CTD on Depot? Is bug in game or SDK 1.5b?
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Hi guys. I been start my mod work again (Yes, It’s started…again and again…) And i got a Very randomly CTD problem in SDK 1.5b file with few edit…
(Say strictly, the CTD problem will happen on ANY station, but the Depot is frequently than others)
So here is the setting i changed in SolarArch.ini
[Solar] nickname = depot ids_name = 261161 ids_info = 66150 type = STATION DA_archetype = solar\dockable\depot_lod.cmp material_library = solar\Solar_mat_dockable02.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 800, 1200, 2000, 15000 mass = 10000.0 loadout = depot open_sound = depot_open_sound close_sound = depot_close_sound docking_sphere = berth, HpDockMountA, 4.5, Sc_port dock open docking_sphere = berth, HpDockMountB, 4.5, Sc_starboard dock open docking_sphere = moor_large, HpDockMountC, 5.0 docking_sphere = moor_medium, HpDockMountD, 5.0 docking_sphere = moor_medium, HpDockMountE, 5.0 docking_camera = 0 solar_radius = 600 shape_name = NAV_depot hit_pts = 8837291.0 destructible = true
And about the ship setting, the system file and others is not yet plan to edit (I mean no change).
And if i use Freelancer’s native file(binied files), the probability of CTD will lower(But you know that is a question about probability so it’s not accurate). Is any other people got the same problem? Is any way to fix it? Thanks.
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It’s set to destructible which it shouldn’t be, so if it is destructible, what explosion or fuse are you using as there doesn’t seem to be one defined. With 8million hitpoints, it’s going to take forever to blow anyway.
If it is set to destructible, can i suggest this fuse from the random mission depot,
destructible = true
hit_pts = 4800 (bit low, i’d increase it)
fuse = pirate_base_explode_fuse, 0.000000, 1 -
@Gibbon: I will try this, create a new fuse without deathroot when test, Thanks for tell me about it, i never know that may cause bug before.
PS: About the hitpoint, I got same idea with TheDvDMan:)
I planed some weapons for large ship to destroy station (8m hp for small station and 20m for large station) . I test by myself to destroy a large station will take a half-hour with a fighter, or if you use a battleship, it’s only take about 5 minutes or less. Thanks wodka’s found so i can make station keep offline in 3hrs.
Split line
Here is some detail if FF not mind me to hijack myself’s topic LOL, Sorry FF.
Now:
Assuming a top level fighter can do 30,000 damage per second (maximum, ignore power and ammo).
A battleship should do 10 times damage of 30,000, so that is about 300,000/s (maximum too, ignore power and ammo).
A large station have 24000000 hp, so to destroy it, will need take24000000 / 300000 = 80 secs
So this not take very long time:). But this is ideal value, in reality will long than this time.
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With any destructible=true line, the next thing the game will look for is an explosion or fuse to go with it. Tha standard weapon platform fuse which if i remember right is on a number of things doesn’t work. Just shoot any weapon platform in game if you’re not on a mission and it simply sits there once the hull line has reached zero. I substituted the explosion for a docking ring explosion in my mod and now they all blow up as they should (or at least how i think they should lol)
The problem i’ve discovered by not attaching any explosion or fuse with the destructible=true line is the game enters a loop trying to find one and then simply crashes. Ships are the same at least in my experience. If you define one properly then it will blow, as simple as that. This might be the cause of your issue, certainly worth looking into imo.
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NeXoSE wrote:
Hi guys. I been start my mod work again (Yes, It’s started…again and again…) And i got a Very randomly CTD problem in SDK 1.5b file with few edit…(Say strictly, the CTD problem will happen on ANY station, but the Depot is frequently than others)
So here is the setting i changed in SolarArch.ini
[Solar] nickname = depot ids_name = 261161 ids_info = 66150 type = STATION DA_archetype = solar\dockable\depot_lod.cmp material_library = solar\Solar_mat_dockable02.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 800, 1200, 2000, 15000 mass = 10000.0 loadout = depot open_sound = depot_open_sound close_sound = depot_close_sound docking_sphere = berth, HpDockMountA, 4.5, Sc_port dock open docking_sphere = berth, HpDockMountB, 4.5, Sc_starboard dock open docking_sphere = moor_large, HpDockMountC, 5.0 docking_sphere = moor_medium, HpDockMountD, 5.0 docking_sphere = moor_medium, HpDockMountE, 5.0 docking_camera = 0 solar_radius = 600 shape_name = NAV_depot hit_pts = 8837291.0 destructible = true
And about the ship setting, the system file and others is not yet plan to edit (I mean no change).
And if i use Freelancer’s native file(binied files), the probability of CTD will lower(But you know that is a question about probability so it’s not accurate). Is any other people got the same problem? Is any way to fix it? Thanks.
So, very simple to solev. Save your mod where-ever, and then reinstall the game (uninstall, install) and try. Do you crash? Then install SDK - do you crash?
If not, then start moving forward with your mod, but only make one change at a time.
Since the problem isn’t limited to a single station, look elsewhere for the issue (however, not a clue in heck what changes you’ve made, so shooting entirely in the dark).
It is intermittent? Immediately I think of NPC’s. First thought is to remove all encounters for NPC’s inside the system file you are testing. However, with v.little to go on as to what’s been done, shooting in the dark I don’t know things like Gibbon is talking about, but I’m assuming that since it is elsewhere too, then for that to be the problem you must have changed all stations - which you haven’t said…
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Chips wrote:
It is intermittent? Immediately I think of NPC’s. First thought is to remove all encounters for NPC’s inside the system file you are testing. However, with v.little to go on as to what’s been done, shooting in the dark I don’t know things like Gibbon is talking about, but I’m assuming that since it is elsewhere too, then for that to be the problem you must have changed all stations - which you haven’t said…Hi Chips, I tried the depot on original games, it’s… also crashed but infrequent… I’m testing Gibbon’s solution. I dock and undock 20 times from depot without crash… But im not sure it fixed. I need waiting until October 1st (the National Day of China, so i have 4 days to rest LOL) to continue the test.