I can't seem to reproduce this one, tried it out on AI controlled ships and normal ships that got bumped. I did not notice any jitter, perhaps the issue was fixed along the way,
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Jul 3 2018
I also (still!) get this fairly consistently on servers with a high player count or potentially other sources of high load.
Well, I just made a quick test ship in v0.201.100 that had a salvager which used 450% the reactors output and it would mine just fine forever... even though the reactors capacity was depleted very quickly. Maybe the issue is that it doesn't actually go to zero? It just bounces around 0.1% to .9% to 1.0% etc.
Yep, should have been fixed quite early on.
Can't reproduce, most likely because it was exactly the same issue as T2997 which is fixed now.
Can you still reproduce this issue? or do you have logs about it so that I can compare the error.
The new power system cannot be used in combination with the old one, that means you can't dock a new power ship to an old power station without converting it first. What you do here, is the same, but the message you're getting is wrong and confusing.
As long as you hold the button, you fire the beam. And now you also consume full power when that is happening. If your ship runs out of power, then your beam will stop firing as well even if you hold the button.
Not a bug, docked reactor's are disabled. You can change your priority queue on the station to make sure that the vital components are always charged. A change is needed as well to allow for completely disabling power inheriting which would help a lot in this situation. That's however a feature request, not a bug report.
Jun 30 2018
---> NEWER VAGUER CRASH LOGS <---
Hmm, If im understanding correctly you're saying that after the salvager depletes my power reserves it's then ment to only require the static power draw to operate... so long as the LMB is not released? If this is the case, is it really necessary to require the 3 support beams to draw a large amount of power initially if capacitor depletion does not interrupt them and sustained use uses very little power?
I was able to reproduce this crash! Here is my exact sequence of events:
Jun 29 2018
-QA Testing-
Ok then, was wrong but unfortunately those logs have a too vague stacktrace to determine exactly where it happens.
It seems to be caused by something going null in your HUD Context, although not sure which part.
Should apparently be fixed already.
Reverting merge, different issue.
Duplicate, merging tasks.
Can't reproduce, both combinations are being used by my AI Turret.
Perhaps upload a blueprint of the ship + turret that you tried it with, and maybe try it out again to be sure it's still there.
Any weapon fires at CoM currently when it should first go for systems.
Have tried every combination and it always shoots for CoM so there must be an issue with the system to determine which collection to target.
Was fixed a while ago
should have been fixed, other issues remain though.
AI requires some rework to make it work properly with all weapons, it's something to work on after this release.
Can't reproduce, tested out all directions and they all work for me.
Perhaps you accidentally pressed F1 + 3 or F1 + 4 while looking at the computer, as that changes it orientation without replacing it and causes it to not change firing direction as well. It's a debug shortcut so it's not really supposed to change fire direction as well.
Merging task with the one in queue.
Nevermind, they still blink with that. Better to fix burst time -1 power consumption then.
Good find, seems to only happen with BurstTime -1, used for all 3 support beams.
I'll change the config again to put burst time the same as cooldown, and up the burst time a little bit so that it doesn't blink on/off in between cycles.
Sorry for the late response, seems you may have a corrupt installation. Try to force download all & overwrite in your launcher.
Yep, ran into it as well. Not something graphics related, it's the ray cast throwing a nullpointer.
java.lang.NullPointerException at org.schema.game.common.data.physics.CubeRayCastResult.isFilteredRoot(CubeRayCastResult.java:338) at org.schema.game.common.data.physics.ModifiedDynamicsWorld.doRayTest(ModifiedDynamicsWorld.java:540) at org.schema.game.common.data.physics.ModifiedDynamicsWorld.rayTest(ModifiedDynamicsWorld.java:1051) at org.schema.game.common.data.physics.PhysicsExt.testRayCollisionPoint(PhysicsExt.java:755) at org.schema.game.common.data.physics.PhysicsExt.testRayCollisionPoint(PhysicsExt.java:724) at org.schema.game.client.view.gui.shiphud.newhud.Hud.drawSmallCorsair(Hud.java:434) at org.schema.game.client.view.gui.shiphud.newhud.Hud.draw(Hud.java:182) at org.schema.game.client.view.gui.GuiDrawer.draw(GuiDrawer.java:172) at org.schema.game.client.view.WorldDrawer.drawGUI(WorldDrawer.java:832) at org.schema.game.client.view.MainGameGraphics.framebufferPass(MainGameGraphics.java:921) at org.schema.game.client.view.MainGameGraphics.draw(MainGameGraphics.java:442) at org.schema.schine.graphicsengine.core.GLFrame.draw(GLFrame.java:456) at org.schema.schine.graphicsengine.core.GLFrame.render(GLFrame.java:501) at org.schema.schine.graphicsengine.core.GLFrame.doFrameAndUpdate(GLFrame.java:643) at org.schema.schine.graphicsengine.core.GraphicsContext.mainLoop(GraphicsContext.java:855) at org.schema.schine.graphicsengine.core.GraphicsContext.startUp(GraphicsContext.java:752) at org.schema.game.client.controller.GameMainMenuController.startGraphics(GameMainMenuController.java:1158) at org.schema.game.common.Starter.startMainMenu(Starter.java:1503) at org.schema.game.common.Starter.main(Starter.java:978)
Brown paint exists in the block config, but everything about it seems to be missing. There's no sprite provided for it, it's not enable as a usable item either and it can also not be crafted.
I'm not 100% sure why it was added before, but we may end up removing it instead then.
Good find, stealh strength 3 was using the recon strength 3 values.
-validated-
I'll change up the HUD Context a bit for shields to give you different information in case your regen < upkeep, that should explain it better (assuming HUD context is enabled)
I tested it again. Insanth seems to completly ignore my shields this time. The shield indicator remained 100%, but in built mode I could see, that the actual value was fluctuating in a range, that fits the dmg values I expect of an Insanth (Shields remained 100%, because less then 1% changed of the shield value). So i believe, the shield value was recalculated correctly, but the weapons bypassed my shields because of some other reason.
Oh, I thought upkeep was in power, what an... odd way to go about things. xD
Jun 28 2018
The shield config was changed, the upkeep cost is higher now so you need more rechargers to compensate for it. (The power usage for rechargers is less though)
I'm not 100% sure if I'm getting the same issue as you. But from what I can see, the GUI does not report the correct shield HP if you shoot something that is in a different sector.