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Oct 11 2017
Oct 10 2017
Oct 9 2017
Oct 8 2017
its on my Ubuntu install. German localization.
and the server.cfg looks like this too.
Thank you for the message,
server has been restarted now.
Oct 7 2017
The problem is this makes the extra outputs not have any penalty for power. Due to the logarithmic scaling of cannons/beam penetration with group size, more outputs is very powerful for destroying blocks.
OK .. that makes sense now ^^
the point is ... how is that an exploit as long as the AI can only fire on ONE spot with all outputs?
The radial menu "reactor" is usable/visible even if you don't have the new reactor system on your ship, causing this crash. There may be another reason why it happens though as mentioned in T2564.
Will treat this one separately as I suspect there are multiple causes.
-QA Testing-
This should be fixed, but had it happen several times with multiple reactors on my entity. Can't reproduce yet but will most likely run into it again at some point.
-QA Testing-
Log attached
Ok . .so we do agree on the workings of it.
Oct 5 2017
Yes, they seem to be targeting the same spot, as if it was a single weapon. AI seems to be simply shooting all weapons simultaneosly. Ya, basically in excahnge for using a bunch of computers you can negate the 10% penalty. This becomes a lot worse on bigger ships where the computers make a very small portion of the turret.
i did ask back ... the game should be in british english.
maybe that isnt the case everywhere, because the developers are not native british english speakers (afaik)
in american english ... yes .. in british ... no
Oct 4 2017
Another person had a similar (if not the same) issue where opening the inventory caused the JVM to not respond anymore. Will provide extra info later.
Oct 3 2017
should be fixed in next build.
This bug is fixed. None of this module are impacted now.
The crazy switching windows didn't seem occures anymore (SMS v0.30.7)
It's seems to be partially solved for some blocks, like pink lights
This one looks partially solved (I tested with trigger area block and white crystal only).
I had reinstalled SM this ticket is obsolete now I guess. No more problem so far. We can close it I guess.
Oct 2 2017
rejecting this then as intended behaviour
In T2569#108445, @SmilingDemon wrote:I assume it is intended behavior as described in T179
You place a button next to a Trigger (area) Controller and it isnt being activated but a Activator Module in the same spot is ?
did i understood that right ?
then that it expected and correct then.
there was a reason for it but i cant remember right now what it was.