Hey all, has anyone played this bad boy in the last 6 months or so? I booted it tonight and was super, super impressed by the writing, VA, and overall vibe - but:
In the third mission where you have to EMP a freighter, destroy its comms, and disable its fighter escort - is there anything else you need to do? I take out its comms and disable the fighters, but the freighter just jumps away and I fail the mission. I took a (quick) look in FRED to see if anything is broken and I don't think it is, but I know that some of the recent builds have broken behaviour in old mods. So my question is: is it broken, or am I missing something here?
Took a look at the mission in Notepad++. I was hoping this might be related to
Issue #2157, but the ship-[rot-/lat-]maneuver SEXPs aren't used here.
However, if 2157 turns out to actually be a larger issue with AI movement code, there might still be a connection. Hard to say at this point.
Does this situation occur if you try the mission repeatedly?
What happens shortly before Kappa 1 jumps? What messages are sent? How much time passes between Kappa 1's last message and the time it jumps?
Also, how fast is Kappa 1 moving before it jumps away? Does it seem unusually fast for a Poseidon-class freighter?
I don't want to spoil the mission for you, but I'll confirm that you've missed a primary objective. If you aren't aware of that objective, though, that presumably means that the event that's supposed to make that objective known to you isn't getting triggered.
A number of this mission's events' triggers are related to proximity and/or timing, so if a ship is moving faster than the FREDder intended, or if the ship is taking a path other than one the FREDder intended, that might be the problem.
Another thought: Goob recent-ishly made changes to how FSO calculates timing, for Windows 11 compatibility I think. I don't know the details/repercussions, but given how many of the mission's events depend on timing, possibly related? I don't think the changes are in an official release yet, though.