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BUG? UT/LT/ST traders not jumping in AP
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martimus





Joined: 15 Feb 2012



PostPosted: Tue, 20. Mar 12, 18:46    Post subject: Reply with quote Print

ReadyMan wrote:
I think that many players use A LOT of UTs and LT/STs.
From what I've read (while playing TC), players often use UTs/STs in great numbers (50+ UTs, and ST/LTs to cover ever sector of the universe.).
I dont think it has anything to do with numbers, but either the blacklist which was recently incorporated with this latest patch, or the drones.
Something recently done broke the UT jumping ability.


Exactly. I know they still jump, and I dont use a lot of UTs so the number might have something to do with it. The scripting language was tweaked in the latest patch, but the bonus pack was not. The combination of these two may have caused an issue.

I think I will start to go into the game and try to find the MK3 script and figure out how it calls out jumping under fire. I am getting bored with vanilla playing anyway.

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Jumee





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PostPosted: Tue, 20. Mar 12, 18:58    Post subject: Reply with quote Print

if you think drones are causing the issue than just dont install fight command software because afaik as long as thats not present they wont buy any drones

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madprof





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PostPosted: Tue, 20. Mar 12, 19:11    Post subject: Reply with quote Print

The main scripts to check are
plugin.autotrade.local - this one sets the signal handling
and
lib.ship.signal.attacked.trader - is where the processing is done.

See my previous post - for the changes I made. I believe if you copy these two scripts from TC and overwrite the ones in AP it will keep you vanilla - they are signed scripts after all - just restart the UT's then they should start jumping. What I thought might break is the blacklist, but after looking more closely it is in the TC script - when attacked the sector is added to the automatic blacklist.


If your UT says Killing ... then the signal handling hasn't activated correctly and it's using the default lib.ship.signal.attacked script which is more suitable for fighters.

Regarding the drones - if a fighter has drones and is attacked it will launch them - just like the UT's people keep mentioning, so I don't think it's down to drones stopping the jumping.

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ThommoHawk



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PostPosted: Wed, 21. Mar 12, 04:23    Post subject: Reply with quote Print

ReadyMan wrote:
I think that many players use A LOT of UTs and LT/STs.
From what I've read (while playing TC), players often use UTs/STs in great numbers (50+ UTs, and ST/LTs to cover ever sector of the universe.).
I dont think it has anything to do with numbers, but either the blacklist which was recently incorporated with this latest patch, or the drones.
Something recently done broke the UT jumping ability.


So far in AP I only have been using 10 (trying to change my playing style), though this will soon be doubled which should result in more being attecked so I can see more instances of this problem ... but yes, in TC I do have more than a hundred operational UTs and they were all jumping correctly there. Though I have not played TC since the latest patch...

madprof wrote:

If your UT says Killing ... then the signal handling hasn't activated correctly and it's using the default lib.ship.signal.attacked script which is more suitable for fighters.


Ok, that makes sense, ...


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layton99





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PostPosted: Wed, 21. Mar 12, 04:36    Post subject: Reply with quote Print

Don't give them any weapons see if that works. I remember in earlier versions of the X series the UT would try to fight if you gave them weapons. When the ST/UT was just a mod and not apart of the game.


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ReadyMan





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PostPosted: Wed, 21. Mar 12, 06:28    Post subject: Reply with quote Print

Not one of my 100 non jumping lvl 25 UT/LTs have weapons...tho I have not seen any of their messages state "attacking".

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layton99





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PostPosted: Wed, 21. Mar 12, 08:16    Post subject: Reply with quote Print

I am not sure but I think fight command software 2 used to cause problems. Try removing it. I can't be certain as not used UTs for a while but think they need fight command 1 software.


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harkov





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PostPosted: Wed, 21. Mar 12, 10:01    Post subject: Reply with quote Print

layton99 wrote:
I am not sure but I think fight command software 2 used to cause problems. Try removing it. I can't be certain as not used UTs for a while but think they need fight command 1 software.

Does it need fight command software MK I to jump?

Yesterday I found something strange, one of my UTs was unable to sell its goods so it stopped and sent a message to the log. Next to the usual I-need-help-because-I-wasn't-able-to-sell-my-goods message it said something like: 'Please consider installing Fight command software on this ship'.

I checked and the ship already had fight command MK I & II. Could it be that it somehow thinks that it doesn't have the software and therefore refuses to jump?

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Alan Phipps
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PostPosted: Wed, 21. Mar 12, 13:19    Post subject: Reply with quote Print

@ harkov: You will find that the relevant Mk3 trader was probably a military ship with Fight Command software already pre-installed. The Mk3 script checks for it in the cargobay but forgot the ships that have it fitted anyway as standard. The oversight makes no difference to the trader's performance apart from that incorrect message though.


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ThommoHawk



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PostPosted: Thu, 22. Mar 12, 04:01    Post subject: Reply with quote Print

harkov wrote:
layton99 wrote:
I am not sure but I think fight command software 2 used to cause problems. Try removing it. I can't be certain as not used UTs for a while but think they need fight command 1 software.

Does it need fight command software MK I to jump?

Yesterday I found something strange, one of my UTs was unable to sell its goods so it stopped and sent a message to the log. Next to the usual I-need-help-because-I-wasn't-able-to-sell-my-goods message it said something like: 'Please consider installing Fight command software on this ship'.

I checked and the ship already had fight command MK I & II. Could it be that it somehow thinks that it doesn't have the software and therefore refuses to jump?


I can confirm this always happens with my springblossom UT's in X3TC because the MK3 Trade Command extension did not recognise that these ships already had fight command Mk installed as a permanent feature of the ship (this is how they are 'manufactured', even in the player HQ they come already installed). Looks like they still do it in AP (any 'fighter' ship, M6 and upward will have the fight command software built in I think). So this just confirms that fight command Mk 1, at least, is necessary for UT operation. I have always installed Mk 1&2 with no problems before X3AP.


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ReadyMan





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PostPosted: Thu, 22. Mar 12, 06:50    Post subject: Reply with quote Print

Good points all!

So what does each Fight Command software do?
If we can isolate which commands jumping if in danger, and which ejects drones, then we'll have a workaround (because drones arent as important as the jump IMO).

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harkov





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PostPosted: Thu, 22. Mar 12, 10:00    Post subject: Reply with quote Print

Alan Phipps wrote:
@ harkov: You will find that the relevant Mk3 trader was probably a military ship with Fight Command software already pre-installed. The Mk3 script checks for it in the cargobay but forgot the ships that have it fitted anyway as standard. The oversight makes no difference to the trader's performance apart from that incorrect message though.

I checked yesterday and it was a Mistral. Forgot to check whether those have Fight Command MK I pre-installed.

Alse, I was wrong about the reason why my UT jumped as reported in an earlier post:
harkov wrote:
I'm thinking the fighter drones might have something to to with it since this just happened:
- One of my UTs was attacked, launched its fighter drones and docked at a station.
- I had a small carrier jump in to clean up.
- During the fight my UT undocks and continues trading.
- Upon seeing that the pirates are still there, the UT jumps away.

During this time the fighter drones where still combating the pirates
It seems that at the time when my UT didn't have the drones on board it simply jumped as soon as it saw the pirates.

It had nothing to do with the pirates or the drones. My UT jumped simply because it had sold its wares and undocked. Apparently my UTs jump once they undock regardless of enemy precense or being shot at. Is this behaviour normal? I can't find any settings for this except the auto-jump in the main orders menu which is set to no.

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ReadyMan





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PostPosted: Thu, 22. Mar 12, 18:20    Post subject: Reply with quote Print

I can confirm that the UTs jump immediately after docking and selling their wares. I've watched many UTs being attacked, then they dump their drones, and proceed merrily toward their dock target, then they dock, and disappear....that is if the pirates dont kill them before docking.

Also, Mistrals do not come with any Fight software.

This is frustrating that no one from Egosoft has posted regarding this bug. It's clearly an active issue.

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ReadyMan





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PostPosted: Sun, 25. Mar 12, 21:01    Post subject: Reply with quote Print

Has anyone figured out what Fight Command MK1 and MK2 do?
Specifically, which one prompts the buying of drones, and which prompts the use of the jump drive to escape?

I left the game on for an hour yesterday to watch some TV with the wife (training of marines takes WAY too long), and after an hour had lost regular UTs and even one of my SpringBlossom UTs. This is really ridiculous that UTs wont jump in AP.

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ThommoHawk



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PostPosted: Mon, 26. Mar 12, 03:35    Post subject: Reply with quote Print

^ sorry, not sure which... but I have both installed in all my ships ever since X3R and they always jumped correctly.

Found a new one in AP:

Not only do my UTs have this insanity:
Cmd: sell ware for best price ... microchips
Action: killing ... Xenon Q

They also do this:
Cmd: sell ware for best price ... microchips
Action: follow ... Xenon Q
(Q is trying to kill it)

And now I realise I have not heard a single instance of the 'warning communication alarm' (followed by mesage log info) I normaly expect from my UT's when under attack... I only get the verbose type message, "Attention; one of your ships are under attack in ... Menelauses Paradise ...". This message used to be reserved only for Non-UT's iirc (?) like station owned traders, or your satellites.... so yes... BUG for sure..

Even if I jump into sector the UT will not attempt to jump away from an attack.

I will be back with a list of the standard ship gear I have installed in all my UT's sometime later, but yes, ReadyMan, I suggest you make a link to this thread with DevNet Level3, if you can't, then I can post a link to this there (or is it supposed to go to technical support?) been a while since I did that... as your original post on this topic has been up for a while with no obvious solution yet.... it is a most annoying UT BUG...

Latest Edit: I now have the list of installed stuff on most of my UT's in AP:

Best Buy Locator and Best Selling Price Locator
Boost Extension
Docking Computer
Duplex Scanner and Triplex Scanner
Fight Command Software MK1 and MK2
Freight Scanner
Jumpdrive
Navigational Command Software MK1
SETA
Special Command Sofware Mk1
Trade Command Software Mk2 and Mk3
Trading System extension
Transporter Device

This is a fairly standard list of stuff I have installed on all my ST/LT/UTs since X3 Reunion. Now some of my UTs also have some leftover stuff from when they were personal-use-ships. This includes:

Bioscanner
Exploerer Command Software
Video Enhancement Goggles

So I don't know if this list helps or not ...


Edit: Update; the following earlier edit is now redundant after successful steam verification of my AP completed: "Oh, and could someone please point me in a direction where I can find the instructions for the process of 'verifying the steam game cache' for AP I read about somewhere else in this thread? (have not been able to locate such a thing as I navigate through my stam options....)"


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