Npc tradelane entering bug
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Sometimes when npc trade convoys(freighters with fighter escorts, area_trade_freighter encounter is active in pop zone) enter a tradelane they just freeze without moving with tradelane initiation effect on(not tradelane travel effect, but tradelane initiation effect, seems like they just can’t enter). I can still enter tradelane, other npc can also enter.
So far I can’t make any conclusions. This can happen to different factions, different tradelanes. testing now to find out.
I’ve changed ship speeds to be 200m/s. It happens not always.Any Ideas??? maybe formations? base factions? though I didn’t change formations and base factions.
Maybe an original FL bug?
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Damn, it really is ship speed. concerning transports and trains. changed the speed of transports and trains to original values = they don’t get stuck, they used to do it very often.
Left the speed of freighters at 200m/s, saw 1 got stuck, but in general they don’t , it’s ok, tradelane is accessible.Any ideas why this happens and how to solve this?
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Basically the AI can’t cope with drastic changes to ship speed & handling.
Freighters & bigger are slow at turning, increase their speed and they struggle to turn to catch thier pre calculated flight paths or dock point. End result is either they fly around in big circles or they just sit there trapped in a calculation loop. Fighters are probably the only ones that can get away with that kind of change, as they can turn a lot sharper than the other classes. -
I guess you just wanted to say “make them turn faster” lol.
Thanks. Will try to play around with it a bit.
Will try to change their type to fighter to check it out(though it doesn’t suit me, just to check it).
BTW, they really start making circles sometimes. So i guess you are right.
Thanks.
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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?