In my Conda, all the NPC's ram me in high res zones, why?

You find this with NPC's, they have enhanced the standard scan with a physical pat down. Unfortunately they have issue with decelerating before they check your pockets for cargo.
 
See the same thing in my big Fed bad boy. If I happen to park the beast to do some chores in Haz Res seems like I get a scan and wack about 50% of the time a ship approaches to do a scan. I assume the Dev's forgot to add brakes and the fools hit me to slow down.
 
Yeah right, all the loose cables hanging from the 'conda bridge and you wonder why your hull is degaussed?
;)

NPC AI is problematic at the moment to say the least.
Their "exemplary mastery of their thrusters" currently is boosting like a noob in his first week.
 
Copied from my post in "NPCs on Steroids";

"I believe they were sold a massive load of fake "Trans Matter Displacement Devices", that are (when tuned properly) supposedly capable of allowing the ship with the device fitted the ability to pass through other matter (i.e. ships), so that they can visually inspect the contents of the cargo racks without having to stop and search said ships. They were sold these by the "Acme Electronics Corp.", took delivery on 1st April, 2015, and it has taken this long to get them fitted. Unfortunately the various Authorities are unwilling to acknowledge they have been suckered, and so they persist in using these devices. "
 
It is a new scanning technique call the Hull Resonance Method. To put it simply, it listens to and measures the 'BONG' created when they slam into you to determine whether you are carrying illegal goods.

Now I understand...

Anyway I haven't noticed this to be a problem at CZs, some random touches but nothing serious. It is probably more of a Hi Rez thing...
 
Now I understand...

Anyway I haven't noticed this to be a problem at CZs, some random touches but nothing serious. It is probably more of a Hi Rez thing...

You don't get scanned in a CZ.

OP..., It's a bug in the AI, they don't quite know where you ship is. It will hopefully be fixed in 2.1?? Maybe.
 
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I think it's funny. I just sit there with 4 PIPs to shields, wait for someone to bounce off harmlessly, laugh because their shields are down and then blammo!
 
I find it great that they do that. Ramming is my initial hello to large ships too. 4 pips to shields, kill warrant scanner going and a ram. Then as soon as my scan finishes, 1 shot of PA's and shields are down. Then, hammer the power plant. This is what I do it with: http://coriolis.io/outfit/fer_de_la...40404040mB2325d272f.AwRj4zNEg===.AwiMIyrdiA==

by by the time they think about what just happened, they already have both feet in the grave.

I also ram all ships to death after their PP is dead.

My initial ram is akin to a b*tch slap :)
 
They just straight up ram me while they are scanning me taking bars out of my shield.. Why?

So, to actually answer the question from a technical perspective, it is an issue of models vs game mechanics.

In the game mechanics, the ship is represented as a coordinate within the instance, more or less a dot on the map. When an NPC comes to scan you, they are coming to the dot.

The problem is, at the combat level, your model defines where you can get hit. So, navigation is aiming for a dot that is somewhere in the middle of the ship, while environment says that your 'Conda and their Viper cannot occupy the same space.

The solution would be to move their stopping point to about 1,200 meters so that they always stop outside the model. Presumably, the reason this hasn't been implemented is that the programming wasn't written modularly, so it has to be chased down each place that the logic exists in the game.
 
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