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.
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Jul 7 2018
I just ran into this error I think.
Apr 27 2018
Seeing power transfer beams were mostly used for internal docked power modules that required high efficiency and that isn't required anymore this ticket can probably be closed. While the issue is annoying its not really important when remotely powering another entity which was probably the reason for the power supply beam in the first place.
Apr 23 2018
Not sure what that status of this still is except its still listed as open.
Oct 27 2017
On dev version 0.200.134 seems to be fixed now.
Oct 10 2017
Oct 7 2017
Aug 5 2016
With the 32 size chunks this seems to happen less often.
Jul 22 2016
I have a single large mass ship with many docked entities in single player, sometimes bits undock which due to collisions means that I can actually can't spawn into the game. Note this only happens when I start single player. I can tell cause you can see the HUD markers as you try to spawn, my nav is set to not show docked or turrets. Instead of one green I have multiple. I think it has something to do with the save of the game since some saves are good and some saves have pieces undocked. So I make backup copies my worlds to find out if when I exited the game last I have a good save or not.
Nov 5 2015
Since the other ticket got merged with this one since the last update the power supply beams are now passing through a lot of entities.
Before 0.19476 the power supply beams were mostly hitting the first block in its way. Sometimes I would see what I assumed was a graphical glitch of the beam passing through the ship but it was very rare even with 96 x 2 alternating power supply beams.
After update 0.19476 I'm getting power supply beams on docked power modules passing through up to 2 sections of main ship (1 section is 40+ layers of jump modules), 2 sections of a docked shield module attached to the main ship only to hit a 3rd section of the shield module. Also sometimes pass through all of that to hit the forward docked weapon modules. Approximately over half of them are passing through at least two sections of main hull.
Oct 30 2015
No slave or support modules was attached to the power transfer beam.
Oct 26 2015
I've retested. Used a button to activate the power supply beam or just an activation block. With an undocked power core, Each test was for one activation. the power supply beam should transfer 360k power per tick consumes 450k. total of 5 ticks transferred should be 5 x 360k should be 1,800,000 power. The power storage block is always getting 1,440,000 power per activation. I'm using a cloaking and radar jamming module to drain power out of the power storage block. After repeated testing I'm still getting 1,440,000 power per activation not 1,800,000 power. I'm in single player. I haven't yet gotten a single instance of all 5 ticks of power yet with logic. While the power core isn't docked.
Oct 25 2015
Oct 10 2015
Oct 6 2015
Arrggg. Such a small thing kill this ticket, sorry for wasting your time. I'll keep an eye on the other ticket about it not working while docked.
Oct 5 2015
I slapped this together in a minute or two.
Docked test ship on left hand side of platform. There are faction blocks on both the test ship and the ship with the activators. I assumed to avoid faction issues both have to have the faction blocks set. Both activators are linked and one is connected to the green light. No station involved just ships entities. I haven't tested with a station.
T705 is the one where you can't use the core activation beam while docked.
Oct 1 2015
I wasn't disagreeing I was just pointing out how to read the information he was getting.
Sep 12 2015
For your information.