As I explained, using any
move to pos to go away from the debris field was the quickest way I found to remove the FLRET_ERROR status of the attack run.
The time lost can be easily compensed with a good collection algorithm:
- after your collecting move toward debris, use catch ware (+ little wait) in a loop, untill it returns FALSE
- then test exist on the debris; if TRUE, test it for collectable mineral: if TRUE, perform another move toward same debris, and make another catch loop. Nota: this other move on same debris often doesn't actually move: it just gives another FLRET_FIREFREE, which allows other ware catching in the same debris field.
- if the debris-field is not existing anymore, examine another debris
- if not collectable anymore, have an attack run on it, or examine another debris
Actually, my miner examines 10 debris for collecting in a row, and only 5 debris for shooting in a row, in a same global loop. I tried to use another ship to shoot at not-collectible debris, but it invariably ended crashed on another ship or a rock. Urgl, oups. So I only put 1 mining ship at a place. If I put 2 miners in a sector, a one is on ore deposits, the other on silicium deposits; no collision that way.
While shooting, the miner always test if the debris has collectible mineral
before and after his attack run. Why ? Because the attack run (and its lot of eviting moves) often lead to collisions with rocks which weren't collectible before collision but
become collectible after collision.
And it would be very stupid to destruct any valuable collectible mineral !
You loossse profit !
With the hope that I could help somebody avoiding headaches with those damned debris
