I was playing a career mode save recently, when I noticed that there were 3 civilian cargo vessels of the same type collected around a station, completely idle. I could bump into them and they wouldn't do anything. There was crew and cargo inside, but the ships were completely dead in the water pretty much. They wouldn't move at all, but I could still hail and trade with them. It was only happening with the ships named, "Beautiful in name only." They would come and dock at the station, exchange some resources, and then just stop completely. All the other civvy ships were fine.
#AI on a specific type of civilian ship broken
23 messages · Page 1 of 1 (latest)
oh no
did you get the bug too or something?
that ship is notoriously buggy and has been modified several times, perhaps the latest version is still glitchy
that explains the name lol
at this point it might be Walt us making that specific ship act stupid 
I knew which ship this was as soon as I saw the title
If you get far enough away from the station and come back the ships should leave. The cause is known, but the “proper” fix isn’t easy.
I have 3 of this exact same ship around my station lol.
What is the cause, anyway?
Found it
#general message
Different issue actually, that's since been fixed. The current problem is that when trade ships lend crew to stations, they effectively pick random crew to send. Usually this isn't a problem, but Beautiful in Name Only has very strict roles/assignments. Specifically, it has 4 crew specifically and exclusively assigned to the control room (3 crew); if two of those crew are randomly picked to be sent to the station, the ship is permanently left without an operational control room. Moving far enough away "fixes" the issue by unloading the ship to a state where it (in a nutshell) no longer realises it's incapacitated, so it'll fly away in the background and eventually jump away unless you get close enough to load it again. That's also how you'll occasionally find one inoperative in the middle of nowhere, with no signs of damage.
so saris just needs to use the redshirts
Adjusting roles/assignments would probably fix that specific design (or a least drastically lower the chance of this happening), but the core problem of "trade ships can give up necessary crew" still exists, and it could (I think has?) break other designs too. The ideal fix is to find a way to automatically determine which crew are important or unimportant based on roles/assignments, but that's probably going to be rather complicated.
What if the crew roles were prioritized based on their order in crew ui? lets say you have roles pilot, redshirt, factory supplier. The leftmost role will be the most important and the rightmost is the least impirtant. When transferring crew into ships the leftmost role(pilot) will be occupied first, and when crew get out of ship the rightmost role(factory supplier) is used first.
It prevents the issue you described from ever happening. Also It will be very useful for career where you switch crews a lot or when designing a ship that still works with partial crew.
Can't this just be fixed by making it so that the crew assigned to the control rooms will never EVA
Pretty sure crew priority settings will allow for that
Both of those would fix any given instance of a ship, but wouldn't prevent it from ever happening if a ship's crew is flawed in certain ways. I think Walt's goal is to try and prevent it from happening under pretty much any circumstances.
I don't think generally preventing every case is possible — because Command Room isn't the only room that needs to be prioritized. Say if you build a beacon ship, the most important part is the hyperdrive beacon. Sometimes you might also want to prioritize engine rooms because the ship won't move without it. But then you build a station and the priority would be moving resources around and engines fall out of the priority.
So I think crew role priority I've suggested would be the most 'general fix' for this problem, since the player can address this according to what they want their ship to do. Plus, it'd just be nice feature regardless of fixing this bug. I sometimes I extract crew from my sun diver to use for another ship, and often times my engine crew will volunteer first instead of the useless shield crew, leaving my ship uncontrollable. I then have to open crew menu to relocate them.
BINO has had a billion problems since its conception, I think we need to cut our losses and just bandaid fix it
surely changing a priority setting doesn't mean everyone forgets that's a bug that can happen