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DarkSpace - Beta
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[FAQ
Forum Index » » Developer Feedback » » [1.5] Stress Test - Bugs and Feedback
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 Author [1.5] Stress Test - Bugs and Feedback
Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2008-07-08 14:32   
Proton Cruise Missiles can be fired at targets from outside their maximum range. Obviously, they explode when they reach max range.
Mostly cosmetically, UGTO missile cruisers have an asymmetrical arrangement of missiles, in that launchers on each side of the ship don't fire at the same angle. The forward PCM and missile launchers fire their missiles at a slight angle to the right, for example. As an aside, it seems odd that one PCM launcher fires practically straight upwards, and yet has a forward fire arc when most of the other arcs would seem to be perfectly valid directions for the missile to turn.
Also, observed that full-screen antialiasing reduces the number of effects which appear as horrible huge squares of colour.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-07-09 04:11   
Fixed PCM not checking for range.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-09 14:36   


Guppy's Scanner is a bit...misplaced.

some stars have this wierd issue (might be related to BlockSpace)


edit: still can't send power to or from aux shield gens.

[ This Message was edited by: Fattierob on 2008-07-09 14:36 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-11 14:13   


High/High settings. Reported as requested.
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DMC-13
Admiral
Evil Empires Inc.

Joined: February 16, 2008
Posts: 187
From: Huntington Beach, California, USA
Posted: 2008-07-12 05:34   
Not sure if anyone else has said anything about this. Maybe this is a new Beta Bug, maybe not.

Another player and myself in Beta today could see Pixel splotches jumping around on the surface of Planet Sag Hothra. I decided to check out the other planets and cap them with Infantry also. I saw a couple of other things and I don't know if they're related due to the server or my computer. Since I and another player both saw the splotches, I tend to believe it's a server/Beta issue.

Anyway, my computer is HP desktop, 80 GB HD, 1 GB RAM, Intel Pentium 4 CPU 2.40 GHz, GeForce 6200 vid card. Have Mircosoft Windows XP, Service Pack 3.

I decided to take screen shots of everything I saw. A picture is worth a thousand words so here's a million worth of words in pictures. I might have got a little carried away, still learning.

Beta setup is at highest setting.
http://s265.photobucket.com/albums/ii224/DMC13_photo/BetaSpace/Highest%20setup/

Beta setup is at lowest setting.
http://s265.photobucket.com/albums/ii224/DMC13_photo/BetaSpace/Lowest%20setup/

Beta setup is at medium setting.
http://s265.photobucket.com/albums/ii224/DMC13_photo/BetaSpace/Medium%20setup/

I would like to know if this is caused by my computer setup or the Beta setup/server.

Thanks for looking into this. Next time I'll try to keep the number of screen shots posted to below 5. I know you guys are busy. Tomorrow I'll test out the K'Luth Engineer again and also test the Extractor too. I'll give you a full report on what I find.

(DMC-13 jumps to attention and salutes)

[ This Message was edited by: DMC-13 on 2008-07-12 09:13 ]
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Deltabacon
Fleet Admiral

Joined: August 17, 2007
Posts: 395
From: Liverpool, Great Britain
Posted: 2008-07-13 10:17   
maybe not a bug but i cant see any of the icons in F2. Only the names of objects

EDIT: f3 is fine

[ This Message was edited by: Deltaflyer on 2008-07-13 10:18 ]
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Deltabacon
Fleet Admiral

Joined: August 17, 2007
Posts: 395
From: Liverpool, Great Britain
Posted: 2008-07-13 10:23   
Also, you cant see you own trail unless your behind your ship and close to the trail.
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Deltabacon
Fleet Admiral

Joined: August 17, 2007
Posts: 395
From: Liverpool, Great Britain
Posted: 2008-07-13 10:25   
No weapons. i fire and get the sound but no visual representation of either the psi cannon or the disruptor.

all comments above were tested in the k'luth engineer.

EDIT: Same problem as ship engine trail.

[ This Message was edited by: Deltaflyer on 2008-07-13 10:25 ]
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Leviatan
Cadet

Joined: April 22, 2005
Posts: 186
Posted: 2008-07-13 12:50   
Weapon effects and engines are very well visible, but they seemingly arent rendered unless you zoom in very close to them, which seems a bit like as if the maximum render distance is broken?
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-07-16 18:26   
Loaded beta, loaded quick as hell too... got to the play screen & clicked on ICC, got an error. "AN Exception Has Occured. Abort? Retry? Ignore" I chose Ignore & it crashed to desktop.

Here is the Error Log.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-07-16 18:29   
I'm a dunce. H'okay, so IT and AR missiles fired from a Harrier Frigate stand no chance in hell to hit motionless Transports.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2008-07-18 09:47   
Could not spawn the basic K'luth transport (Carrier), from the Shipyard or Gate. All other ships could be spawned, so there were enough resources and the tech was high enough.




-Ent
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Fatal Rocko Willis
Fleet Admiral
Fatal Squadron


Joined: March 01, 2003
Posts: 1336
From: Kentucky
Posted: 2008-07-18 23:49   
OK... This is my Beta Report #1....

Findings and Thoughts....

Voices for ships crew (at least UGTO) have a reverb in them on the "Weapons, I am picking up an energy fluxuation..." then the last couple words are reverbed... This is very annoying, otherwise the crew voices are much more clearer in the new MV...

LAG... in Beta MV i was getting a strobe like lag... kinda like a shutter effect unlike the curent mv's jerky random all over the place Lag... I spoke with Doran about this and it could be related to my older ATI 7000 card that could be not being able to handle the level of detail... I am currently awaiting a new Power Supply to power my newer ATI 9250 which is the best card my current Mobo/CPU combo can handle. We should remember to post new Min. Specs for new 1.5 MV...

Nice to have new music in the 1.5 MV... Really sets the scene for the game... I suggest scrapping all 1.4 Series music completely since we are doing a major update to the game... Is it possible to use or obtain music from older "Out Of Print" Sci-Fi games without viloating Copyright Laws? If so I still have my EnB disks.. have some awsome sounds on that one if I remember right.

Nice to see one building built at a time... It will be slow going but will be better for the game in the long run imo. Will mean you should really protect that poor little Engineer more...

I was in a Brood at Sag Hotha when I tried to swap ECCM for ECM. I had enough Tech and Resources though it claimed I didn't have any metal available, even though Sag reports Metal on the planet. My Question...
*If we have a single resource system why do we still have diferent types of metals? Why can we not just go with Tech Level/Amount of Resorces + Port for items or Shipyard for ships? Why muck about with different types of metals? KISS is the best thing for this game (KISS = Keep it Stupid Simple, btw thats nice way of saying it..)

New AI Tranny systems needs work... I was in a Brood building Ha when my AI tranny finally brought 9K of materials only to take 4K away about 30 seconds later. I literally watched the transport pod go from the Tranny to the planet then back again about 30 sec later... Is there some way of placeing an Imort/Export button on the starport to control the flow of building materials.... Its frustating to see the stuff you need to build with arrive, only to see it leave again before you can do anything about it.

And Finally...

About AI Tranny's and the Farming of said Trannies.... I like the return of the AI Tranny but wonder about the usage of faction trannys for each faction... IMO the Kluth tranny is much more weaker than the UGTO (stronger armor) and the ICC (shields, nuff said)... I think it would be more fair to all if we use the current Pirate Tranny as the AI Tranny... Since it makes perfect sense the Pirates would serve any faction because they are simply out for a buck...

We could give the Pirates 4 reactive shields (1 per arc) one or two armour slots (All or Fore/Aft) and say 2/4 Pulse beams (All for 2 or q per arc for 4) along with a decent cannon armament to drive off pesky raiders. I think AI trannys have an important role in this game... you could legitamitly starve a key tactical SY planet by simply killing the AI Trannies bringing supplys to the battlefront. IMO this would be a legitamite killing of AI trannies... also something for newer players to cut thier teeth on vice being out in the MV alone and running into some enemy 10 times thier size/firepower.... Just a thought on how to even the playing field as far as AI trannies are concerned...


[ This Message was edited by: Rocko Willis on 2008-07-18 23:52 ]
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Malorn
1st Rear Admiral

Joined: December 11, 2003
Posts: 42
From: USA Eastern Time
Posted: 2008-07-19 00:31   
I agree with Rocko, it seems the AI transports are not likely to survive very long against even the weakest foe.

While we certainly should have rely on players to protect the transports rather than having 'uber' transports, as it is a player can't effectively protect a transport because the transport can be 'killed out from under him'. Maybe a dread has the firepower to kill the weaker ships before they can kill the transport, but I'd lay money I could take one of my beautiful cruisers and kill a transport before being forced to retreat even if faced with two dreads, and certainly if only dealing with one. That or a few smaller ships, and besides who wants to waste dreads escorting transports?

It might be worthwhile to make transports more durable, so that it takes at least a little time to kill them, maybe increase the pd as well?

Also, do the transports have a set respawn time, because I'm having difficulty telling?
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Malorn
1st Rear Admiral

Joined: December 11, 2003
Posts: 42
From: USA Eastern Time
Posted: 2008-07-19 02:54   
Update: Having spent nearly two hours shooting at transports I have come to two conclusions.

First, transports are not entirely underpowered against dessies or frigates. It would be possible to defend a transport against such ships, but anything above that would likely easily wipe the transport before players had a chance to defend it.

Second, none of this matters, since transports appear so quickly and in such numbers that it would take an entire fleet to have any hope of blockading a planet to any serious degree. The fact that planets have such huge resource reserves makes this an activity that would take hours anyway, so nobody will spend that much time killing transports with with a large enough fleet to matter.

Idea: Possibly have planets only use their own transports to retrieve resources, thus making it easier to know which transports you need to shoot. This might also make it simpler to code in rocko's idea for import/export buttons, something I wholeheartly agree is needed. Also this would increase transport time and give players a better chance to intercept them.

Possible issue: Also, I have noticed several times where there were multiple transports named after the same planet. Can a planet have more than a single transport? If so, the issue with blockades becomes even worse.

Idea: Have the number of transports tied to the number of starports. Thus is you want a planet to be able to import on a vast scale, the build must include extra ports to enable that.

Issue: Transport AI is a little shaky, not just in delivering resources, but also in combat. I had a transport chase me for nearly a 1000gu meaning that I had led it out of planetary defense range. I then killed it. Frankly, if I was a transport captain, I would not chase warships. Also, shoulldn't transport run a little more? I mean overdoing that would make things really suck, but as it is they will fight to death rather than escape. A happy balance perhaps? Maybe transports have poorer jump drives that take time to activate, something like that?
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