ah... hunh. interesting. so let me make sure i understand this correctly:
- when entering a gate, the player ship actually moves to the edge of the sector map before being "placed" into the next sector
- because the player is is temporarily at the edge of the sector, wingmen set to autojump with hyperdrives will lock that point at the edge of the sector as their destination and engage hyperjump to travel there
- by the time they hit the edge of the sector, following ships see that the player is now in the next sector and turn around and go into "fly through the gate" mode, not using hyperjump to get there
also, this situation occurs when the player is on autopilot or when they manually fly into a gate?
well, if this is the case, i could see a solution:
1) perform checks involving the leader ship's distance to a gate. if the leader gets within, say, 1km of the gate in the "flat" plane of the gate and no more than, say 200 meters to either the front or back of the gate, then the leader sets themselves in a special state where the follower's auto-jump scripts do not trigger jumps for about 5 seconds or so. this should give the leader time to travel to the next sector and the wingmen to begin docking with the gate. exact times and distances would need testing.
thanks for the regards. i give my own for you being able to sort through my code
the sounds are entirely thanks to AdmiralTigerclaw (with only a little timing work done by myself), and it heartens me to see that he's still active in the X2 community
for future reference, if you do find more bugs, PM-ing me will send a notice to my hotmail account, which i check... well, weekly, maybe. i'm always interested in finding ways to improve my work.
i'll take a look at this problem in particular once i get home today, maybe set up a few test situations myself so i can see what the exact behavior is.
EDIT: okay, i've done a little twiddling, and the result is: ships will no longer auto-hyperjump to a target within 1.5km (the radius of the ring) of a jumpgate. 3 seconds after the target leaves the vicinity of the gate OR whenever the target leaves the sector, ships will go back to auto-jumping as usual. this only affects auto-jumping ships that might jump to a target that is within the radius of a jumpgate or who have just recently left the vicinity of a jump gate.
i write it off to the inaccurate nature of trying to calculate jump coordinates that close to a fixed jumpgate
the updated files can be found at my FTP site. any currently active auto-jump scripts should restart themselves after installing the new version, so hopefully it'll just be a clean unzip, replace the old ones, and keep going.
as always, if something else seems to be adversely affected by this update, please let me know so i can fix it
Regards,