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[FAQ
Forum Index » » English (General) » » Kluth Shrouds Invisable even with ECCM active
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 Author Kluth Shrouds Invisable even with ECCM active
*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2012-12-20 15:39   
I can conferm this too. Last night was near kona rebuilding it after something happened (new builder, AI. I have no idea) and had 3 sencer plats plus one on kona it self giving my self a grand signal of ~37 and nor me or the plats shot down any of the missles.

And today even, we were holding Arcterra and i was in my LS with ECCM running with a SS behind me me, and numerious CDs and HCs all floating around running their own ECCM and i was still getting Full vollys hitting me.

So could someone please explain what is going on if there is multiple entities in the area and None of them PD any missles.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2012-12-20 16:06   
yeah....? then instead of hopping into another dread pull out a scout! you will see them and you wont be hit by them (unless you suck at scout so hard you crash into the missiles themselfs).
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Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-12-20 17:22   
Quote:

On 2012-12-20 10:57, *Two Face* wrote:
Quote:

On 2012-12-20 08:54, Ubawaus wrote:
a command dread doesnt have enough beams to pd all the 8 missles from a ganglia. And to make it worse: if u picked the new long range lasers, they recharge so slow that u cannot pd the 2nd missle alpha.

A command dread is a group ship




I didnt say there was no ugto ships near me, I was in a group, 6 of us at this particular time, (Steveyk, Bladerunner, Rykros, Nekofan, Nightmarewon and me) a mix of command dreads and EAD's mostly, still couldnt see half the missiles. :/



yep ur right, u didnt include much information in your question/statement. and that is totally my bad...

okay a mix of ead and command dread...meaning u and 1 other person in command dread rest in EAD?.eccm has 250 gu range, and takes a sec to work(show missles) depending on synch, how close where the EAD to you?
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Rykros1987
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Joined: October 01, 2012
Posts: 88
From: Not in an asylum. Yet.
Posted: 2012-12-20 17:42   
Quote:

On 2012-12-20 17:22, Ubawaus wrote:
Quote:

On 2012-12-20 10:57, *Two Face* wrote:
Quote:

On 2012-12-20 08:54, Ubawaus wrote:
a command dread doesnt have enough beams to pd all the 8 missles from a ganglia. And to make it worse: if u picked the new long range lasers, they recharge so slow that u cannot pd the 2nd missle alpha.

A command dread is a group ship




I didnt say there was no ugto ships near me, I was in a group, 6 of us at this particular time, (Steveyk, Bladerunner, Rykros, Nekofan, Nightmarewon and me) a mix of command dreads and EAD's mostly, still couldnt see half the missiles. :/



yep ur right, u didnt include much information in your question/statement. and that is totally my bad...

okay a mix of ead and command dread...meaning u and 1 other person in command dread rest in EAD?.eccm has 250 gu range, and takes a sec to work(show missles) depending on synch, how close where the EAD to you?



I do believe that eccm has 500 gu for standard and 1000 for longwave? and all the ships were within 300 gu distance of one another or less.
[ This Message was edited by: rykros1987 on 2012-12-20 17:42 ]
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Pantheon
Marshal
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Joined: May 29, 2001
Posts: 1789
Posted: 2012-12-20 20:02   
You can see the gadget stats here:
http://jack-online.co.uk/gadgets/?xml=ECCM2&level=5&raw=1

Do bare in mind that ECCM and ECM affect objects increasingly as they get closer, so that will also be a factor when the missiles fly towards you.

Math is as follows:

gadget_damage_ratio() * ( ( ( eccm_strength() * ( eccm_range() - distance_to_object() ) ) / eccm_range() ) ) * calculateModifier( MT_EWAR_STRENGTH )

Based on what's going on and what's being reported, I believe this is the problem, and seeing as this only adds load to the server I'm +1 for just making it a flat value for all objects within range.
[ This Message was edited by: Pantheon on 2012-12-20 20:02 ]
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Two Face
Marshal

Joined: November 30, 2009
Posts: 145
Posted: 2012-12-20 20:36   
No idea what am looking at there but +1 i think, also you said this Pantheon "A scanner will make them show up like christmas tree lights though.", I guess you need to relook at what scanners do because i can say 100% scanners do not detect missiles, all they are good for is detecting resources and planet buildings.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2012-12-20 20:40   
same thing just tried this and still no luck, heck even tried my BC with Long and normal waves and still no luck
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Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2012-12-20 21:12   
Rather amusingly, I have a problem where I often times cannot see the diamond for the missiles, but my PD will shoot them down anyway. Just a thought for you to mull over. This usually happens with ECCM on, and without it the missiles don't get shot at.
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Pantheon
Marshal
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Joined: May 29, 2001
Posts: 1789
Posted: 2012-12-20 22:02   
Quote:

On 2012-12-20 21:12, Fatal Incinarator |SoT| wrote:
Rather amusingly, I have a problem where I often times cannot see the diamond for the missiles, but my PD will shoot them down anyway. Just a thought for you to mull over. This usually happens with ECCM on, and without it the missiles don't get shot at.




That's just latency. Server is reacting before your client is.
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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2012-12-20 22:57   



EDIT I realize I somehow failed to read entire topic
[ This Message was edited by: |xTc| ExisTence *XO* on 2012-12-20 23:10 ]
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-12-21 01:45   
I always did have issues every once in a while with shrouds rendering, but lately I've been using the SCB and double ECCM slots and I haven't had any issues at all. Not sure what the root of the problem is though.

[ This Message was edited by: Fatal Brutality *COM* on 2012-12-21 01:48 ]
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-12-21 10:07   
Just a question about this situation.

The server knows the ship detects the missles thanks of ECCM. But on client side, the player doesn't see the missle and they think the ship doesn't PD any of it. At first glance, on client side, the ship seems to be damaged by all the missles and hence lose B% of armor HP. But later, the server sends correct information that the ship successfully pd some missles and restore some armor HP.

Is it true?
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Pantheon
Marshal
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Joined: May 29, 2001
Posts: 1789
Posted: 2012-12-21 11:41   
Quote:

On 2012-12-21 10:07, chlorophyll wrote:
Just a question about this situation.

The server knows the ship detects the missles thanks of ECCM. But on client side, the player doesn't see the missle and they think the ship doesn't PD any of it. At first glance, on client side, the ship seems to be damaged by all the missles and hence lose B% of armor HP. But later, the server sends correct information that the ship successfully pd some missles and restore some armor HP.

Is it true?



This can be the case, yes.

If the damage isn't dealt on the server, the client will ultimately not receive any damage, but we have to interp for latency with everything, so if the client doesn't PD them for whatever reason due to their latency or a mixture of things - they will take damage on their client. However, the server controls when a ship is destroyed, not your client.

You could, in theory, hack the client to make everyone's hull read 0 hp or 0%, but only the server sends out the ship destroyed command. This is why it can sometimes seem like a ship is at 0% hull but won't die. Your client is interpreting what's going on, but due to the latency an entire salvo may have hit a new armor arc or one of many other scenarios.

This is why it's so tricky making a game like this, and why no-one else does .
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Amun-Ra
Fleet Admiral

Joined: September 23, 2012
Posts: 15
Posted: 2012-12-21 19:54   
Well, that's why that a DREAD should always have a Escort ship near it.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2012-12-21 23:11   
Quote:

On 2012-12-21 19:54, [Fleet Admiral] Scar the Cheese of Doom wrote:
Well, that's why that a DREAD should always have a Escort ship near it.



even then the best the escort could to 90% of the time is eat a couple savlos untill the dread can jump away
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