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Forum Index » » Development Updates » » [1.672] Feedback & Bugs
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 Author [1.672] Feedback & Bugs
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-03-04 10:18   
Manies and gentlegirls, it's that time again!

1.672 has been released, and we'd very much appreciate your feedback and bug reports. Please check this post before replying to see if your issue is known.

We only want feedback and bug reports, everything else will be deleted.

Current known issues:

  • Problems with oribiting planets
  • Issues with the self-sustainability of planets // fix in works.

[ This Message was edited by: Pantheon on 2012-03-05 14:56 ]
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seyyah
Grand Admiral

Joined: April 01, 2010
Posts: 46
Posted: 2012-03-04 10:30   
idk it's just me but new "shot evading" AIs thend to forget how to navigate their sihps and become sitting ducks more than their older siblings or end up hugging planets often than old version. i saw AIs diving into planets while desperately trying to evade bullets with some funny maneuvers, like swinging to right-left but still moving on the same vector.
but they now act more smartly when receiving orders and returning fire but jsut navigation sytem have some problems in my opinion.
about elites why Rufus using b-27 bombers... wouldnt it be better if he uses a-32s(was it?) because he lacks firepower once he had and now it just like saying "come get me! im free prestige for you!". i think Dixe could get another ship than minelayer or could it possible for ICC to have a crusier elite?
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Alzek15
Admiral

Joined: October 27, 2011
Posts: 75
From: A metaverse far, far away
Posted: 2012-03-04 11:47   
Yeah icc has always had a disadvantage in elites, im glad it was evened out with rufus being nerfed but i think u guys downgraded him too much. Also i seem(in my 7 odd months of playing) to have completely missed all etities, when will there be gaifens or other entities?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-04 12:31   

I jumped in about 600+ gus and abt 7 gu/s from a planet. Then i targetted the planet and hit O to orbit. The ship slowed to a halt 500+ GUs from the planet and stayed there, not orbiting.

I tried again, speeding up to about 4 GUs, then targetting the planet and hitting O. The ship turned to the planet and slowed to a halt, still out of orbital range.

Only once I got in real close, under 300 GUs, did O work.

Anyone else got this? Or is it just me?


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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2012-03-04 12:37   
Feedback:

My feedback is do we really need audio prompts when changing screens and pressing keys?

Maybe put in options to disable unwanted sounds.
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Executioner
Marshal

Joined: November 26, 2001
Posts: 12
From: Regensburg, Germany
Posted: 2012-03-04 15:21   
i noticed the lag mostly near icc elites.... maybe theres something special on them?
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Fatal Command (CO)
Chief Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1159
From: Back in Texas and noticing some ppl are like canoes.....they need to be paddled.
Posted: 2012-03-04 16:06   
had same issue kenny...was REALLY aggrevating
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-03-04 21:55   
Removed ICC shield hit effect due to it rendering a zillion times when hit.
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Deth *CO2*
Chief Marshal
Army Of Darkness


Joined: March 22, 2010
Posts: 193
Posted: 2012-03-04 22:25   
Quote:

On 2012-03-04 21:55, Pantheon wrote:
Removed ICC shield hit effect due to it rendering a zillion times when hit.


THANK YOU!
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-03-05 00:28   
Taking damage from planetary defenses isn't disabling OOC mode.

I was unable to launch from anywhere else after spawning in Rogen's Rift, no planets anywhere else showed as having a SY until I completely logged out from the game then logged back in. The same thing happened when I spawned in Cass, but spawning in Sag seems to give no problems with trying to spawn anywhere else afterward.
[ This Message was edited by: Talien on 2012-03-05 01:14 ]
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-03-05 04:08   
When the gadgets of Siphon get damaged, the repairing progress appear on the same line with other gadget, therefore hide them.
Illustration:
Normal:
  1. [gadget][gadget]...[gadget]
  2. [gadget][gadget]...[gadget]
  3. [gadget][gadget]...[gadget]
  4. [gadget][gadget]...[gadget]
  5. [gadget][gadget]...[gadget]

Damaged:
  1. [damaged progress][damaged progress][gadget][gadget]...[gadget]
  2. [gadget][gadget]...[gadget]
  3. [gadget][gadget]...[gadget]
  4. [gadget][gadget]...[gadget]
  5. [gadget][gadget]...[gadget]

The repairing cell is troublesome when I need to know whether the gadget is active or not, especially when it's ECM, cloak, etc...
In the past, the repairing cell is higher and doesn't hide any gadget. In this version, it does. Is it a visual bug?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-05 04:31   
Quote:

On 2012-03-05 04:08, chlorophyll wrote:
When the gadgets of Siphon get damaged, the repairing progress appear on the same line with other gadget, therefore hide them.
Illustration:
Normal:
  1. [gadget][gadget]...[gadget]
  2. [gadget][gadget]...[gadget]
  3. [gadget][gadget]...[gadget]
  4. [gadget][gadget]...[gadget]
  5. [gadget][gadget]...[gadget]

Damaged:
  1. [damaged progress][damaged progress][gadget][gadget]...[gadget]
  2. [gadget][gadget]...[gadget]
  3. [gadget][gadget]...[gadget]
  4. [gadget][gadget]...[gadget]
  5. [gadget][gadget]...[gadget]

The repairing cell is troublesome when I need to know whether the gadget is active or not, especially when it's ECM, cloak, etc...
In the past, the repairing cell is higher and doesn't hide any gadget. In this version, it does. Is it a visual bug?




My feedback:

Is it possible to not display the percentage of the gadget, or reposition it at the top of the list?

Gadget icons have their own positions on your display, so why not simply just highlight them red, leaving them where they are, and then have a red bar that fills up the gadget box from left to right to represent percentage/condition.

Should the gadget fall below 50% (the point where it ceases to function), turn the icon to black/grey to indicate that it is out of commission. Once it gets back to 50%, turn it red again.

Why this? Because regular pilots of the ship will know which weaps and gadgets are functioning based on the position of the icon. One glance tells you everything.



Actually I have another proposal, and that is to render gadgets that reach zero irreparable until you reach an SY and dock the ship, or orbit a depot planet. This is to represent a total replacement of the gadget. Supp plats shd not be able to replace the gadget.

A destroyed gadget will simply have its icon blacked out on the display.




[ This Message was edited by: Kenny_Naboo[+R] on 2012-03-05 04:36 ]
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Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-03-05 06:23   
Quote:

On 2012-03-04 12:31, Kenny_Naboo[+R] wrote:

I jumped in about 600+ gus and abt 7 gu/s from a planet. Then i targetted the planet and hit O to orbit. The ship slowed to a halt 500+ GUs from the planet and stayed there, not orbiting.

I tried again, speeding up to about 4 GUs, then targetting the planet and hitting O. The ship turned to the planet and slowed to a halt, still out of orbital range.

Only once I got in real close, under 300 GUs, did O work.

Anyone else got this? Or is it just me?






i had this problem as well, think it was the brief moment i tried a station again. i press o to orbit a planet, the ship slows down to 0 speed but doesnt orbit, also distance was 700 gu. i speed up and slow down again, retry, speed up and press o again, nothing.

it keeps braking to 0 speed before it reaches its orbit distance, then doesnt correct itself. Seems like the orbit formula gets stuck there and ur ship just stay there near the planet.

then, when i get withing 300 gu, when i press o, the station slows down to 0 like before, but this time at the end of the process im in orbit.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2012-03-05 07:01   
Quote:

On 2012-03-05 04:08, chlorophyll wrote:
When the gadgets of Siphon get damaged, the repairing progress appear on the same line with other gadget, therefore hide them.

The repairing cell is troublesome when I need to know whether the gadget is active or not, especially when it's ECM, cloak, etc...
In the past, the repairing cell is higher and doesn't hide any gadget. In this version, it does. Is it a visual bug?



This has always happened on ships that have a lot of gadgets, and I believe the ship refactoring has given most ships more gadgets so this will happen more often.

TL;DR: Yeah, known issue.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-05 13:51   

Add ECM to the list.

It's bugged for sure. If you're cloaked, and you turn on your ECM, every AI in the area is gonna shoot at you.



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