A cool observation about wrecks

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RPC
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I was trying to create gravity so that wrecks would collect into my furnace of a star when I noticed that wrecks stop themselves- they don't continue moving forward, and just halt when they're destroyed. I don't think this is a bug (because moving objects are hard to dock with) , but it was an observation I would like to share because it's something so simple and fundamental to the game that I think many people miss the fact that although their ship obey's Newton's first law, wrecks don't (but for a good, gameplay related reason).
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shanejfilomena
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wrecks do move and they will , as you know full well ( which is why you knew you could move them with your gravitational force )
but the game " stops" them only due to the wieght / mass of how far they can go without being under power : strengthen the force AND /or set it for awreckedobj 50-150 where they would be close enough that they would naturally get full force to drag them in.

( i would hold the distance from the star and just make it have the power of a heavy claw ( that can move a wolfen even holding the peroid to try to hold it still )
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erik dela cruz
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Well in my observation they do move RPC. I am a habitual back-tracker and in doing so I do notice these movements by the facings of the wrecks. Try destroying DNs and you'll see. :)
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shanejfilomena
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erik dela cruz wrote:Well in my observation they do move RPC. I am a habitual back-tracker and in doing so I do notice these movements by the facings of the wrecks. Try destroying DNs and you'll see. :)
interesting observation.....

earlier today i was thinking of dragging wrecks : the tractor beam stuff was " been done " so in order to do it I got to do it ....in a way that does not look like anyone elses....and the problem is i think they must have did it a thousand ways by now
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I meant in the short term, where the wreck comes to a halt, just before looting. I haven't really noticed wrecks changing facings though O.O
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I was just in stk , had wrecks going on because I placed a Black market and the religious stations ( they were requested in a post and since i was building a religious part to the Auviq Adventure, i figured Id throw them in..)
Anyways ill not tell you the rest: but can tell you the furthest i saw wrecks moving : and this was with battles going on and stray shots , the furthest i saw was about the length of a corporate cruiser ( which is what I fly in test building before i take a wolfen back through for play tests . )
I have not noticed the ships turning but on a reload of the same system, yes I noticed that when the system reloads wrecks are not exactly as I left them but the game data in the system save only says " wreckedobj around such and such " how it comes up is a shot in the dark i think.

I DO have "wrecks" that do not move ( at all ): but they were yet another of my mistakes :) they will always point their nose up because of the image i selected ( instead of using an image variant set up, but i don't know the other image descriptions )
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I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Ttech
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I've noticed that too, its almost as if they become stations
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RPC
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Surprisingly Ttech, they are :P
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DOH.......LOL yes, created wrecks in .xml are stations. LOL.....my biggest problem, which is why they were a mistake on my mind at the time was that they were not damaged.

totally looking functional.....i had to mix two stations together to get a ship wreck : the rogue rescue + shipwreck stations :
the rogue because i needed

Code: Select all

			armorID=			"&itPlasteelPlate;"
			maxHitPoints=		"100"
			hitPoints=			"0"
and the shipwreck for the rest of the header so i get :

Code: Select all

name=				"Ship Wreck"
			sovereign=			"&svIndependent;"
			dockScreen=			"Main"
			dockingPorts=		"4"
			scale=				"ship"
			mobile=				"true"
			noMapIcon=			"true"
			armorID=			"&itPlasteelPlate;"
			maxHitPoints=		"100"
			hitPoints=			"0"

			ejectaType=			"&vtWreckEjecta;"
			
			attributes=			"shipwreck"
they still don't move, but they at least look like wrecks now :)
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I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
erik dela cruz
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@shane HAHAHA. Now that's funny. :lol:
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i was watching Ore the other night ( last night was no power just flash lights and the wood stove ) but docking with the things were a pain in the cruiser....actually it was the Corporate Transport, but they fly the same mostly.

so the tractor beam / gravity came to mind.....i know it has been done alot but reading my dock screen for the ore....i GOT to do something now...but I am sure what i do will mess up a player if they fall under attack while what I do is working, if it actually works.

....on second thought, i like it , it's evil.

"Im evil, Im evil, im .....something that rhymes with evil....go Pushka, go Puska... " ( i don't know whom Pushka is it just fit in the line )
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Remember, the game only bakes down one facing of each shipclass with the wreck overlay (at a time, at least), which is why long ships sometimes appear to make bizarres spins on death if the explosion can't cover them.

If wrecks are changing facing after you leave and come back to an area, it's probably re-baking hte wreck graphics at different angles for whatever reason.
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Is wreck orientation preserved in the savegame? If it's not, then I would imagine that the game might just be picking a random direction every time you reload a game or move between systems.
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