Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +2.8 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Point Defence Bug
 Author Point Defence Bug
Banshee
Grand Admiral
Raven Warriors

Joined: August 28, 2001
Posts: 2181
From: Philadelphia, PA
Posted: 2004-05-04 00:29   
Shift Space... long favoured way of Vets to make sure you always do that little bit of damage with your torps...

and now, nearly TWO YEARS later it still hasnt been fixed so that it doesnt toggle your Point Defence aswell.

Yes i can understand it is very low priority, but two years? i think your starting to take the mikey with this one a bit now.

Please fix it.
_________________


AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2004-05-04 00:49   
I agree, its terrible to be in a big fight with millions of fighters/missiles buzzing around, only to have your PD turn off and on constantly. Please fix it. Oh, and the lag too. And Shig said he wanted a pony.

Bito
_________________


Puppies gotta die, too.

Meko
Grand Admiral

Joined: March 03, 2004
Posts: 1956
From: Vancouver
Posted: 2004-05-04 01:15   
i have a suggestion that might help you Dev.


Shift-spacebar = torp detonation
ctrl-b = PD switch NOT toggle

Switch = each lazers PD setting is flipped
Toggle = all PD on, all PD off.

and shift-click for indavidual PD.... players tent to turn PD on before hand anyways so it wont b a problem.



Anyways i was just enlightend about the shift-space for torp dets, but i was unaware of the PD bug... and i paid for it. i learned the hard way on this one, losing a AC and almost losing another when i Should have been in no danger at all.


thx if u read this.
_________________


  Email Meko
Pope
Fleet Admiral

Joined: June 11, 2002
Posts: 2449
From: World of tomorrow
Posted: 2004-05-04 07:02   
Shift-Weapon Group Number
Shift-Weapon Group Number
Shift-Weapon Group Number
Shift-Weapon Group Number

Shift-Space toggling PD is, technically, not an implementation Bug, but by Design.
Wheter that Design makes sense or not of course is highly questionable.

Design issue:

- There is no need to Toggle Secondary mode of all Components bound to "Space". It causes confusion with the Users.

-> Disable the keybinding for it. 2 Line Hack.

_________________


Patriarch
Cadet

Joined: November 26, 2003
Posts: 252
From: Germany
Posted: 2004-05-04 07:23   
Quote:


Shift-spacebar = torp detonation




Good to know, will test it as soon as i am online, be careful Zirmi!
_________________


  Goto the website of Patriarch
jefferson clay {F-WWOW}
Cadet

Joined: March 03, 2004
Posts: 39
From: Paris, France GMT+1
Posted: 2004-05-04 08:45   
Good to finally know torp detonation messes up PD, I was often wondering why my PD would just collapse in the middle of a fight ...
_________________


Enjoy, this is only a game ...


Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-05-04 10:31   
LOL


Okay, sorry, it just strikes me as funny how people still think of this. Okay, heres the deal:

Shift-space changes the mode on all weapons on your ship. The alternate mode for beams is point defense. No other weapons have an alternate mode, though you can still gave the mode switch command (note: this is intentional, as we wish to keep the option to add new modes on the other weapons). When a weapon switches mode, the projectiles associated with it are terminated. This is so that the current projectiles do not take on attributes of the previous mode, which would be bad.


Anywho, technically, the way you fix this "bug" is to simply eliminate the shift-space ability to detonate projectiles. This is, of course, not desireable. While manual detonation was never intended, we do like it being present in the game, as it adds a skill level to the game.

In order to do as you would request, we would have to spend the time to recode a surprisingly complex part of the game engine. This would take time, which is our constant enemy. Since we have far more important tasks on hand, I would not count on this being addressed for a long time yet.
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2004-05-04 11:08   
In the meantime, yes, you can Shift-detonate individual weapon groupings now.

Torpedoes set to 2? Shift+2 to detonate them.

That simple.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Page created in 0.015968 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR