpState.entity]: Universal ID: 601
  09:06:17.485 [dumpState.entity]: Scan class: CLASS_NEUTRAL
  09:06:17.485 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  09:06:17.485 [dumpState.entity]: Position: (27775.9, -105973, 615569)
  09:06:17.485 [dumpState.entity]: Orientation: (-0.924867 - 0.311913i - 0.214385j - 0.0370151k)
  09:06:17.485 [dumpState.entity]: Distance travelled: 1256.46
  09:06:17.485 [dumpState.entity]: Energy: 130 of 130
  09:06:17.485 [dumpState.entity]: Mass: 53756.4
  09:06:17.485 [dumpState.entity]: Owner: self
  09:06:17.485 [dumpState.entity]: Flags: isShip, isSunlit
  09:06:17.485 [dumpState.entity]: Collision Test Filter: 0
  09:06:17.485 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
  09:06:17.485 [dumpState.shipEntity]: Name: Griffin Mk I
  09:06:17.485 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
  09:06:17.486 [dumpState.shipEntity]: Roles: <OORoleSet 0x3894940>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
  09:06:17.486 [dumpState.shipEntity]: Primary role: trader
  09:06:17.486 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
  09:06:17.486 [dumpState.shipEntity]: Subentity count: 2
  09:06:17.486 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  09:06:17.486 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  09:06:17.486 [dumpState.shipEntity]: Destination: (27848.9, -106100, 615431)
  09:06:17.486 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  09:06:17.486 [dumpState.shipEntity]: Waypoint count: 0
  09:06:17.486 [dumpState.shipEntity]: Desired speed: 0
  09:06:17.486 [dumpState.shipEntity]: Thrust: 28
  09:06:17.486 [dumpState.shipEntity]: Fuel: 35
  09:06:17.486 [dumpState.shipEntity]: Fuel accumulator: 1
  09:06:17.486 [dumpState.shipEntity]: Missile count: 2
  09:06:17.486 [dumpState.shipEntity.ai]: AI:
    09:06:17.486 [dumpState.ai]: State machine name: nullAI.plist
    09:06:17.486 [dumpState.ai]: Current state: GLOBAL
    09:06:17.487 [dumpState.ai]: Next think time: 4676.03
    09:06:17.487 [dumpState.ai]: Next think interval: 0.125
  09:06:17.487 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  09:06:17.487 [dumpState.shipEntity]: Frustration: 0
  09:06:17.487 [dumpState.shipEntity]: Success factor: 0
  09:06:17.487 [dumpState.shipEntity]: Shots fired: 0
  09:06:17.487 [dumpState.shipEntity]: Time since shot: 163.013
  09:06:17.487 [dumpState.shipEntity]: Spawn time: 957.159 (177.552 seconds ago)
  09:06:17.487 [dumpState.shipEntity]: Hull temperature: 60
  09:06:17.487 [dumpState.shipEntity]: Heat insulation: 1
  09:06:17.487 [dumpState.shipEntity]: Flags: isFrangible


09:07:05.906 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27608.8, -105929, 615923) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  09:07:05.906 [dumpState.entity]: Universal ID: 601
  09:07:05.906 [dumpState.entity]: Scan class: CLASS_NEUTRAL
  09:07:05.906 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  09:07:05.906 [dumpState.entity]: Position: (27608.8, -105929, 615923)
  09:07:05.906 [dumpState.entity]: Orientation: (-0.974527 + 0.0544671i - 0.212772j + 0.0453805k)
  09:07:05.906 [dumpState.entity]: Distance travelled: 1658.61
  09:07:05.906 [dumpState.entity]: Energy: 130 of 130
  09:07:05.906 [dumpState.entity]: Mass: 53756.4
  09:07:05.906 [dumpState.entity]: Owner: self
  09:07:05.906 [dumpState.entity]: Flags: isShip, isSunlit
  09:07:05.906 [dumpState.entity]: Collision Test Filter: 0
  09:07:05.906 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
  09:07:05.906 [dumpState.shipEntity]: Name: Griffin Mk I
  09:07:05.906 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
  09:07:05.907 [dumpState.shipEntity]: Roles: <OORoleSet 0x5759ce0>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
  09:07:05.907 [dumpState.shipEntity]: Primary role: trader
  09:07:05.907 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
  09:07:05.907 [dumpState.shipEntity]: Subentity count: 2
  09:07:05.907 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  09:07:05.907 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  09:07:05.907 [dumpState.shipEntity]: Destination: (27691.7, -105913, 615742)
  09:07:05.907 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  09:07:05.907 [dumpState.shipEntity]: Waypoint count: 0
  09:07:05.907 [dumpState.shipEntity]: Desired speed: 0
  09:07:05.907 [dumpState.shipEntity]: Thrust: 28
  09:07:05.907 [dumpState.shipEntity]: Fuel: 35
  09:07:05.907 [dumpState.shipEntity]: Fuel accumulator: 1
  09:07:05.907 [dumpState.shipEntity]: Missile count: 2
  09:07:05.907 [dumpState.shipEntity.ai]: AI:
    09:07:05.907 [dumpState.ai]: State machine name: nullAI.plist
    09:07:05.907 [dumpState.ai]: Current state: GLOBAL
    09:07:05.907 [dumpState.ai]: Next think time: 4676.03
    09:07:05.908 [dumpState.ai]: Next think interval: 0.125
  09:07:05.908 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  09:07:05.908 [dumpState.shipEntity]: Frustration: 0
  09:07:05.908 [dumpState.shipEntity]: Success factor: 0
  09:07:05.908 [dumpState.shipEntity]: Shots fired: 0
  09:07:05.908 [dumpState.shipEntity]: Time since shot: 211.439
  09:07:05.908 [dumpState.shipEntity]: Spawn time: 957.159 (225.978 seconds ago)
  09:07:05.908 [dumpState.shipEntity]: Hull temperature: 60
  09:07:05.908 [dumpState.shipEntity]: Heat insulation: 1
  09:07:05.908 [dumpState.shipEntity]: Flags: isFrangible


09:07:21.882 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27587.5, -105948, 615972) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  09:07:21.882 [dumpState.entity]: Universal ID: 601
  09:07:21.882 [dumpState.entity]: Scan class: CLASS_NEUTRAL
  09:07:21.882 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  09:07:21.882 [dumpState.entity]: Position: (27587.5, -105948, 615972)
  09:07:21.882 [dumpState.entity]: Orientation: (-0.952644 + 0.212456i - 0.20254j + 0.0794275k)
  09:07:21.882 [dumpState.entity]: Distance travelled: 1715.56
  09:07:21.882 [dumpState.entity]: Energy: 130 of 130
  09:07:21.882 [dumpState.entity]: Mass: 53756.4
  09:07:21.882 [dumpState.entity]: Owner: self
  09:07:21.882 [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit
  09:07:21.882 [dumpState.entity]: Collision Test Filter: 0
  09:07:21.882 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
  09:07:21.882 [dumpState.shipEntity]: Name: Griffin Mk I
  09:07:21.882 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
  09:07:21.883 [dumpState.shipEntity]: Roles: <OORoleSet 0x3de8910>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
  09:07:21.883 [dumpState.shipEntity]: Primary role: trader
  09:07:21.883 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
  09:07:21.883 [dumpState.shipEntity]: Subentity count: 2
  09:07:21.883 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_FROM_DESTINATION
  09:07:21.883 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  09:07:21.883 [dumpState.shipEntity]: Destination: (27608.8, -105929, 615923)
  09:07:21.883 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  09:07:21.883 [dumpState.shipEntity]: Waypoint count: 0
  09:07:21.883 [dumpState.shipEntity]: Desired speed: 230
  09:07:21.883 [dumpState.shipEntity]: Thrust: 28
  09:07:21.883 [dumpState.shipEntity]: Fuel: 35
  09:07:21.883 [dumpState.shipEntity]: Fuel accumulator: 1
  09:07:21.883 [dumpState.shipEntity]: Missile count: 2
  09:07:21.883 [dumpState.shipEntity.ai]: AI:
    09:07:21.883 [dumpState.ai]: State machine name: nullAI.plist
    09:07:21.883 [dumpState.ai]: Current state: GLOBAL
    09:07:21.884 [dumpState.ai]: Next think time: 4676.03
    09:07:21.884 [dumpState.ai]: Next think interval: 0.125
  09:07:21.884 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  09:07:21.884 [dumpState.shipEntity]: Frustration: 0
  09:07:21.884 [dumpState.shipEntity]: Success factor: 0
  09:07:21.884 [dumpState.shipEntity]: Shots fired: 0
  09:07:21.884 [dumpState.shipEntity]: Time since shot: 227.409
  09:07:21.884 [dumpState.shipEntity]: Spawn time: 957.159 (241.949 seconds ago)
  09:07:21.884 [dumpState.shipEntity]: Hull temperature: 60
  09:07:21.884 [dumpState.shipEntity]: Heat insulation: 1
  09:07:21.884 [dumpState.shipEntity]: Flags: isFrangible


09:07:23.197 [dumpState]: State for <ShipEntity 0x931a180>{"Griffin Mk I" position: (27557.6, -105989, 616043) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  09:07:23.197 [dumpState.entity]: Universal ID: 601
  09:07:23.197 [dumpState.entity]: Scan class: CLASS_NEUTRAL
  09:07:23.197 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  09:07:23.197 [dumpState.entity]: Position: (27557.6, -105989, 616043)
  09:07:23.197 [dumpState.entity]: Orientation: (-0.948101 + 0.23189i - 0.200873j + 0.0835523k)
  09:07:23.197 [dumpState.entity]: Distance travelled: 1802.47
  09:07:23.197 [dumpState.entity]: Energy: 130 of 130
  09:07:23.197 [dumpState.entity]: Mass: 53756.4
  09:07:23.197 [dumpState.entity]: Owner: self
  09:07:23.197 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit
  09:07:23.197 [dumpState.entity]: Collision Test Filter: 0
  09:07:23.197 [dumpState.shipEntity]: Type: rhs_mark_griffin1_shipset
  09:07:23.198 [dumpState.shipEntity]: Name: Griffin Mk I
  09:07:23.198 [dumpState.shipEntity]: Display Name: Griffin Mk I: Gilroy's Gorilla VII
  09:07:23.198 [dumpState.shipEntity]: Roles: <OORoleSet 0x5633630>{[rhs_mark_griffin1_shipset] pirate-medium-fighter(0.05) trader trader-courier(0.05) trader-smuggler(0.05)}
  09:07:23.198 [dumpState.shipEntity]: Primary role: trader
  09:07:23.198 [dumpState.shipEntity]: Script: <OOJSScript 0xf9b7040>{"rh-mark-shipset" version 1.7}
  09:07:23.198 [dumpState.shipEntity]: Subentity count: 2
  09:07:23.198 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  09:07:23.198 [dumpState.shipEntity]: Target: <StationEntity 0x3a566c0>{"Coriolis Station" "Coriolis Station" position: (28284.8, -107688, 614738) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  09:07:23.198 [dumpState.shipEntity]: Destination: (27608.8, -105929, 615923)
  09:07:23.198 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  09:07:23.198 [dumpState.shipEntity]: Waypoint count: 0
  09:07:23.198 [dumpState.shipEntity]: Desired speed: 0
  09:07:23.198 [dumpState.shipEntity]: Thrust: 28
  09:07:23.198 [dumpState.shipEntity]: Fuel: 35
  09:07:23.198 [dumpState.shipEntity]: Fuel accumulator: 1
  09:07:23.198 [dumpState.shipEntity]: Missile count: 2
  09:07:23.198 [dumpState.shipEntity.ai]: AI:
    09:07:23.199 [dumpState.ai]: State machine name: nullAI.plist
    09:07:23.199 [dumpState.ai]: Current state: GLOBAL
    09:07:23.199 [dumpState.ai]: Next think time: 4676.03
    09:07:23.199 [dumpState.ai]: Next think interval: 0.125
  09:07:23.199 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  09:07:23.199 [dumpState.shipEntity]: Frustration: 0
  09:07:23.199 [dumpState.shipEntity]: Success factor: 0
  09:07:23.199 [dumpState.shipEntity]: Shots fired: 0
  09:07:23.199 [dumpState.shipEntity]: Time since shot: 228.739
  09:07:23.199 [dumpState.shipEntity]: Spawn time: 957.159 (243.269 seconds ago)
  09:07:23.199 [dumpState.shipEntity]: Hull temperature: 60
  09:07:23.199 [dumpState.shipEntity]: Heat insulation: 1
  09:07:23.199 [dumpState.shipEntity]: Flags: isFrangible
I daresay there were ongoing problems of some sort, because when I returned to the station a couple of realtime hours later (long unfruitful RH hunt) I found a huge number of ships all wandering about the area, apparently waiting to dock.. going by the Station Beacon name, someone had trashed the original beacon, as well..

Image
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Re: Trunk nightly

Post by cim » Sat Jun 28, 2014 10:17 am

Hmm... I think I know what's happening there: side-effect from fixing a previous bug which rammed the ships into the station if the docking routine was interrupted. Should only happen if a ship gets a launch-then-immediately-dock loop in its AI, which also shouldn't happen... Unfortunately the entity dumps are basically useless for debugging the JS AI - you really need to use the debug console for that.

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Re: Trunk nightly

Post by Diziet Sma » Sat Jun 28, 2014 1:42 pm

cim wrote:Unfortunately the entity dumps are basically useless for debugging the JS AI - you really need to use the debug console for that.
Is that something you could post instructions on what needs to be done, or is it the kind of thing best done by someone such as yourself?
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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Re: Trunk nightly

Post by cim » Sat Jun 28, 2014 1:55 pm

It's fairly easy to get the debugging information out of the AI - target the ship, then in the debug console, do

Code: Select all

PS.target.AIScript.oolite_priorityai.setParameter("oolite_flag_behaviourLogging",true);
That'll then output its thought processes every time the AI runs. PS.target.AIScript will tell you which JS AI is in use.

Other potentially useful properties for debugging docking: PS.target.dockingInstructions, PS.target.homeSystem, PS.target.destinationSystem, PS.target.cargoList and PS.target.primaryRole
Last edited by cim on Sat Jun 28, 2014 2:21 pm, edited 1 time in total.

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Re: Trunk nightly

Post by Diziet Sma » Sat Jun 28, 2014 2:17 pm

Thanks.. I've printed that out for easy reference in future.
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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Re: Trunk nightly

Post by Neelix » Sat Jun 28, 2014 3:23 pm

That sounds like something I noticed and posted about in another thread:
Neelix wrote:What I've seen is that ships in one of the new roles that spawn in 1.80 (not sure which, just that it's one of the new roles that randomshipnames.OXP doesn't give names to, and spawns ships with a clean legal record) will gravitate toward me and follow me around like lost puppies.. (not doing anything either useful or threatening mind you, just getting in the way if I slow down for things like scooping a bunch of cargo pods, but not scooping themselves as best I could tell) I really don't understand what the point of it is.
So if I'm parked off the docking lane, these ships will do the same, tending to stay about 4k away from me. Sometimes they will move around me, moving towards me and away again.

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Re: Trunk nightly

Post by cim » Sat Jun 28, 2014 3:26 pm

Neelix wrote:That sounds like something I noticed and posted about in another thread:
That's a very different behaviour - and entirely intentional. Slightly odd that's all they're doing, though - what sort of ship are you flying?

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Re: Trunk nightly

Post by Neelix » Sat Jun 28, 2014 3:48 pm

cim wrote:
Neelix wrote:That sounds like something I noticed and posted about in another thread:
That's a very different behaviour - and entirely intentional. Slightly odd that's all they're doing, though - what sort of ship are you flying?
I'm flying an Iron-ass Cobby III... I was originally intending to trade her for a BCC for the additional cargo space once I had the funds to do so, but once I got a good enough contract reputation to carry metals and gems it seemed somewhat less important, and I now find myself reluctant to part with her. :-)

So what is the point of this observed NPC behavior? because I'm completely baffled... It's even more irritating if you have the telescope OXP installed (which I no longer do) because then they can and will track you down even after you've injected away and used the jump drive to get some distance...

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Re: Trunk nightly

Post by Cody » Sat Jun 28, 2014 3:49 pm

Are you running parcel contracts?
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Re: Trunk nightly

Post by Stormrider » Sat Jun 28, 2014 3:53 pm

cim wrote: Should only happen if a ship gets a launch-then-immediately-dock loop in its AI
Yes, last night I saw a python launch, sit in/near the docking lane for about a minute, then turned around and dock. I wasn't in the queue, was waiting to hitch a ride. I did an entity dump but it is practically identical to the ones Dizzie posted.
cim wrote:Code:
PS.target.AIScript.oolite_priorityai.setParameter("oolite_flag_behaviourLogging",true);

That'll then output its thought processes every time the AI runs. PS.target.AIScript will tell you which JS AI is in use.

Other potentially useful properties for debugging docking: PS.target.dockingInstructions, PS.target.homeSystem, PS.target.destinationSystem, PS.target.cargoList and PS.target.primaryRole
Thanks cim, I'll try this if I see any more of these idlers.
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Re: Trunk nightly

Post by Neelix » Sat Jun 28, 2014 4:06 pm

Cody wrote:Are you running parcel contracts?
ahhh, yes I am... but I still don't see the connection... If they were trying to ambush me for a package I'm carrying shouldn't they attack? At one point I found myself with several Cobby III's and a few Cobby I's all loitering around me... but that's all they do. Once I had lead them well away from the aegis I fired on one to see what would happen... I had to take 2 of them out at that point, but the rest just continued loitering without getting involved.

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Re: Trunk nightly

Post by cim » Sat Jun 28, 2014 4:11 pm

Neelix wrote:So what is the point of this observed NPC behavior?
The point is to wait until you're alone or distracted, then attack you. If you're in the aegis, they'll wait until you leave it.

There does seem to be a bug that in certain situations they might decide to follow you all the way out of the system even if there's a perfectly good opportunity before then, though. Do you have any OXPs installed that add stations near the witchpoint?

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Joined: Sat May 31, 2014 9:02 pm
Location: Melbourne, Australia

Re: Trunk nightly

Post by Neelix » Sat Jun 28, 2014 5:02 pm

cim wrote:
Neelix wrote:So what is the point of this observed NPC behavior?
The point is to wait until you're alone or distracted, then attack you. If you're in the aegis, they'll wait until you leave it.

There does seem to be a bug that in certain situations they might decide to follow you all the way out of the system even if there's a perfectly good opportunity before then, though. Do you have any OXPs installed that add stations near the witchpoint?

Nothing that adds stations, no. Here's the list from my latest.log
Traffic Control and towbar have been added since I noticed this behaviour. anything with -t at the end has been tweaked by me.
EDIT: UPS Courier is also newly installed and was not installed at the time of the encounters.

Code: Select all

    AddOns
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CargoShepherd.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CargoSpotter.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.CommandersLog.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.FlightLog.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.IronHide.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.cim.extracts-tre-clan.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.spara.navigation_mfd.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.CommonSenseOTB.ShieldEqualizer+Capacitors.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.cim.ships-library.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.WelcomeMat.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.TAP.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.spara.start_choices.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Svengali.CCL.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Norby.LogEvents.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Svengali.OXPConfig.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.cim.comms-pack-a.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.smivs.delightfulDocking.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.spara.market_observer.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.MilFuelInj.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.cim.shipset-compatibility.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.superbatprime.Ship's_Cat.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Switeck.Cargo-Contract-Mod.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.smivs.betterScreens.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Norby.Towbar.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.captsolo.solos-good-fortune.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.spara.ore_processor.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.Thargoid.TrafficControl.oxz
    ~/Oolite/ManagedAddOns/oolite.oxp.EricWalch.UPSCourier.oxz
    AddOns/accessoriesV2.2.oxp
    AddOns/BountyScannerv2.0.oxp
    AddOns/BountyStatus 1.00.oxp
    AddOns/display_reputation1.2.oxp
    AddOns/Escape_Capsule_Locator_1.4.1_2012-06-05-t.oxp
    AddOns/MilitaryTargettingSystemv1.oxp
    AddOns/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
    AddOns/randomshipnames1.4.oxp
    AddOns/RepairBots 2.09.oxp
    AddOns/Rock_Hermit_Locator1.3.3.oxp
    AddOns/Smivs'Shipset-SD-v4 .2_replace.oxp
    AddOns/SniperLockv1-t.oxp
    AddOns/Combat-HUDv2.1-t.oxp
Could it simply be that they are interfering with each other? ie They are each waiting for me to be alone, hanging around hoping that the others will leave? - so none ever does, and none ever acts... I have been attacked at the witchpoint by these supposedly clean ships... but I can't recall it happening anywhere else unless I started the fight.

- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]

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