#0.15.0.xx Continued repro of extant bugs - NASS ship pulls game breaking docking maneuver.

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jolly tulip
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EAB v15.0.xx

A NASS ship docked to one of my ships which was already docked at my residence. My ship was docked to a secondary airlock that was floating in space, but had planned construction leading to it. The secondary airlock was real and installed on my residence.

Also this is a good save for looking at performance (almost completely unplayable slide show / character movement tics seem to happen only every 1-2 seconds) and NPCs spawning into a residence. There were about 18 of them when I last counted, but it looks like some have died.

I've posted this as a new bug because my save is fairly complicated. Three player owned ships plus a residence. And I didn't see this exact NASS docking issue in another thread unless I missed it.

jolly tulip
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I did find a way to for OKLG to dock to my ship while still docked to the residence and NASS ship.

jolly tulip
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I eventually managed to uninstall my airlock and then talk to the NASS officer on their ship. Then they left with me onboard. I had to PASS back to my ship which left me as this screenshot shows. And the second screenshot is how the save now fails. The save is included.

sonic quest
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0.15.0.xx Continued repro of extant bugs - NASS ship pulls game breaking docking maneuver.

jolly tulip
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I also have a save from before I broke OKLG if fixing that would be preferable. It still has the NASS ship docked. Again, the save will not load, same error.

jolly tulip
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Oh, one other interesting detail. The NASS ship was also repeatedly colliding with the ship to which it was docked per the bug I reported in the Tow Braces bug report. Might be worth linking that as well. This one seems to have all the fun.

sonic quest
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I had a ship park through my boat early on in 0.15 - It's all stuff they've been working on. Hopefully, this will help!

jolly tulip
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If at all possible I'd like to hopefully get a working save back. The only save that predates all of this would set me back by by like two free evenings of IRL gaming.

sonic quest
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I'll add that to the note

timber galleon
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I'm working on a big NASS patch this week that should take care of this. In the meantime, @jolly tulip, can you upload the unmodified .zip save you want fixed to Google Drive, OneDrive, or another platform? I need the original; otherwise, I can’t fix it

jolly tulip
# timber galleon I'm working on a big NASS patch this week that should take care of this. In the ...

The .rar in my last comment (lh_oklg_home.rar) is the .rar of the last save before I managed to clone OKLG port level ontop the back of my ship. It should be unmodified. I just unzipped the save, then compressed it as .rar to fit under the 50 MB rule here. The original .zip was about ~75 GB. If you do need the .zip I can create a google drive link for you. I can forward that via DM when I get a chance. The offending ship is O-8RBD and my ship having issues is B-VCP.

For what it is worth, all of the above madness was accomplished in-game without using any console commands or save editing. To warp OKLG's port level onto the back of my ship I just changed which docking port was active (now my secondary airlock at the back of the ship) and tried to dock to OKLG's primary port. I could not undock the primary port of my ship because of the menus would not give me that option with the NASS ship stuck there.

timber galleon
jolly tulip
sonic quest
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Odd. Maybe it's sly's file, but I've not had that issue. Good to know.

The reason for the RAR is because I've found it gets about 40% better compression than the game's ZIP method, so that's what I usually recommend to folks who need to get under the 50MB limit. This assumes that they unZIP the original into a new folder and then RAR that folder up.

jolly tulip
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Unzipping and then compressing as a .rar is what I have been doing with the saves I have uploaded. The .zip was about 75 MB so would not upload here with the 50 MB limit.

sonic quest
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Sorry, I meant that for Michael 😉

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Oh, hey - For any of you who know where your towel is - Check Kickstarter. A campaign just started for a nice new edition of the 5-boom trilogy. They got funded in like 15 minutes, unsurprisingly.

jolly tulip
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I imagine the save is proving .. interesting.

jolly tulip
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The provided fix loaded, thank you very much! Time to restart the reactor on B-VCP and get back to building out the residence. Hopefully you guys found the save useful for referencing the various issues.

jolly tulip
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Unfortunately I have discovered a different issue now happening with this save. After the latest EAB update, my ship's reactors seem to keep turning themselves off. Crossing an airlock might be a trigger, but I'm not sure if the ship or residence is the triggering event. I will DM a link to the latest save once I have tested a few things like docking / undocking, etc. to see if the issue clears up.

naive lark
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Give it another shot in 0.15.0.29. There was a bug in 0.15.0.26 with reactors.

jolly tulip
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Will do, thank you!

A bit more bad news. My character is now pulling out scrap items from a backpack on a dolly and tossing them on the floor. I almost lost a full stack of carbon fiber scrap during a long queue of construction when I saw stacked good appear on the floor and stopped the character to scroll back through the log to see what happened. It seemed to be happening just like it did back in v14(?) when characters started tossing scrap everywhere. I just put the backpacks with parts and scrap back in a bin, so not a huge issue right now, but figured you would want to be aware.

Thanks again.

jolly tulip
jolly tulip
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Another issue for you guys, and it might be one that has been hard to reproduce.

I have a save with a reproducible case of a ship disappearing.

In the save my character is on the OKLG port level, and has just docked V-QGZB for refueling and such. When I jump in the nav, you can see that among the ships I am able to communicate with is B-VCP, my freighter. B-VCP is currently dock at my residence, OKLG_RES1.

If you undock V-QGZB from OKLG's port level and immediately redock with the residence, B-VCP will disappear and an "unpowered devices" window briefly appears. It does not matter which of the available docking port you select on the residence.

jolly tulip
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I did find a workaround, so perhaps this may help with why B-VCP disappears.

The workaround was:
First undock V-QGZB from the port level.
Next Use PASS to travel to B-VCP and then undock that ship from the residence.
Redock B-VCP at the far right airlock of the residence.
Use PASS to travel back to the free floating V-QGZB.
Redock V-QGZB at the primary airlock.

I did not test beyond getting both ships docked, although there may have been a way to accomplish this without PASS. Also did not test redocking at both free airlocks with V-QGZB. I just wanted to get back to the game. Hopefully all of this helps.

timber galleon