Damn, got 1 transport stuck in a tradelane while testing so far, after 1.33 hours of testing. I only changed npc spawn hex values(10 k) and npc scanner range and zone size(made bigger), so I guess this is kinda native FL bug.
I tested it with molly patrol encounters set to 0(means no hostiles to trading factions were spawned). Leaving all the system encounters as they are no real stuck(and flying in circles) gets noticeable, 'cos after spotting a hostile they initiate all their actions again and dock ok.
Will try with increased speeds now.
Also one is flying circles at cruise speed(though my observations show that somehow they stop it after some time). I thought that it happened because of increased cruise speed, but seems like it is not, so I think this is also a native freelancer bug. It is unnoticeable because this way ships usually get beyond 2.5k radar limit and disappear, but when 10k it can be noticed from timt to time.
tested it in new london system, pop_newlondon zone.
So my thoughts to 100% prevent it without relying on hostile npc spawning:
1.) remove cruise from spawning option to area_trade encounters(may prevent circles?)
2.)Make a hostil-to-all npc encounter, give it a ship with a mounted cloack(so that only npcs could see it) and a fuse that will destroy the ship in a couple of seconds without any effect. So that stations wan’t have time to rumble this"attention all ships in the area blah blah", npcs won’t go crazy( just stop their circle flying and tradelane stuck) and danger music won’t play.
Any thoughts and comments please?