-QA Testing-
Fix confirmed
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Dec 20 2015
Dec 17 2015
Probably due to TabF8 switching between entities.
Dec 15 2015
be ware that if you hit 1 (maybe your weapons) and the entity you had TabF8 switched from has the docking module on 1 it will activate it
Dec 14 2015
How to reproduce: trying to redock a turret to a ship crashes java (especially after a restart/not with a "freshly" built ship)
Suspecting infinite loop as well.
Log gets spammed with :
[2015-12-14 22:54:06] UPDATE MASSS: 494.666; (68662.87, 120127.75, 138773.48)
message.
tested it, with Tab+F8 and there one gets the message.
If nobody has anything against it i would reject the bug as if it really is just about TabF8 it is not really a concern (with TabF8 being a little bit buggy in itself)
Dec 5 2015
happens exactly as described in the report but also with Damage Pulse.
How to reproduce: testing different weapon systems against docked entities: Missiles and Damage Pulse will break blocks while the shields of the motherships are above 25%
Nov 29 2015
i am putting that on Feedback, still got no success in testing that
Nov 27 2015
In T882#32918, @spunkie wrote:This sounds similar to T428 which is in queue, when it's fixed this problem should go away. I'm guessing the reason a wormhole can remove you from the ship entirely is due to the extreme speeds the ship can reach vs a normal ships max overdrive.
Nov 26 2015
I somewhat fear that it is Lag induced and maybe server(-setting) or even ship dependent as i had no success reproducing that bug (although i always had relatively low ping and lag).
I was always logged in matching the speed of my ship.
Nov 23 2015
Nov 17 2015
i tried it against missile isanths and cannon isanths. Turrets got destroyed after ship shields got under 50% but there never was any shield down message
Nov 16 2015
I had no success what so ever in reproducing this bug. Neither with my own designs (using a clock to fire at a docked entity) nor with the provided blueprint and pirate Isanths, both in release as well as the latest dev build there was not a single instance where the shields down warning was wrongly displayed...
Nov 15 2015
Nov 14 2015
In T645#29071, @lancake wrote:In T645#28733, @spunkie wrote:-QA Testing-
Partial fix
Only a few more quirks to iron out.
Certain instances where non cube blocks are next to other blocks will cause the copy selection area to disappear making it impossible to tell what is being copied until you select to paste it and see the preview. This usually happens where your cursor is pointing through the cubic area of a non cube block and hitting the block next to it.
A more minor effect of the above is when the selection area is not invisible its flipped from its usual orientation when pointing at that side.
https://youtu.be/ix0SyYfmAIUThose instances spunkie describes also stop you from removing a block next to non cubic block, including that the copy selection area (and remove mode/build mode area highlight) is not visible.
Examples taken from T800
You can remove this wedge:
But not the solid block behind it:
Nov 13 2015
Seems truly to be an issue with Nvidia (at last, you guys must have felt left out :-P )
can also confirm, works on my Radeon 270X:
Nov 4 2015
Oct 29 2015
How to reproduce: Turret (base and barrel) or moving Rail entity+undocked entity (could not confirm this issue with chain docked entities): movement of the undocked entity seems to have proper collision detection but movement of the turret (by player or AI) can produce this bug (clipping through).
at first i suspected a connection with players, but the collision system seems sometimes just random as in many cases it works as intended and then not again...
Oct 28 2015
Turrets and rail docked entities definitely can clip through undocked opjects although this does not happen all the time, still need time and tests to figure out why and when...
Oct 26 2015
Sep 30 2015
how to reproduce: The report is spot on, also full EMP and full ION effect (when firing on unshielded targets) on missiles will not show a hit indicator.
Seems in fact to be dependent if damage is dealt.
Sep 29 2015
Sep 20 2015
Sep 15 2015
Sep 14 2015
Hi! The issue seems to fixed with wedges but i still get those wrong selection areas with tetras and heptas in 0.19435.
On ships with more turrets complete unusable. If you try to switch entities on ships with more turrets most of the time one gets stuck only able to switch between two turrets...
Sep 13 2015
-QA Testing-
Sep 11 2015
How to reproduce: convert a blueprint with turrets (like anti missile turrets) to a design -> load the design (here the settings are still correct) -> let the design to be built by the shipyard -> turrets now in standard "ships"/"any" settings
Sep 10 2015
-Confirmed-
Sep 9 2015
I somehow think there is a related issue (or at least there was a related issue - could not find it) because the same is still true for Remove Mode, in certain circumstances the selection goes the wrong way:
->
Aug 27 2015
you have to take note that in certain turret orientations the axis behaves a little bit weird. The provided blueprint from the op worked fine for me (after manually setting both).
FYI: I declaimed this because i am away on holidays next week.
which will apparently force the second turret into 'ship' setting
How to reproduce:
- place block with orientation (wedge)
- replace with different block using the replace tool
- undo
Reproducible exactly as described in the report.
First click appends the amount as described in the report, click OK and a error message is displayed ("Shop cannot stock...") a second click on OK will display the correct amount the shop could buy and a third click on OK will sell the item.
Aug 26 2015
In T553#19550, @33Cav wrote:The issue is not that either of the turrets fail to shoot at missiles, but that the middle of the chain acts like it is using the "All" setting for targets. This results in the end of the chain firing at missiles, and the middle of the chain firing at ships FIRST in a combat situation.
Aug 25 2015
Can not reproduce.
Aug 24 2015
Aug 23 2015
confirmed
Aug 22 2015
I tried for quite some time now to reproduce this (with over 700m distance to the core) but to now success.
Is there the possibility that it is a issue with sector borders?
Aug 19 2015
confirmed
to illustrate the problem (i cleaned the provided blueprint a little bit, added mass enhancers and removed the collision block on the horizontal turret movement:
https://www.youtube.com/watch?v=9o2XguVIWJ4&feature=youtu.be
confirmed fix
Aug 16 2015
Aug 14 2015
In T494#16939, @SmilingDemon wrote:sounds correct to me.
the damage expands as a sphere and if the damage gets blocked by a shield (even though it kills the shield) it wont expand further in that direction. and depending on the impact angle there are different shapes of the effect to be expected i guess.
just from the description here without testing it myself i wouldnt consider this a bug.
Aug 13 2015
Interestingly the result vary depending on the direction (the side of the target you attack):
Front and Back gives you the craters with peaks as described in the report.
Aug 12 2015
it looks like it pauses in the edges, very visible with a long reload weapon system (missile+100%beam for instance)
I noticed a problem with the Radar Jammer, in both of the provided Serverlogs you can find something like this:
OK, there is definitely something fishy going on here
Clarification:
Starmade (with Fullscreen ON) minimizes if it gets switched to run in the background (either by changing desktops with win+tab or alt+tab).