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Asked to land on an occupied landing pad #5703

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claudiusmueller opened this issue Jan 2, 2024 · 4 comments
Open

Asked to land on an occupied landing pad #5703

claudiusmueller opened this issue Jan 2, 2024 · 4 comments

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@claudiusmueller
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Observed behaviour

Trying to land at OPLI Contemplation (Barnard's Star), I was asked to land at a landing pad (#2) which was already occupied by a police cruiser (see screenshot). I was actually able to land on the pad next to the police cruiser just fine. But it was a bit surprising and might not work if I had a larger ship.

pioneer_debug

Expected behaviour

Expected the assigned landing pad to be free.

Steps to reproduce

Request landing in the attached save file. The assigned pad (even though all others are free) will be occupied by a police cruiser. The player ship is currently hovering above the pad.

My pioneer version (and OS):
pioneer version: 20231229 (97d7be6)
OS: openSUSE Leap 15.5

My output.txt (required) and game save (optional, but recommended)

output.txt
pioneer_debug.zip

@nozmajner
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nozmajner commented Jan 3, 2024

There were reports of this on Discord as well.
The pad is not actually occupied, the other ships are constantly hovering over it. (see hover thruster plumes) Sometimes clipping into each other:
image
It did not yet see it happen on master, but haven't played much.

Edit: A video of it happening
And a timestamp where the new_ground collision isn't working at all. (Don't know if related)

@claudiusmueller
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Another example - the other ship landed (or hovering over) the assigned landing pad seems to always be a police cruiser? Maybe that will provide some clues as to where to look.

The attached zip includes three safegames:

  1. In orbit, waiting for a pad to open up for landing (took ~24 h of wait time).
  2. Just prior to landing, right above the pad with the police cruiser on it.
  3. Just after landing next to the police.

OS and pioneer version are the same as in the original bug report (see above).

output.txt
pioneer_debug_04.zip

@impaktor
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impaktor commented Mar 4, 2024

@Gliese852 this is not fixed in current master, I assume, i.e. not related to Mola Mola missing collision spike, as the ships above are not Mola Mola.

Yet sounds vaguely familiar. Is this police ships misbehaving, or traders, or both (i.e. independent)?

@nozmajner
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I went through all the ships to verify, and they all have their spikes. Including the police variants.
I was unable to load the saves provided by @claudiusmueller, I suspect they were made with a master build, but before the save bump.

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