It's fine for me, can you reproduce this? And was Shift + V involved?
When you get it, exit the game and upload *logstarmade.0.log* located in your *starmade/logs* folder
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Feb 21 2017
Steps to reproduce describe it perfectly. Seems that if you select something from the radial menu something, drag something else on that slot, will result in the old block being placed down.
Some update issue which is resolved as soon as you scroll.
Before there was no lighting at all, making it even harder see which shape it was.
It's better now but it doesn't work too well for dark blocks (since well, light on dark textures means they're still dark) so it's something we'll have to improve on.
I have no idea how to reproduce, you're also the only one so far since release that is experiencing this issue.
You mentioned "beams as secondary component", so as support? Does that mean cannons/missiles and damage pulse also had the same going on here?
Feb 20 2017
I've only checked release versions:
Any blueprint that was made in version 0.1867 converts fine.
Any blueprint made before that version, will be sliced up.
All recent chunk 16 ships convert fine to 32, but it seems that past a specific version, it results in these slices. I'll have to check previous versions and try to find where it goes "wrong".
Duplicate, merging with other task.
Feb 19 2017
-validated-
You need to link the last gate to the start gate too, so it goes full circle.
So right click the start gate with the marker beam, left click the last gate of the entire track. Then multiple laps will work.
I'll just merge them.
Seems the regeneration of the barrel is turned off, or minimal when the onboard capacity runs dry and it switches over to the turret base.
I suspect it's something like T390 happening here. Easy to see when player controlled, but the AI controls it way better which is why it's almost not noticeable unless you use heavily skewed regeneration numbers such as
Ugh, apparently still happens.
Feb 18 2017
The map NPC system info text area is stopping the player from zooming in and out on the map while you are in a NPC claimed system on the map.
If you go to a system that has no NPC system claim and your mouse was in that area, you can't zoom in/out at all no matter where your mouse is afterwards.
Yep so it is indeed the issue I mentioned, thanks for the confirmation.
Can't reproduce, maybe fixed along the way?
Starting to turn into a feature request.
AI wants to lead a moving target for lock on missiles, and it shouldn't.
Right, and a weapon doesn't fire unless it thinks it's aiming in the proper direction. For the pulse variant, the weapon speed is slow so they're probably the easiest example to see this happening.
-validated-
Feb 7 2017
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Feb 3 2017
Merging with another task.
Got fixed along the way.
Feb 2 2017
Could you upload your logstarmade.0.log when that happens? It's located in your starmade/logs folder, just drag and drop the file into the chat field to leave a comment and it will upload to here.
This task is a duplicate of T1024. And the issue was fixed using that report.
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Feb 1 2017
It's an issue with some block data not being cleaned up completely, merging this task with its original one.
Not a bug, it's just how they were made back then. You're right that it should change but that's a complete mechanic change.
And it's not just a multiple output one that has it. A single output with different number of shots (missile combo) or using multiple missile computers (1, 2 and 3 on your hotbar) result in the same thing assuming they hit their target at roughly the same time.
I'll ask around, don't know much about the steam update process.
That server is using a custom config. The reference to the Light Bar used to be "LightBarLod" in the mainConfig.xml, but now it's "LightBar" which is why it can't find that on your Starmade.
It's something that server has to fix by updating their custom config. If they need help with that, they can contact me on SMD or send a support ticket here http://help.star-made.org/support/login
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Should have been fixed.