Sorry for the useless comment but I am so happy to hear this :D
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Mar 9 2016
Mar 5 2016
Mar 3 2016
Mar 2 2016
I second that recommendation to move to SemVer's scheme for version IDs, or at least something similar...
Mar 1 2016
Players will now get teleported pretty far forward on sector crossing... Only way to avoid this is to sit in a chair while travelling. Usually with smaller ships this will result in simply teleporting into space and falling off of your ship. With larger ones, you can end up stuck inside systems or other blocks far from where you were.
Feb 29 2016
Feb 26 2016
I was going to submit it as a feature request, but then I remembered that I'm not supposed to do that :P
Feb 25 2016
I found my missing entities at the point of origin of the fleet.
Yes, but even then they have a significant lagtime before responding to a drastic change in acceleration by their flagship. They also don't even try to stay in formation if their flagship is moving more slowly than them.
Feb 24 2016
Feb 23 2016
Tested in 0.1956; still happens.
Feb 18 2016
Can confirm slow acceleration; tested in 0.19559. With tiny test ships this is not noticeable, but with something of sufficient size it becomes very obvious; acceleration rate is very slow with the ship I tested.
Feb 12 2016
This looks/sounds a lot like http://phab.starma.de/T834.
Jan 14 2016
Yep.
Jan 10 2016
You also can't sit in front of or below slabs despite the character not actually clipping into the slab.
Dec 17 2015
Hm, I seemed to get the flippy derping whether or not my cursor was centered; I tested it several times after hitting the V key to recenter my cursor.
Dec 15 2015
Dec 14 2015
Not sure which side of this I fall on, to be honest. Really, the only problem with this is turn speed (Particularly on larger ships), which makes me wonder if only locking in turn speed should require a reboot. Also, if changing thrust settings does require a reboot, then docking should probably also allow free modification after a short "engine cooling down" timer.
Dec 7 2015
Might it be possible for Rail Dockers to project an extra 1/4 block slab collision area, or automatically place an invisible placeholder 1/4 slab on top of the docking surface? That would give you a nice, neat defined point of contact.
Dec 4 2015
Isn't this just the bug where docked things randomly teleport away, but in a planet sector?
Dec 3 2015
This occurs with stations that are made of multiple structures with lots of space in-between, even if the ship isn't within the 'bounding box' of anything that you can collide with. I'm sure there's some way to avoid that...
Dec 2 2015
Cargo blocks adjacent to glass will be invisible through the glass, as well. Not sure if I should make a separate task or if it should all be merged into a new single task for transparency bugs.
Same here.
Nov 30 2015
It almost seems as though this cannot be replicated on purpose at all... Sometimes it happens 10 times in a row with different BPs, sometimes it happens once out of the blue when everything else is working, sometimes it doesn't happen at all.
I have witnessed rubberbanding/teleportation as well in a battle between two ~400m ships on NFD. It had nothing to do with overall latency, seeing as we were firing at each other and movement was almost completely smooth until the sudden teleport... Rather, it seems to be a synchronization problem.
Nov 29 2015
Never mind. Apparently intended.
Nov 28 2015
Yesterday on Shattered Skies I hit an issue with my new ship (built in a shipyard) where half the turrets just kinda disappeared/teleported a long way away from the base... I haven't had any such issues with blueprint-spawned ships.
Nov 27 2015
Nov 21 2015
Oct 30 2015
The circuit is a 4hz clock powered by rotating cores with dockers... It is running constantly and causes no issues on its own. As for the blueprint, I will PM you that.
Oct 29 2015
I can confirm the fix; all seems to work as expected now. (Thing is, I'm not a tester so I can't close it.)
I have had this and related bugs as well; they are hard to reproduce on purpose but probably have something to do with server lag. Shipyards in multiplayer do have the tendency to not complete orders for certain things in some cases. This will result in unusable, corrupted designs if relogging does not fix the issue, as a user has to remove the shipyard core anchor to fix the issue while the design is stuck in an operation, which invariably seems to destroy designs.
Oct 28 2015
Update as of latest version (0.19452 (Dev)): Transporters seem a lot more reliable now, but the computer synch bug still exists; a transporter seems to have a 1-2 minute cooldown rather than a second or so as it is in singleplayer.
Fix confirmed; Schema implemented multi-pad functionality. It even puts you on different pads and will only transport as many people as there are destination teleport pads.
I have seen this as well. Can be a real pain in combat.
Oct 22 2015
Well, are we going to use British or American spellings? Because right now both are peppered around willy-nilly...
Oct 21 2015
I've lost an Avar-Kiaan to this bug, too - Twice. The nose and some of the tails are cut off every time.
Oct 16 2015
No longer able to reproduce on MP or SP. Must've been a temporary issue caused by server lag. (though that doesn't explain why I've seen the issue before...)
Oct 6 2015
Not talking about real ships, but rather designs. When I try to load a design that is too large, it loads and I get the "Design too large for shipyard" error, but I also get every single order button greyed out, including the one that should let me unload the design.
Oct 3 2015
Sep 25 2015
Sep 24 2015
I've had this happen as well.
Sep 11 2015
Well, at least blocks aren't lost here. >.>
Aug 19 2015
Oops... Had no idea that I had managed to accidentally put it in queue. >.>
Tested again in 0.19388, can no longer reproduce. Would like some confirmation from other people who were getting the bug, though.
Aug 17 2015
In T517#17445, @Zackey_TNT wrote:I was unable to reproduce this affect via the test server and the steps provided and thus require more info.
Can you please provide more detailed steps as to what you did in order to create this affect?
I was able to load the design from blueprint or from creating a design and successfully spawn the ship via the shipyard with no such errors
Aug 16 2015
Jul 27 2015
Jul 26 2015
In T276#12032, @Rokiyo wrote:Oh wow.... This would explain why when pirates attack my planet, they seem to rapidly teleport from one side of it to the other while they attack me... They must be crossing sector boundaries...
I've seen entities appear to "fly through" planets due to this bug... It's really funky-looking.