Bug? - Valhalla cannot jump without player aboard
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Bug? - Valhalla cannot jump without player aboard
Is it just me or Valhalla cannot jump to other sectors without the player aboard? The target is a jump beacon owned by a friendly race or the player.
There is a voice warning 'Command rejected. No valid route to destination'. and a text warning 'No safe route to [Sector]'
Things have been tried without success:
- mark every race as friendly, and turn off 'Show as enemy if is enemy to me'
- turn on 'Ignore Blacklist'
Things work normally:
- jump to a friendly jump beacon in the current sector without the player on board
- jump to a friendly jump beacon in another sector with the player on board
There is a voice warning 'Command rejected. No valid route to destination'. and a text warning 'No safe route to [Sector]'
Things have been tried without success:
- mark every race as friendly, and turn off 'Show as enemy if is enemy to me'
- turn on 'Ignore Blacklist'
Things work normally:
- jump to a friendly jump beacon in the current sector without the player on board
- jump to a friendly jump beacon in another sector with the player on board
Regards.
Mark
Mark
Re: Bug? - Valhalla cannot jump without player aboard
I ran into this too. It does the same thing with temporary jump beacons. A workaround is to set it to auto jump and use the 'follow, dock or move to' commands. They seem to bypass whatever navigation check is broken.
Last edited by Hwitvlf on Mon, 3. Jan 22, 05:21, edited 1 time in total.
Re: Bug? - Valhalla cannot jump without player aboard
Nice workaround. Confirmed working. Thanks!
Regards.
Mark
Mark
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Re: Bug? - Valhalla cannot jump without player aboard
It's not just the Valhalla. I am very certain this is a bug that hasn't been reported. It happens to me every time I accidentally hit autopilot to something that is an extreme range away, or if I attempt to jump away from certain sectors. Even if the destination is only 2 to 3 sectors away. Example: one of the discovered sectors right after a TOA has been placed. If you try to tell a ship to travel through a black listed sector, you also get this message of course. I know you pointed to that already though.
I hate saying this, and mean no offense to our design team. But given the fact it takes a while for the game to recognize the pathing, it feels like they modeled it after the Windows Indexing feature.
I hate saying this, and mean no offense to our design team. But given the fact it takes a while for the game to recognize the pathing, it feels like they modeled it after the Windows Indexing feature.
Peace is a state of mind!
War is absolute!
~ Phantos ~
War is absolute!
~ Phantos ~
Re: Bug? - Valhalla cannot jump without player aboard
I think this is how it is supposed to work.
Because of its size the Valhalla won't jump to a jumpgate (doesn't "fit through"). It needs a JumpBeacon to target (friendly npc is sufficent).
It only jumping with the player onboard is another precaution to avoid collissions (afaik). I remember this was stated somewhere (but can't find it again), that there is a difference with how a sector is "build" (OOS, "IS with the player on a different ship" and "IS with player onboard").
But nonetheless it is irritating when the just boarded Valhalla (Hull 98%) loosing all its hullpoint rapidly to (former) escorts (4x Skirnir) and not jumping where and when I want. I even had to reload a few time (until he survives at 2% hull). Luckily I do my boardings (only) with the MARU and can dock at it... but it all takes time (that is scarce).
Re: Bug? - Valhalla cannot jump without player aboard
Not in AP. There is a restriction that the destination must be a jump beacon (since AP IIRC), but there is for sure no restriction on whether the player should be on board or not in AP. I remember this because I use Valhalla as my main OOS defense force in AP.
It does not really make sense to claim this as a feature in my opinion. OOS has no collision detection, so a feature should be the contrary scenario that only jump with the player off-board is permitted...
I cannot confirm this but the way you describe it really makes me laughBrigandPhantos77 wrote: ↑Mon, 3. Jan 22, 08:28it feels like they modeled it after the Windows Indexing feature.
Regards.
Mark
Mark
Re: Bug? - Valhalla cannot jump without player aboard
I captured my first Valhalla in Saturn where there is a Terran jump beacon. So upon boarding success, I jumped it right away from those Skirnirs to the fastest location I can pick, i.e. the Saturn jump beacon. There I find it impossible to jump to another sector without myself on board...DanKara wrote: ↑Mon, 3. Jan 22, 13:39But nonetheless it is irritating when the just boarded Valhalla (Hull 98%) loosing all its hullpoint rapidly to (former) escorts (4x Skirnir) and not jumping where and when I want. I even had to reload a few time (until he survives at 2% hull). Luckily I do my boardings (only) with the MARU and can dock at it... but it all takes time (that is scarce).
Regards.
Mark
Mark
Re: Bug? - Valhalla cannot jump without player aboard
You can jump to a beacon of a faction that should be hostile to you? At least, I'm assuming they're hostile after you capped one of their M2s.
Re: Bug? - Valhalla cannot jump without player aboard
I've never had a problem jumping far away, but I have seen pathfinding 'lags' when new TOA is placed or after blacklist changes. They seem to go away quickly though. Considering how many scripts FL adds, it seems amazingly optimized so I don't mind waiting a few loops for the pathfinding to be recalculated (assuming that's what's going on) in order to enjoy optimized gameplay the rest of the time.BrigandPhantos77 wrote: ↑Mon, 3. Jan 22, 08:28Example: one of the discovered sectors right after a TOA has been placed. If you try to tell a ship to travel through a black listed sector, you also get this message of course.
I hate saying this, and mean no offense to our design team. But given the fact it takes a while for the game to recognize the pathing, it feels like they modeled it after the Windows Indexing feature.
Re: Bug? - Valhalla cannot jump without player aboard
You are probably right, were X3AP is concerned but here we talk about X3FL, aren't we?
And I did not try to defend or justify this "feature". I only wanted to say, that this might not be bug in X3FL.
(Maybe my english is as limited as my memory is fuzzy, because I still can't find the note I think I remembered.)
Re: Bug? - Valhalla cannot jump without player aboard
Got it wrong... It's actually my own beacon deployed earlier to jump in my Boreas and Sirokos. The point is, same sector jump is still doable.
Regards.
Mark
Mark
Re: Bug? - Valhalla cannot jump without player aboard
The scripts only check a path to each sector once, so every sector check after uses the cached result until this times out and replaced by a new one.Hwitvlf wrote: ↑Mon, 3. Jan 22, 18:24I've never had a problem jumping far away, but I have seen pathfinding 'lags' when new TOA is placed or after blacklist changes. They seem to go away quickly though. Considering how many scripts FL adds, it seems amazingly optimized so I don't mind waiting a few loops for the pathfinding to be recalculated (assuming that's what's going on) in order to enjoy optimized gameplay the rest of the time.BrigandPhantos77 wrote: ↑Mon, 3. Jan 22, 08:28Example: one of the discovered sectors right after a TOA has been placed. If you try to tell a ship to travel through a black listed sector, you also get this message of course.
I hate saying this, and mean no offense to our design team. But given the fact it takes a while for the game to recognize the pathing, it feels like they modeled it after the Windows Indexing feature.
This is done for performance as constantly computing paths is expensive and wouldn't really be feasible
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Re: Bug? - Valhalla cannot jump without player aboard
Thankfully that was my intent. Lot's of bad puns a jokes in the IT world when it comes to Microsoft.v_make wrote: ↑Mon, 3. Jan 22, 14:42Not in AP. There is a restriction that the destination must be a jump beacon (since AP IIRC), but there is for sure no restriction on whether the player should be on board or not in AP. I remember this because I use Valhalla as my main OOS defense force in AP.
It does not really make sense to claim this as a feature in my opinion. OOS has no collision detection, so a feature should be the contrary scenario that only jump with the player off-board is permitted...
I cannot confirm this but the way you describe it really makes me laughBrigandPhantos77 wrote: ↑Mon, 3. Jan 22, 08:28it feels like they modeled it after the Windows Indexing feature.
Peace is a state of mind!
War is absolute!
~ Phantos ~
War is absolute!
~ Phantos ~