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[FAQ
Forum Index » » Beta Testing Discussion » » [Bug Reports] May, 2005
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 Author [Bug Reports] May, 2005
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-05-05 10:08   
@smith, beta isnt locked down, so thats probably some sort of installation issue on that side. similar problems have been popping up release side as well

Quote:

On 2005-05-05 00:57, Lothar wrote:
dont know if this is by design or not but while trying to jump to a nebula the ship jumps a few thousand gu then aborts all further attempts abort instantly while 25k gu away or so


thats because of the size of the nebula, its treated like a star or planet and your nav crew will put your ship a safe distance out from the edge, depending on your speed. if you want to jump into the center of a nebula, ctrl+click and manually select a point.

i do agree that blockade code needs a bit of tweaking. scouts and other "small" ships like trannys, engies, sups, and frigates shouldnt be able to blockade planets (unless its a tractor scout, its not much of a threat anyway), or they should just take MUCH longer to blockade a planet then if a cruiser or dread shows up. maybe even so that no single ship can blockade, it takes a fleet (X number of ships) to shut a planet's SY down.
i think spawning should be allowed, but restricted to garage/docked ships only.
if the defending fleet can numerically match/exceed the blockading fleet, the blockade status should be removed.
and the blockade radius should probably be moved in towards the planet some, to around 500-600gu. a ship showing up at the edge of dictor range isnt much of a blockage, and 600gu leave some manuvering room for the attaking fleet

[ This Message was edited by: Doran on 2005-05-05 10:26 ]
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Smith
Fleet Admiral

Joined: October 13, 2002
Posts: 320
From: Pittsburgh
Posted: 2005-05-05 10:21   
but ive been playing in the beta.....i'll uninstall and reinstall and check it out....just thoughht it was odd.
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-05-11 23:09   
theres some bit of text on the tachyon jumpdrive (and possibly amjds and sejds as well) thats being covered up by the item description


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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-05-12 00:16   
Still getting the trials bug on ships that can go very fast. They trails appear behind the ship, instead of from the engine ports.
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-05-12 02:28   
New bugs
4. [UGTO]CoB still possible - tested with mirvs
I updated the arming codes tonight... All bombs have varied minimum range based on its speed of travel. So are varied between 100 and 135 as the minimum range.


Also identified that all weapons are off by one slot space in assignment after a change to the layout of the master Gadget Noun file.

Hopefully this will be resolved quickly and fix the weapon mounts.


[ This Message was edited by: Taelron on 2005-05-12 02:53 ]
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Lonectzn
Fleet Admiral

Joined: January 06, 2005
Posts: 202
Posted: 2005-05-12 07:39   
Just various things, mostly just visual or otherwise unimportant.

UGTO Ships:

Battle Cruiser has one fore torp, one fore right.

Missile Dessy/Gunboat Dessy/Picket Dessy have both drives visually placed on the right engine spot.

Missile Cruiser has two right IT, no left.

Torp Cruiser's EMP Cannon appear not to do anything, and all drives placed in center of ship.

Command dread has all railguns fore/right/left, is this intentional? Just looks from the placement two would be right/aft and left/aft.

All the frigs have engines in center.

Interdictor jump disruptor is labelled right mount.

Extractor tractor is mounted outside the ship.

Also sabots still do no damage, and only have 5 ammo. When they get updated will they still be torp mounts?

EMP not done yet either, set as heavy mount.
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-05-12 11:23   
Quote:

On 2005-05-12 02:28, Tael wrote:
I updated the arming codes tonight... All bombs have varied minimum range based on its speed of travel. So are varied between 100 and 135 as the minimum range.



looks like that got it then

mirvs minimun range at ~114gu (L0), ~126gu (L3)
neutrons dont have a min range, but dont seem to do damge under 100gu so i guess thats not a problem...

does ship speed affect bomb arm times any? or is it just the bomb's speed?

[edit]
id also suggest some sort of fight-grade pulsebeam for interceptor fighters, their weapon gets em pretty close, and might work for missiles and fighters that are comming head-on, but if you're trying to catch fighters that are swirling around... aint happening
unless interception routines are also going to be upgraded with the rest of the fighter ai...

[ This Message was edited by: Doran on 2005-05-12 11:32 ]
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-05-12 11:47   
Quote:

- Battle Cruiser has one fore torp, one fore right.

- Missile Dessy/Gunboat Dessy/Picket Dessy have both drives visually placed on the right engine spot.

- Missile Cruiser has two right IT, no left.

- Torp Cruiser's EMP Cannon appear not to do anything, and all drives placed in center of ship.

- Command dread has all railguns fore/right/left, is this intentional? Just looks from the placement two would be right/aft and left/aft.

- All the frigs have engines in center.

- Interdictor jump disruptor is labelled right mount.

- Extractor tractor is mounted outside the ship.


Fixed in next update...

All fighters AI code updated in next patch group 1.484...

Faustus has also fixed the mount slot type mappings so should be in fixed in the next update. any ships in the garage will still be wrong, only new ships from shipyards or gates will be fixed.
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Custom
Cadet

Joined: December 18, 2002
Posts: 87
Posted: 2005-05-12 13:46   
Not sure if this counts,

ICC BomberDread, there is one Rail gun thats LvL4 and the rest are lvl 0.

Im guessing that this is one because the mount is right..
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whitefire330
1st Rear Admiral

Joined: April 18, 2005
Posts: 36
Posted: 2005-05-12 14:11   
even though this is def all ready know that jumpdrive freeze bug is getting bad
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-05-12 15:50   
K'luth bug: when a disruptor is fired, the sound and hull animation are longer then the yellow beam spitting out of the ship.
_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-05-12 22:04   
model hole in station



[ This Message was edited by: Doran on 2005-05-12 22:05 ]
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Lonectzn
Fleet Admiral

Joined: January 06, 2005
Posts: 202
Posted: 2005-05-14 23:10   
You can use jump disruptor while cloaked.
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Maskerade
Grand Admiral
Galactic Navy


Joined: March 21, 2002
Posts: 638
From: Canada
Posted: 2005-05-15 09:51   
Not sure if this is by intent and I brief scanned April's Bug List and did see anything.


IT missiles from planetary defence no longer go ballistic when they lose tracking on target.

I was a Siphon out testing my PD on Sag Hotha, range to planet ~900m. After defences launched I cloaked and all IT missiles slowed and stopped. Uncloaked and missiles re-acquired lock on and started moving again.

Moved to Earth and after defences fired I cloaked. All IT missiles slowed and stopped, all fighters returned to base. Uncloaked planet defences fired again and IT floaters resumed tracking.

The IT missiles would SD after a fixed period, never timed it.


Just found it odd behaviour from what I'm used to seeing


[ This Message was edited by: Maskerade on 2005-05-15 09:52 ]
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- Maskerade

Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-05-16 19:15   
New:
15. [ICC]Aux Shield Gen not faction specific
Not ment to be, only the ICC can build it, but anyone can mount it.

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