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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » [BUG REPORTS] June 2005 Stess test.
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 Author [BUG REPORTS] June 2005 Stess test.
Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-06-27 13:52   
-Blockades are screwy. They need to initiate when enemy ships are orbiting the planet, or very close to it, not flying thousands of GU away.

-Removing components gives you money.
-Selling components subtracts money.

-Cloak is messed up. As far as I know it's supposed to have near-instant decloak and timed recloak. It's the exact opposite right now.

-You get 'enemy detected' messages for neutral and enemy planets.
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-06-28 02:25   
Something seems odd with the Aux Shield Generator - two things actually.

1) I can manually click it to restore its power to full, without draining power on the other shield banks... not sure where its getting this power (could be from the regular energy pool, didn't try it at speed or anything)

2) Not so much a bug as a poor choice in defaults. The aux generator defaults to the shield direction of the mount it is in - for example I mounted it on my cruiser in the fore mount, and thus it was bound to the Numberpad 8, so whenever I would go to reinforce forward shields, it would also trigger the aux shield gen... which is also effected by the "bug" in #1... possibly default it to Numberpad Del or 0?
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-06-28 02:54   
[ICC]Cant transfer energy to Aux Shield Gens from main shields
~ By Design, can only accept power if placed in a special slot alligned to a single facing.

[ICC]PCM slots on missile dread are 1 Fore, 2 Fore/Left - CC are 2 Fore/Left PCM
~ MD fixed a while back, ships in garage do not get the updates, only new ships are corrected.
~ The CC currently locked by F so can not be fixed at this time.

[Kluth]Dreads still have grid overlay in ship selection - [Link] - ugto stations too
~ All ships do, Stations and Dreads are only ones large enough to allow you to see it. Not a bug.

[Pirates]Sensor corvett uses icc scout model - has no model of its own yet?
~ Only a marker for now, ship not yet done.

[All]Upgrade costs bit too expensive - newbies/poor hard pressed to come up with funds. no good source of getting credits (mining's out, takes too long to get too little what with the massive stockpiles. scavenging isnt good either, stockpiles of res, lack of cargo space on most ships and few worthwhile items dropped)
~ Mission system slotted for return next patch, credits available from it, along with scavaging and upper level items are cheeper when bought at Starports (salvaged items) than upgrading, effectively creating a market for such items.

[All]No orbit function
~ Already fixed by F along with Follow

[All]ECCM info is in Hex
~ F has already configured the game to display the " ; " character

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Yitram
Fleet Admiral

Joined: March 04, 2004
Posts: 94
Posted: 2005-06-28 08:02   
I've noticed this weird but where after I logged and repawned my station with lvl10 reloads that my reloads were listed as having -1500 drones each.
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warner_lowcharge
Admiral

Joined: September 27, 2004
Posts: 205
From: Finland
Posted: 2005-06-28 11:58   
Well i noticed about the "collision alert" while flying around earth in a scout..it was totally random, like first it warned at about 350 gu's away but i could fly 20 gu's away with no warning

what is the range it should warn you're too close to a planet at a speed, say, 20 gu's?
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-06-28 12:24   
Quote:

On 2005-06-28 11:58, warner_lowcharge wrote:
Well i noticed about the "collision alert" while flying around earth in a scout..it was totally random, like first it warned at about 350 gu's away but i could fly 20 gu's away with no warning

what is the range it should warn you're too close to a planet at a speed, say, 20 gu's?




Already fixed and closed out, there was a typo in the field so instead of 1000 fuel - level*25, it was accidently *250
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2005-06-28 12:47   
1.after upgrading engines, they remained green till i reselected them.

2.Also, there are no descriptions for alot of the gadgets for Kluth. I have basically NO CLUE what some of the weapon purposes are, so have no way to tell if I am using them properly. Others are simply too vague.

3. After firing all three STOCK Stellars on my nest, I lost all power down to 101. Was at a stand still, and it was the only thing recharging. Had six reactors.

4. hell if I know what Charv was modded with, but was able to take alpha after alpha from my nest. He had a ICC sensor frig. Was amazing to see. Again, was all stock weapons I used.

Az
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-06-28 16:39   
max lvl active shields possibly, with an aux power generator?
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2005-06-28 22:08   
UPDATE: Apparently Auto-repair only fixes hull. First off, I feel that's a bad idea. Instead I think organic armor should have a lower "reload" power on it's own, but higher when repaired by auto, and second I feel auto should only activate out of battle or when cloaked, to represent all available power being focused on weapons/armor when in battle. But if you really must leave the system as it is, can you at least change the organic armor's descrition?

[ This Message was edited by: Binks on 2005-06-28 22:14 ]
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poisonlizard
Admiral

Joined: March 08, 2004
Posts: 46
Posted: 2005-06-29 00:30   
I had a wierd building issue this eve. I was in a CD at Art A, and no matter what I could not build a dictor. I was able to build everything else (I tried everything). I had tech at 90, plenty of metals etc, the only thing I was lacking was workers (one short).
I moved to Articus, and had the same problem there. Both planets had the missalaigned diamonds issue at the time. Tried uninstalling/reinstalling my build and docking my ship, but still couldnt build it.

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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2005-06-29 10:15   
1. Was able to WH with a Colony while cloaked
2. After initiating reloads, I could cloak and reload continued to rep.
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whitefire330
1st Rear Admiral

Joined: April 18, 2005
Posts: 36
Posted: 2005-06-29 15:27   
tractor bug,






happened a while ago but i had no clue how to convert the dam pics
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-06-29 17:01   
Some other ship has two "tractor beams" in place of armor... forget which one though
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-06-29 17:37   
Extractor shig
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Abandoned Mind
Fleet Admiral

Joined: December 08, 2002
Posts: 130
From: Brattleboro, Vermont
Posted: 2005-06-29 19:26   
Something new is making my system lock-up in game.

I can’t three finger salute or alt-tab or anything but reset.

AMD XP 1800+
Soyo dragon plat. KT333 Motherboard
512 MB DDR @ 333
100 Mbit LAN to USR router & DSL
Win 2K pro, upgraded
Norman AV & Spybot S&D

And I’m turning off the Folding@Home, but that doesn’t seem to be it.
No other apps running but DS.

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