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Jun 15 2017
Jun 14 2017
No feedback, not even sure if this is an issue or just the wrong conclusion from 2 completely different damaged ships.
Jun 13 2017
Unfortunately without a way to reproduce it consistently, it's not possible to find out if it's something related to drivers or with starmade.
You could brute force this issues to happen by holding F1 and F2, but I'm still unable to trigger anything related to it involving missiles or explosions.
Jun 12 2017
No feedback, closing task.
Jun 11 2017
Could not reproduce before, still can't. Possibly fixed by now and if not, we'll need a new task about it.
Jun 10 2017
Jun 9 2017
Jun 8 2017
Was changed a few months ago, now the max removed AHP per block is capped to a multiplication of itself. Forgot the value but it's something along the lines of 3-5 times of the AHP it adds itself.
Could be temporary only though...
Some weapon related exceptions can cause something similar like this to happen. Without steps to reproduce or logs, this task isn't going anywhere.
Rejecting, too old and no feedback.
Jun 7 2017
In T2367#101960, @lancake wrote:-rejected-
Rejecting, not a bug, just the result of a mechanic that prevents your own weapons from hitting the ship it's on. Needs to be changed at some point perhaps, or become a config option.
Without this mechanic, you would always need to make sure there's empty space in front of any weapon which is quite a big design change.
Jun 6 2017
Jun 5 2017
This task is about the main entity not being affected by push/pull/stop weapons if they're hitting a docked entity instead. The momentum effect doesn't propagate downwards and instead applies on something that is docked, and therefore cannot get pushed/pulled or stopped.
Jun 2 2017
May 5 2017
Apr 28 2017
Apr 25 2017
Apr 24 2017
Mar 30 2017
This is a side effect of the fact that logic always clicks a constant but short time. It does not click and hold like the player does.
Mar 29 2017
Mar 24 2017
Mar 22 2017
-QA Testing-
Mar 21 2017
Fixed with recent fixes to projectiles and beams
Solved by previous optimization in the group calculation (reusing variable sized threads)
Mar 20 2017
-QA Testing-
Mar 16 2017
-QA Testing-
Yeah, better to upload those to be sure although I should be able to reproduce with this sector crossing part.
Was improved/resolved during the dev builds.
HOLY SHIT! :D HYPE TRAIN