Should be fixed now, merging tasks.
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Jul 8 2018
Jul 7 2018
I've encountered reverted chunks in some of the blueprints I did, that seemed to have fixed itself after using Clear client cache in the main menu - tools.
It's still an issue but I can reproduce it somewhat which is good.
Correction shifting the clock to a separate docked or not docked entity still resulted in the error messages even though the logic is working fine. Wireless clock signal on the station goes to the door and the door sensor signal gets back to the station door control logic, so no logic that I can see is being blocked.
I could figure out, that this can be solved by activating the advanced energy beam shader
I just ran into this error I think.
It works for me as well in .105!!! :D
Scratch that, I can reproduce now ^^
I should have tried your settings.cfg sooner, but using yours seems to cause it indeed.
Thanks for sharing that world but it seems the files are incomplete. It only contains the npcFactions, where as your world should also contain a DATA and index folder.
Jul 6 2018
Hi Schema!!!!
Jul 5 2018
Unfortunately I'm unable to reproduce the issue following those steps to the letter.
Anything you did after the "Create a station" step that you forgot to mention? Even trivial stuff like connecting a factory to something could be a cause.
tried tons of things with the steps provided but could not reproduce unfortunately.
Jul 4 2018
I can no longer reproduce this in v0.201.100
Fixed by now.
There was a fix for the previous logic loop detection not working properly. Not 100% sure if it is also meant to interfere with the logic, I believe it was simply just a notification message for you to act on and investigate. I'll leave this task on open till I know for sure. Perhaps others can upload a blueprint + a screenshot of what part of their logic does not seem to work anymore that did before.
The message starts with Gate Destination too far!, the maximum distance shown is always the default config value and does not account for chambers,
It's only a GUI issue as jumping through a gate still works fine with a boosted warp distance.
Duplicate, merging tasks.
This issue might not happen anymore. Can't reproduce it with those steps and haven't run into it myself for a long time either.
If anyone else still gets it, any specific steps you did to reproduce it?
Duplicate, merging tasks.
It may be fixed by now in the pre-release version. It's hard to tell what the original cause was though so another issue could still be there.
Leaving this task on open for more info/clues if it happens again.
What happens is ok, as you should normally not have these effect blocks in your inventory (especially is you use creative/shipyard).
I'm getting an error when I don't have them in my inventory: Paste not complete: not enough blocks!
Jul 3 2018
Re-purposing this task with a related issue.
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,
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.
Jun 30 2018
---> NEWER VAGUER CRASH LOGS <---
I was able to reproduce this crash! Here is my exact sequence of events:
Jun 29 2018
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.
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
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.
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.
-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.
Duplicate task, issue should be fixed in latest pre-build as well.
Jun 27 2018
The right click fire mode key change seems to have disabled this. All modules with right click functionality fail to trigger.
Jun 26 2018
Also, think this person is having a related issue.