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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » Phase 1 - Stress Test notes
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 Author Phase 1 - Stress Test notes
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-04-23 10:40   
Keep getting repeated problems with weapon icons rebinding themselves to hte last weapon slots on your ship. I was trying to fire my QST and instead i was launching 2 fighters.... Its getting VERY annoying.
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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

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Mitsuki
Vice Admiral

Joined: October 28, 2004
Posts: 1
From: Missoula,MT
Posted: 2005-04-23 10:50   
With the Anti-Matter Jump drive I kept getting stuck in Jump lag, The Tachyon Drive worked fine but the only way to jump with the Anti-Matter was either to click orbit or follow on a target, which takes time, and I usually died before I fully got rotated to my target.
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-04-23 14:13   
not seeing messages for selling stuff (usualy resourses) to ports, loading inf often doesnt have a message attached, distresses not getting sent to other ships.

unable to store ships at the jumpgate

cant get close to sirius 4, star's (sirius b) hit box in the way

[ This Message was edited by: Doran on 2005-04-23 14:17 ]
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-04-23 14:32   
On the hive one of the fighters is not full arc.
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BorgDrone4of20(KuYa)
Cadet

Joined: May 08, 2003
Posts: 31
From: Cube 69 Section 4 Alcove 20
Posted: 2005-04-23 14:57   
on kluth mandi the aft armor slot will not take lvl 8 organic armor and only sometimes takes lvl 4 which is what it comes with

the clavate armor seems messed up it would not accept lvl 4 or lvl 8 organic armor also the clavate only has 2 bomb slots maybe take off a ruptor or something else so it could have 3 bomb slots

and finally i bombed a enemy port with TK bombs and it seemed they were only doing about 2-3% damage not sure if lvl 8 are stronger can't find any but even for lvl 0 that seemed kinda low
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-04-23 14:58   
UGTO Battle Station.

When loaded out with AR missiles and IT missiles, they will stop firing randomly, and will cease to fire anymore missiles after that time.

HMA gets stuck in jump alignment and randomly jumps off in any direction.

Also, some of the Launcher arc should be full, it makes sense.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-23 15:06   
Quote:

On 2005-04-23 14:32, The Drunk Vampire(aka JRE) wrote:
On the hive one of the fighters is not full arc.



I've double checked and all the files and the fighters on the hive and colony are full arc...
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-23 15:11   
Quote:

On 2005-04-23 14:57, BorgDrone4of20 wrote:
on kluth mandi the aft armor slot will not take lvl 8 organic armor and only sometimes takes lvl 4 which is what it comes with

the clavate armor seems messed up it would not accept lvl 4 or lvl 8 organic armor also the clavate only has 2 bomb slots maybe take off a ruptor or something else so it could have 3 bomb slots



When the update for stress test first rolled out there were several dreads on the kluth fleet that had a bug with their armor and were actually standard armors misslabeled as organics...

Since many people were stripping those dreads to get those armors, which can not be installed on kluth ships, there are several in the ports.

The dreads were fixed later in the evening, so any unmountable organic armors are actually artifacts from the bug and can be disposed of. If you got one, you can goto the game and click remove from your storage to get rid of them.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-23 15:13   
Quote:

On 2005-04-23 14:58, BackSlash *Jack* wrote:
UGTO Battle Station.
Also, some of the Launcher arc should be full, it makes sense.



Makes no sense, the stations have even more mass so it would be harder to find a place to mount a device so it could fully cover all arcs.
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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-04-23 15:27   
Just loaded another colony and still one of the fighters was only aft.
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-04-23 15:33   
UGTO Battle dread - Fore-left CL is level 4, but Fore-right CL is level 5.
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Thrie
Fleet Admiral
Raven Warriors

Joined: October 28, 2002
Posts: 760
Posted: 2005-04-23 15:47   
Stuck in Alignment went jumping with ICC frigate.

When manual turning toward coordinates and activating jump drives in less then 5-10 degrees. Ship continues in circles with no control to speed, turning, nor firing weapons.
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[Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]


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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-23 15:51   
Colony and Battle dread fixed.
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Thrie
Fleet Admiral
Raven Warriors

Joined: October 28, 2002
Posts: 760
Posted: 2005-04-23 17:23   
Command Dread's Bay slots refuse to show up for modding. Unable to switch fighter class/item. Other weapon/system slots works fine during modding. Only the fighter Bay slots did not show up.
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[Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]


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JRE
Grand Admiral

Joined: August 14, 2003
Posts: 570
Posted: 2005-04-23 17:39   
When you click on disruptor assault the stats on it in the lower right are cut off. Like this on the stations not sure on the others.
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