Nope, TabF8 breaks things again.
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Jan 28 2016
Jan 24 2016
Jan 23 2016
Jan 21 2016
Dec 15 2015
Dec 14 2015
I agree with Ithirahad, I am on the fence as well, but I can see where this can be in both RP aspects and applying instantly such as in the case of Elite's "Pip" system and where it can be abused to gain a further advantage over a rival player by sudden, massive thrust vectoring and rotation changes. It will likely require a lot of user-testing, and perhaps a few PvP Events / Fleet Operations to determine what is best
Dec 13 2015
The reason it should only be applied after reboot is to stop Super-Capitals going from sluggish brawler, to lightning turn speed at a few clicks.
Dec 11 2015
I believe this might be (in part?) referring to sector borders. Inexplicabley, ships are often hurled a distance away from an Observer who is just crossing the sector engaged in a battle with them, requiring them to hold their course and cross over in the hopes they line up again, or redirect their fire at this new location the ship ended up in.
Dec 10 2015
Was running the Version it was tested on, Not a dev-build,
Dec 5 2015
Perhaps they dont need to touch? When the "Distance to re-dock" code is implemented, a much lower ranged one could be used to snap rail dockers onto rails when they are 1-2 blocks away. That is unless the code for distance stems from the entity itself, and not where the dockers are placed
Dec 3 2015
Nov 29 2015
Ive noted odd behaviour when walking up diagonal slabs. This may be a result of having a bad computer, though.
Nov 28 2015
I always thought this was a Nerf to missiles VS Armour? I remember I had an old-turret style Artillery-Dreadnought volleying loads of missiles at max range and it would devastate a target that was hit, even though the missiles were mostly Ion effect.
Missiles only got even more ludicrous when the damage was doubled per block in an array. A mere 1000 Missile-beam-EXP used to absolutely crater a target back in the day I believe
Nov 27 2015
I had this issue 1-2 other times with just a stretched blue charge overlay, but they dissipated almost instantly back into their normal form. Otherwise, these have been an extremely random event
Nov 22 2015
Whoops, Guess I didnt catch that this has been posted already
This "stuck" behaviour still occurring in v0.19298, had at least 6 turrets and 4 docked power injectors, Game refuses to let me into the Mothership and was stuck bouncing between 2 turrets, 3 if I rapidly tap the swap-core button down, as you cant use the UP key while in turrets
Nov 21 2015
Nov 17 2015
I tried both Delay and a Not of the clock. It appears to cease to function, or is Significantly reduced. Even Activation blocks and buttons become unresponsive when they are linked up to banks of capacitors
Unless the first times were some Horrific coincidence that the lag kicked off when I linked those things in.
Nov 16 2015
Perhaps this is specific to missiles only, I was able to get it a number of times while testing the point defence against Missile-cannon isanths. Perhaps the missile's ability to down multiple docked shields at once can cause this message to appear
Nov 15 2015
Hmm, Seems like this happened lots back when Power Capacitors emitted light. However, I seemed to drop Shattered Skies when I tested linking a clock to 2x 50x50x50 power capacitor banks...
Nov 14 2015
The effect also happens Vice Versa, a R50 planet seems to revert to something close to R70-100 after logic-based detonation and timing the warp to coincide with the Sector Removed From memory time (default 20s)
In T848#31114, @SmilingDemon wrote:
On single player, This bug happened to me, however the LIGHTING MODE of Advanced Build Mode ALSO became unneffectual
Nov 12 2015
...15 minutes of footage later, I find out that I need to be in Windowed mode to record properly than get a single image from a video...
Preliminarily, Desert planets appeared to cause the least drops in FPS and Ping... Hopefully pre-mining those planets hasnt skewed the results...
Nov 11 2015
I shall try using some of my old software to record and submit. GIF files do not save the HUD on them.
Over on Shattered Skies we are using 50r planets. Try a Universe of those as a comparison
Nov 9 2015
Nov 7 2015
Nov 5 2015
I think I may have narrowed it down more.
Nov 3 2015
Nov 1 2015
Oct 11 2015
Oct 3 2015
Spunkie has a point,
It would become impossible to overheat a ship exploiting these untargetable blocks in large quantities if they were to keep their System HP value.
If Ion is doing that against hull, then by extension the Piercing Effect will register the same phenomenon against a shielded target?
Sep 26 2015
Sep 11 2015
I can also weigh in by saying my experiences: