that is fine. The exception is being caught. I'll probably switch the output off at some point
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Nov 13 2017
In T2677#112703, @lancake wrote:That's because we removed the old "X: do Y" indicators when we replaced them with the ones near your mouse. A mistake on our part since these new context ones used to be there permanently and only later in those dev builds did we add an option to fully turn them off, without realizing the old indicators weren't there to replace them.
I see. I could have sworn they weren't there before that, but...
also i suppose that shield support beam not working
2 ship hotbar items that still react to mouse clicks outside ship mode:
- Inner remote (as reported above)
- Rail turret axis
Merging with other task.
All your logs have a nullpointer in it, but that should not crash or stall your game client. Same/similar issue as in T2667
Can you try this once again in version 0.200.164 and upload new logs if it doesn't work?
Can you try this again in 0.200.164? It should be fixed in that version.
(You'll need to start and close the game at least once as the setting you currently have is still using the translation)
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Related to translations, value that is saved is the translation and not the name. It fails to set the correct setting then when started up again.
That's because we removed the old "X: do Y" indicators when we replaced them with the ones near your mouse. A mistake on our part since these new context ones used to be there permanently and only later in those dev builds did we add an option to fully turn them off, without realizing the old indicators weren't there to replace them.
In T2677#112558, @lancake wrote:So should all this truly be disabled? [R] to X something was always there before and could also not be disabled. Does it get in the way or?
This is simply not true – '[R] to X' wasn't always there before 0.200, the attached screenshots are from 0.199.654#20170826_140955 aka. the latest 'pre' build, and it wasn't there in any of the 'release' or 'pre' builds before that, either. It would have driven me nuts long ago if it had been.
-QA Testing-
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Those that remain, are the crucial ones. Putting it on "none at all" would make you miss out on useful info without the player realizing it.
Examples:
- "Set weapon output : (current output)" would not appear for you so you have no idea which one is the output block.
- "C start connection" and "V connect with.." so you know which blocks are linkable and which ones aren't. Otherwise you're just guessing
- Some information also only appears if you have the block selected on your hotbar (and are in build mode) or are looking at one:
- looking at a shield block, shows info about that group near your cursor
- looking at power related blocks, shows you info of that group, very useful info
-QA Testing-
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Nov 8 2017
After re-starting my PC, I tried to enter the server again, but it was still crashed.
More information, at that time, the game was heavy load, lag and CPU usage 100% until game crashed.
Nov 7 2017
More testing reveals the issue is not restricted to build mode only; it also occurs when entering the pause menu ([ESC]) from flight mode, and even another level further down, in the options menu.
Similar but not identical issues I found while searching before reporting this bug were T57 and T2422, both presumed fixed.
Nov 6 2017
cannot save a (snapshot) tree local, since most meta data is on server. Not much of a problem however since just saving the blocks will just let the server recreate the reactor tree freshly on load.
issue due to slaved weapon systems being excluded from power consumption
system will now use bruforce as backup. this means that there wont be any problem even if quickhull fails (which likely only affects small enough reactors in scale)
If you link a logic block to a weapon computer, the weapon computer loses its link with the ship core.
Yet now, if you look at your power consumption, you'll see that as soon as you link a logic block to a weapon computer, power consumption on the ship drops. The "at rest" charge is completely gone, which makes me conclude that it simply not part anymore of the new power system.
Still happens in 200.154
Nov 4 2017
My ticket needs to be merged in, I guess.
Are there any charts or documented numbers available so I'll know how much I need to adjust everything? I have ships where the base has 15 million power/sec under the old system, and the turrets have another 2-4 mil each on top of that which used to be necessary to fire them without bottoming out the power.
Merging with other task, has been fixed.
Closing task, issue will not happen anymore.
For 3.000.000 power generation in the new system, you need way more than this in size and dimensions.
Nov 3 2017
What's a "sane" number of turrets and DPS per turret in the new system? What's a "sane" amount of shields for a ship? Is there a guideline, so I can save myself time by building according to your specifications from the beginning?