Page MenuHomeSchine - Phabricator
Feed Advanced Search

Jun 8 2018

33Cav added a comment to T3018: effect computers are not capped at max main size.

Capping at 100% ratio doesnt allow for 100% conversion to a damage type. The numbers for primary, secondary and tertiary damage types (at 100% ratio) will thus be capped at 83%, 67% and 50% respectively.

Jun 8 2018, 2:32 PM · Starmade, CBS: Weapons

Mar 19 2018

33Cav added a comment to T2394: recall pickup area is used relative to mothership instead of the actual entity.

Actually the problem extends much further than OP realises. If you dock the mothership to a station using a pickup point the drones will attempt to dock in the vicinity of the pickup point on the station instead of the drone bay of the mothership even when the mothership is undocked and in an adjacent sector.

Mar 19 2018, 3:02 PM · Fleets, Game Development, Starmade

Mar 15 2018

33Cav added a comment to T156: gravity unit does not activate/deactivate with logic gates inbetween.

The actual issue is that only activation modules trigger gravity modules.
If you set up a trigger area controller the activation module that you send its output to can trigger a gravity module with no issue.

Mar 15 2018, 9:28 AM · Game Development (Beta), Logic, Starmade

Mar 3 2018

Restricted Application changed the status of T2898: Shield Bubbles provide hollow shielding from Feedback to Open.

This one is a bit tricky. Having noticed similar, though not identical, instances of this issue (ship taking damage while shield is up) I have been unable to tie this to any specific reproducible scenario (and why I have been avoiding putting in a report for this until I at least found something I could point at, so far I have nothing except for one thing.... I have ONLY seen this on multiplayer).
At first I thought the issue was piercing effect as a weapon support but that didnt happen. Then I even tried pushing a reactor to well over 100% power usage and shooting that target and couldnt get it to happen. I even put over 100% stabilization on a ship (previously had found it on ships with less than 100%) and found that it did happen but couldnt identify the cause.

Mar 3 2018, 9:42 AM · Customer responded, Starmade, Issue Navigation

Feb 26 2018

33Cav created T2896: Faction role ID is 0-4 while the command that sets it uses 1-5 as the parameter.
Feb 26 2018, 1:51 AM · Engine, Starmade

Feb 20 2018

33Cav added a comment to T2882: Saving to blueprint is incomplete.

[ver 0.200.334] I am unable to reproduce in Singleplayer or Multiplayer. Saving with Save Blueprint and spawning using Admin Load both work fine for me. Even saving to local from multiplayer and uploading the blueprint from local work with no issues.

Feb 20 2018, 7:16 AM · Customer responded, Starmade, Issue Navigation, Support

Feb 19 2018

33Cav added a comment to T2883: Shipyard Design load from Catalog and Blueprint broken.

Shipyards seem to do the following:

Feb 19 2018, 2:55 AM · Starmade, Issue Navigation
33Cav added a comment to T2862: Jump auto charge does not use energy while charging.

I couldn't replicate this in 0.200.334

Feb 19 2018, 2:42 AM · Starmade, Issue Navigation

Feb 13 2018

33Cav added a comment to T1983: Turret aim problem.

I've had this happen with turrets docked to entities not controlled by the player. If I'm in the ship the turrets are docked to I don't seem to have the issue.
Specifics:
Multiplayer server
Turret with slave and effect
Turret with multiple weapons computer setups
Turret docked to power V2 station

Feb 13 2018, 8:42 AM · Issue Navigation, Starmade

Jul 25 2017

33Cav updated the task description for T2520: Docked entities transfer % SHP damaged effects to parent entities.
Jul 25 2017, 10:46 AM · Quality Assurance, CBS: Systems, Starmade
33Cav updated subscribers of T2520: Docked entities transfer % SHP damaged effects to parent entities.
Jul 25 2017, 10:29 AM · Quality Assurance, CBS: Systems, Starmade
33Cav created T2520: Docked entities transfer % SHP damaged effects to parent entities.
Jul 25 2017, 9:37 AM · Quality Assurance, CBS: Systems, Starmade

Jul 1 2017

33Cav created T2461: Pasting a shipcore and faction block onto a ship or station prevents the placement of the faction block.
Jul 1 2017, 3:00 AM · Starmade, Issue Navigation

Apr 20 2017

33Cav added a comment to T2118: Add dimensional limits to game config.

2 could be a result of the core counting as 2m cube. In your example did you add 19 or 20 blocks to reach dimension of 21?

Apr 20 2017, 12:33 AM · Quality Assurance, Feature, Starmade

Mar 24 2017

33Cav added a comment to T268: top right messages get in the way of HUD.

I thought a fix for this already happened as shown by (current release build 0.199.472)

Mar 24 2017, 10:49 AM · GUI/HUD, Starmade

Mar 21 2017

33Cav added a comment to T2118: Add dimensional limits to game config.

Just to be clear, the current block count limit does not prevent you from making something larger than specified. It does exactly what it says it does which is disable systems on a ship not conforming to the set limit.

Mar 21 2017, 8:10 AM · Quality Assurance, Feature, Starmade

Feb 11 2017

33Cav created T2226: Chunk16 to chunk32 converter slices ship into sections.
Feb 11 2017, 1:00 AM · Engine (Data), Starmade

Feb 10 2017

33Cav added a comment to T1892: White Light Bar can't be switched off or connected to logic.

Well I know that it can turn on and off now. (100% since 0.199.349 and probably a few patches before).

Feb 10 2017, 12:19 AM · Starmade
33Cav added a comment to T2090: AI fires tracking missiles without locking enemy.

Only problem I can reproduce is the immediate lock time for missiles managed by AI (where players would have to wait for the time). AI seems eminently capable of tracking targets with missiles. It is possible that what you observed is due to the target ships being too close and the missile not turning enough to hit them on the first pass.

Feb 10 2017, 12:09 AM · AI, Starmade
33Cav added a comment to T2199: Template paste crash.

What blocks were removed since the introduction of templates?

Feb 10 2017, 12:05 AM · Engine, Starmade
33Cav added a comment to T2214: Navigation menu mass of docks is always 0.1.

Same with designs in a shipyard.
Also relogging will set mass on nav of docked turrets and ships to 0.1. Unsure if this has any effect on the mass required to be enhanced by rail mass enhancers.

Feb 10 2017, 12:02 AM · Game Development (Beta), GUI/HUD, Starmade
33Cav added a comment to T1652: Visual Bug: Using a non-weapon block on your hotbar will visually output as if you are using a output weapon to everyone else except the pilot.

This has been around since probably the change from old rails to new rail system or shortly afterwards.
The bug is to do with slot 1 and ONLY slot 1 on hotbar 1.
The pilot will never see the effect of this only other players.
As far as I can tell it is pot luck wether damage is actually done by any weapons in slot 1 but it will trigger faction auto declare war when I last tested it. Having salvage beams in slot 1 could cause extreme and unintentional fps drops for other players since most players are not aware of the issue, even now.

Feb 10 2017, 12:00 AM · Starmade, Issue Navigation

Feb 9 2017

33Cav added a comment to T2212: Steam forces starmade to update.

Not forcing updates for games on Steam is usually done by only having the launcher validated through Steam's update service. This would require all updates to the actual game to be done manually in the Starmade launcher after opening it.

Feb 9 2017, 11:54 PM · Starmade, Issue Navigation

Sep 11 2016

33Cav added a comment to T1910: Rail doors do not work.

Worked with Tester to find the issue. Somehow a rail speed controller was linked to all the rails on my station for no reason (even though the rail speed controller had a high ratio set on it).
The doors now work as intended.

Sep 11 2016, 4:34 AM · CBS: Rails, Starmade
33Cav added a comment to T1910: Rail doors do not work.
Sep 11 2016, 4:09 AM · CBS: Rails, Starmade
33Cav added a comment to T1910: Rail doors do not work.

Originally when I noticed this problem I constructed a test rail door on the same entity (my space station) to see if it was caused by the change regarding collisions. This door did not work. Another player reported that their rail based moving entities (in this case an elevator) were working.

Sep 11 2016, 1:21 AM · CBS: Rails, Starmade

Sep 10 2016

33Cav added a comment to T1910: Rail doors do not work.

I will be unable to do so because it is my station on MP with everything attached to it. (Everything is ALOT in this case and I'm not feeling good about if the game will crash while doing it)

Sep 10 2016, 9:04 AM · CBS: Rails, Starmade
33Cav created T1910: Rail doors do not work.
Sep 10 2016, 8:27 AM · CBS: Rails, Starmade

Aug 30 2016

33Cav added a comment to T1669: Leaving to main menu instead of desktop causing issues.

Another issue I have also noticed that it takes quite some time after exiting to main menu before memory is de-allocated from the StarMade process (if at all). Entering back into a world (the same MP server as I was just on in this case) has the previously "used" memory counted as "used" still and now new memory is being taken up reloading chunks in the world. As a consequence of this I usually have to restart the entire game to free up the memory or risk poor performance (in the form of repeated game freezes) when the StarMade process dumps the older memory when I near my max memory allocation amount.
Hopefully you can get something useful from my description.

Aug 30 2016, 12:36 AM · Game Development (Alpha), Engine (General), Starmade

Aug 24 2016

33Cav created T1844: Salvaging an overheated fleet ship does not work.
Aug 24 2016, 5:06 AM · Fleets, Starmade

Aug 13 2016

33Cav added a comment to T1466: Does not correctly detect frame buffer capabilities.

With Windows 8.1 and the new AMD Radeon graphics drivers (Crimson) on my laptop which also has an integrated Intel HD family card the game gives me an exception relating to OpenGL when framebuffer is enabled. I had to remove all my AMD drivers and reinstall the last release of CCC to get it working again. Note that after 5-10 minutes in game without framebuffer enabled my draw-time for frames shoots up to 500ms.

Aug 13 2016, 3:39 AM · Game Development (Alpha), Engine (Rendering), Starmade

May 30 2016

33Cav added a comment to T124: Station alignment is different.

I actually C-aligned (as astronaut) and spawned in a station via blueprint that was at least 45 degrees off horizontal once. This only happened once though and I was never able to reproduce it. All subsequent station spawns while C-aligned were aligned perfectly.

May 30 2016, 1:15 AM · Engine, Starmade
33Cav added a comment to T555: Extreme lag when shotguns do hull damage.

T1406
The results when firing at different block types differ wildly. When hull/armour/power capacity blocks are hit almost no performance impact can be seen on SP or MP (Craftau server has much better hardware than my machine) while hitting power reactor (and to a lesser extent shield capacity) blocks causes the performance issue on SP or MP.

May 30 2016, 1:11 AM · Engine, Starmade

May 23 2016

33Cav added a comment to T848: module charge can go over its limit.

Losing mass through moving cargo away from a ship is also a way to produce this.

May 23 2016, 11:50 PM · Quality Assurance, Game Development (Beta), GUI/HUD, Starmade
33Cav added a comment to T1465: Projectiles cause a NullPointerException and beams are invisible.

The only instance of invisible beams that I have been able to find is firing beams into a planet's atmosphere. The beams are visible on the outside of the atmosphere but when they are incident upon the outer edge they become invisible after that point. This was found using salvage beams and the beams still work in doing what they are supposed to.
Firing salvage beams inside a planet's atmosphere draws the entire beam.

May 23 2016, 4:19 AM · Engine (Crashes), Starmade

May 22 2016

33Cav added a comment to T1406: Destroying power reactors part of a large blockgroup causes extremely low client and server performance.

Procedure was to (right click) shoot target B with shooter A in the lower rear where the target's power reactors are. This results in low performance.
Repeating the procedure shooting the upper rear of the target (where shields etc are) the drop in performance is barely noticeable.

May 22 2016, 2:17 AM · Engine, Starmade

May 7 2016

33Cav created T1406: Destroying power reactors part of a large blockgroup causes extremely low client and server performance.
May 7 2016, 6:00 AM · Engine, Starmade
33Cav added a comment to T1354: Steam Hours Bug.

This happens to me. I use the beta launcher. When I attempt to use the old launcher I get the error "multiple points" and it fails to work

May 7 2016, 2:03 AM · Starmade

Apr 29 2016

33Cav added a comment to T1340: Scrolling in storage picks up another item.

GIF showing the bug. Note that the inventory to the left is a storage from my station and is set as personal inventory, to the right is a storage on my ship docked to said station. Though this bug is reproducible if both inventories left and right are the same (storage) and are storage on a single entity.

Apr 29 2016, 11:15 AM · Game Development (Alpha), GUI/HUD, Starmade

Apr 28 2016

33Cav created T1390: DefensiveEffectType set to STATUS_GRAVITY_EFFECT_IGNORANCE for Explosive effect modules in blockBehaviourConfig.
Apr 28 2016, 11:32 AM · CBS: Weapons, Starmade

Apr 15 2016

33Cav added a comment to T1331: Textures not overwritten when game is patched.

Also an issue with the faction block texture in Pixel 64 (seems to be offset into some of the other textures)

Apr 15 2016, 3:05 AM · Starmade, Issue Navigation

Apr 13 2016

33Cav added a comment to T1350: Thrust config not saved in Blueprint.

Yes, but the shipyard design was created directly from a blueprint bought through the catalog

Apr 13 2016, 4:19 AM · Game Development (Beta), Engine (Data), Starmade

Apr 12 2016

33Cav added a comment to T1350: Thrust config not saved in Blueprint.

Works fine for me when creating a shipyard design from a blueprint with thrust changed on it and using the shipyard to build it. The only way I can think of for that to occur is for the state to be saved along with the blueprint in the first place.

Apr 12 2016, 4:46 PM · Game Development (Beta), Engine (Data), Starmade

Apr 11 2016

33Cav added a comment to T1331: Textures not overwritten when game is patched.

The specific case that I had was:

Apr 11 2016, 3:12 AM · Starmade, Issue Navigation

Apr 9 2016

33Cav set Task Type to issuetype:bug on T1340: Scrolling in storage picks up another item.
Apr 9 2016, 3:08 PM · Game Development (Alpha), GUI/HUD, Starmade
33Cav created T1340: Scrolling in storage picks up another item.
Apr 9 2016, 3:08 PM · Game Development (Alpha), GUI/HUD, Starmade

Apr 8 2016

33Cav created T1331: Textures not overwritten when game is patched.
Apr 8 2016, 4:14 AM · Starmade, Issue Navigation

Apr 7 2016

33Cav added a comment to T752: Shipyard loading issue and greyed out buttons.

The case that I mentioned had not managed to get to a stage where any other errors mentioned here could apply. In other cases I have seen the hanging at 80-90% but the design loads fully in the shipyard even when that happens in the computer for me.

Apr 7 2016, 8:05 AM · CBS: Shipyards, Starmade

Apr 6 2016

33Cav added a comment to T1316: NULL POINTER REQUESTED TYPE IS 0 Build blocks + multiplayer + advanced build "UNDO".

Managed to do this in Singleplayer when the server is under some load and I spam the UNDO button

Apr 6 2016, 3:06 AM · Engine, Starmade
33Cav added a comment to T1286: Map screen in build mode contains heavy graphical glitches.

Nope, bloom is disabled.

Apr 6 2016, 1:29 AM · Galaxy Map, Starmade

Apr 5 2016

33Cav created T1317: shipyard core anchor becomes invisible after shipyard encounters 1 or more issues.
Apr 5 2016, 3:05 AM · CBS: Shipyards, Starmade
33Cav added a comment to T752: Shipyard loading issue and greyed out buttons.

Happened to me. In my case:

Apr 5 2016, 2:54 AM · CBS: Shipyards, Starmade
33Cav added a comment to T1286: Map screen in build mode contains heavy graphical glitches.

I have seen something similar happen under the following conditions
IF

  1. You have a symmetry plane projected in build mode that is visible from the angle at which you are viewing the ship when you open the galaxy map - will show the symmetry plane(s) in the galaxy map

OR

  1. You can see the ghost image of a block that build mode gives you and you then open the galaxy map - show the ghost block in the galaxy map
Apr 5 2016, 2:21 AM · Galaxy Map, Starmade
33Cav added a comment to T1316: NULL POINTER REQUESTED TYPE IS 0 Build blocks + multiplayer + advanced build "UNDO".


Line 11171 by my count

Apr 5 2016, 2:15 AM · Engine, Starmade

Apr 4 2016

33Cav created T1316: NULL POINTER REQUESTED TYPE IS 0 Build blocks + multiplayer + advanced build "UNDO".
Apr 4 2016, 9:05 AM · Engine, Starmade

Oct 27 2015

33Cav added a comment to T506: Memory setting should be set in fixed steps, 512, 1g, 1.5g 2g etc + no option to go over 2g for x32.

Is there some problem with having a textbox that is validated against system max RAM? I often set my RAM to values such as 5800MB, a value that is unlikely to be on the proposed slider.

Oct 27 2015, 9:31 AM · Feature, Starmade

Oct 13 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

FYI reinstalled JDK 7 and JRE 7 confirming 64-bit on both.
Result: Issue still occurs

Oct 13 2015, 8:05 AM · Galaxy Map, Starmade

Sep 26 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

Given that having JDK 8 and JRE 8 caused this RAM overuse issue, and given that I require the use of both JDK and JRE on my system I see no alternative to using JDK8 and JRE7. Also note that when I installed JDK8 (after a fresh Windows installation) I was not prompted to install any JRE and had to go find and get the JRE (apparently there was only JRE7 available at that time).

Sep 26 2015, 12:34 PM · Galaxy Map, Starmade

Sep 20 2015

33Cav updated the task description for T685: Game freezes for 1-2 seconds when shift clicking jump drive modules from inventory to storage..
Sep 20 2015, 1:37 AM · Game Development (Beta), Engine (Inventory), Starmade
33Cav created T685: Game freezes for 1-2 seconds when shift clicking jump drive modules from inventory to storage..
Sep 20 2015, 1:31 AM · Game Development (Beta), Engine (Inventory), Starmade
33Cav added a comment to T652: docked entries undock and spawns nearbly the ship sometimes when logged out.

Happened to me just now actually. Logged off last night from the server and logged back on to find my ship in the same place but undocked. AFAIK no server restart was carried out during this period and my ship/sector would probably have not been loaded again at all until this morning when I logged on the server.

Sep 20 2015, 1:28 AM · Starmade

Sep 18 2015

33Cav added a comment to T676: When in windowed mode and not at max resolution, clicking the maximize button on the Starmade game window does not maximize the first time it is pressed.

Sorry, forgot to mention my OS is latest build of Windows 8.1 64bit

Sep 18 2015, 2:13 PM · Game Development (Beta), GUI/HUD, Starmade
33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

jdk 1.8.0_40, but jre7 I also installed (64bit on both) as jre8 uses substantially more RAM while running Starmade (like over 3 times as much) apparently

Sep 18 2015, 2:12 PM · Galaxy Map, Starmade

Sep 17 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

I think AndyP is saying that the screenshot is transparent background and not white (if white was mentioned before at all).

Sep 17 2015, 10:29 AM · Galaxy Map, Starmade

Sep 15 2015

33Cav created T676: When in windowed mode and not at max resolution, clicking the maximize button on the Starmade game window does not maximize the first time it is pressed.
Sep 15 2015, 10:48 AM · Game Development (Beta), GUI/HUD, Starmade
33Cav added a comment to T91: beams have trouble hitting ships at extreme ranges.
In T91#23663, @lancake wrote:

-QA Testing-
It helps but your information seems to be slightly incorrect.
2 issues remaining for beams.
The things mentioned below is for testing in the *same sector* with *unfocused* beams
When I rotated my target 45 degrees, it seemed to behave differently:

  • The piercing effect doesn't start from the correct position, seems that the position it start from is not properly rotated with the ship direction and keeps using the sector alignment.

  • Beams still hit even if your circle is white but when it is white, it won't apply the standalone piercing effect. so instead of killing 20-30 blocks in my case, I killed 5 (1 for each tick).

The circle itself seems to turn white from time to time and heavily depends on range and thickness of target. That's probably better for another task though.

Sep 15 2015, 10:43 AM · CBS: Weapons, Starmade
33Cav added a comment to T671: Not all weapons trigger response fleets.

AFAIK tradestations have never called in response fleets (nor had a message pop up indicating that they should, I had assumed this was intended along with the tradestations being invulnerable)
As for weapons that don't trigger the fleets on pirate stations I have tested:
-Beam: does not spawn
-Cannon: does not spawn
-Missile: does not spawn

Sep 15 2015, 10:39 AM · Engine, Starmade
33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

Yes to both full screen and windowed to both in galaxy map and in normal space issues.

Sep 15 2015, 10:21 AM · Galaxy Map, Starmade

Sep 13 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.
In T534#22947, @33Cav wrote:

Again after removing settings.cfg


Config that was created after following instructions

Sep 13 2015, 11:00 AM · Galaxy Map, Starmade
33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

For reference: Screenshot of a pitch-black background sector with F5


and printscreen to compare

Settings as posted above, not an anti-aliasing issue as this has occured previously when aa is off.

Sep 13 2015, 7:12 AM · Galaxy Map, Starmade

Sep 12 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

Request that someone else who has this problem also test taking a screenshot in a sector that has a pitch-black background (procedural background should be ON for this) and posting the results here. If the background in the screenshot is also white/transparent perhaps the issue would then be related to the pitch-black background?

Sep 12 2015, 3:18 AM · Galaxy Map, Starmade

Sep 10 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

Again after removing settings.cfg

Sep 10 2015, 11:06 AM · Galaxy Map, Starmade

Sep 8 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

Screenshot I just took using F5


My video card is AMD Radeon R7 M260 and I have AA set to 2x.
My question is if players with different card manufacturers have this issue then how can it be due to the actual gpu itself?

Sep 8 2015, 3:41 AM · Galaxy Map, Starmade

Sep 6 2015

33Cav added a comment to T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.

On the ship: Rail docker block is placed such that the face that will be mated with its counterpart while docked is on the front of the ship. The block is rotated such that the arrows on that face of the block are pointing "up". Only blocks around this are the black standard armour that it is placed on, although there us a camera within 10 blocks.

Sep 6 2015, 12:07 AM · Engine, Starmade

Sep 3 2015

33Cav added a comment to T582: Power supply beams cause massive framerate drops if they are docked to a ship.

I've had no major problems with power supply beams used in this manner and the ship I had it on was on a much larger scale. Just don't try and delete all the docks at the same time.

Sep 3 2015, 9:57 AM · Game Development (Beta), CBS: Functional, Starmade
33Cav added a comment to T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.

Just realised that my test earlier is invalid, as I had rotated the rail docker previously to another orientation.
The correct orientation is (one that it occurred on): docking face forwards in the Z axis, arrows pointing up along the Y axis. The dock is the same (of course opposite Z dir.

Sep 3 2015, 9:44 AM · Engine, Starmade

Sep 1 2015

33Cav added a comment to T601: tab+F8 broken with stations.

Works fine astro to ship, ship to ship is buggy, not tried station to station or astro to station

Sep 1 2015, 11:33 AM · Engine, Starmade
33Cav added a comment to T544: reboot key combo (tab+y) in astronaut mode causes nullpointer.

The 'tab' part of that key combination has no effect, pressing Y is intended to reboot stations and repair the armour at the same time.

Sep 1 2015, 10:23 AM · Engine, Starmade
33Cav added a comment to T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.

Just tested both rail basic and turret axis with the ship in question and the station in question. I was not able to reproduce this issue in the 5 minutes I spent. Although the fact that it happened over two versions and two different ships on the same station is interesting.

Sep 1 2015, 9:26 AM · Engine, Starmade
33Cav added a comment to T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.

Did it happen while on a server, or in single player ? And did it happen more then once ?
Did restarting the game fix it ?

Sep 1 2015, 9:10 AM · Engine, Starmade

Aug 31 2015

33Cav added a comment to T595: Second Missiles Wont Fire.

It is possible that the amount of missiles you are firing is indeed causing some not to render visually. Indeed the same thing happens to me on SP except in that case since you are it in terms of being the server the extra missiles don't seem to actually apply damage/exist. You can of course change the amount of missiles that are rendered in the graphics settings.

Aug 31 2015, 10:18 AM · CBS: Weapons, Starmade
33Cav added a comment to T585: Clicking on the tab scoreboard while in build mode places the selected block.

Also:
Scrolling on blueprints UI element (for example) while galactic map is open zooms on the galactic map.

  1. Press P
  2. Press U
  3. Scroll with mousewheel
  4. Be sad :(
Aug 31 2015, 3:04 AM · Game Development (Alpha), GUI/HUD, Starmade
33Cav added a comment to T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.

Docking ship to a station, undocking into an area that is within the station's bounding box.

Aug 31 2015, 12:33 AM · Engine, Starmade

Aug 30 2015

33Cav created T588: Undocking a ship without moving the mouse does not allow ship rotation using X/Z keys.
Aug 30 2015, 5:39 AM · Engine, Starmade

Aug 29 2015

33Cav created T585: Clicking on the tab scoreboard while in build mode places the selected block.
Aug 29 2015, 2:48 PM · Game Development (Alpha), GUI/HUD, Starmade
33Cav renamed T584: Adaptive message appears over Remove/replace button in ADV build mode from Adaptive message location GUI bug in ADV build mode to Adaptive message appears over Remove/replace button in ADV build mode.
Aug 29 2015, 1:49 PM · GUI/HUD, Starmade
33Cav created T584: Adaptive message appears over Remove/replace button in ADV build mode.
Aug 29 2015, 1:37 PM · GUI/HUD, Starmade
33Cav added a comment to T91: beams have trouble hitting ships at extreme ranges.
In T91#2683, @schema wrote:
In T91#1877, @SpaceKing wrote:

Possibly has something to do with sector borders:
http://i.imgur.com/VHBn1ch.jpg

yeah, its very likely that

Aug 29 2015, 12:56 PM · CBS: Weapons, Starmade
33Cav added a comment to T468: Ships randomly overheat for no reason.

Possibly related:
Some players reporting that upon entering a specific sector their ship is given an 8000 day reboot timer (I think that's the number?). Unsure if issue can be fixed on server restart. Issue affects multiple ships. Doubtful there is way to reproduce on your end but I though I would give you all the information I can.

Aug 29 2015, 12:51 PM · Engine, Starmade

Aug 27 2015

33Cav added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

I didn't thoroughly test that part, just left it as is when I saw it happen. All I know is that before it left SP it was set to turret and missile and that is not how it arrived when I blueprinted it in.

Aug 27 2015, 1:22 PM · AI, Starmade
33Cav added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.
In T553#19818, @AndyP wrote:

Or create a ship-ai-type that hunts missiles, both solutions do not really feel right.

Aug 27 2015, 10:33 AM · AI, Starmade
33Cav added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

I have retested
Steps to reproduce
-Set end of chain as follows "Turret, Missile, ON"
-Set middle of chain to "Ship, Missile, ON"
-Watch as the middle chain shoots pirate ships that don't even have missiles

Aug 27 2015, 9:24 AM · AI, Starmade

Aug 26 2015

33Cav added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

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 26 2015, 9:08 AM · AI, Starmade

Aug 25 2015

33Cav added a comment to T534: F5-screenshots of galaxy map appear with background transparent.

A problem which may be related occurs for me (and other players using significantly different hardware). Taking a screenshot near the edge of some systems (where the background appears pitch black) results in transparent backgrounds for those screenshots.
Screenshot:


Graphics log file

Client Settings config

Aug 25 2015, 9:17 AM · Galaxy Map, Starmade

Aug 23 2015

33Cav added a comment to T554: Shooting at pirate stations does not cause pirates to spawn and engage you.

The final test was with missiles, all previous tests were conducted using cannons and beams.

Aug 23 2015, 12:56 PM · AI, Starmade
33Cav created T554: Shooting at pirate stations does not cause pirates to spawn and engage you.
Aug 23 2015, 12:30 PM · AI, Starmade
33Cav added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

Setup I am using in case you are not sure what I mean.

Aug 23 2015, 4:00 AM · AI, Starmade
33Cav created T553: AI on multi-turret chain set to shoot at missiles shoots at all.
Aug 23 2015, 3:50 AM · AI, Starmade