-Rejected-
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Sep 17 2015
-Validated-
This may be more some type of support ticket, but to make sure:
Can you check any predefined settings in the nvidia control center? (Like forced AA or alike.)
This issue was already addressed in last release and should not occur any more.
It was due to names becoming too long on long dock-chains and a long initial ship name.
Can you still reproduce this, or was this some older log entry you just discovered?
-Validated-
-Validated-
-Confirmed-
-Validated-
I still have no idea how to reproduce this or what factor could influence this.
The shipyard was just a long line with two c shapes at the end with the core anchor in the middle and the computer at the end. It was attached to a space elevator on a planet.
-Rejected-
Merging into this one, pretty much the same issue.
-QA Testing-
I think AndyP is saying that the screenshot is transparent background and not white (if white was mentioned before at all).
I require more detail to reproduce this affect.
Sep 16 2015
I would also add a function similar to tab+f8 but used only for entities docked to each other, regardless of docking chain position.
No, it does matter what angle I take the galactic map screen shot at. 33cav has it worse since his happens in the non map views as well.
Well, the second screen is correct it transparent, not white,
at least in full size.
win7 64 bit
Sep 15 2015
Okay, I have windows 8.1 64bit, same java version and nothing like this.
-Confirmed-
I can confirm that the "effect:" line is still in the description for the punch-through and pierce effects. And that the effect descriptions under the "effect:" line in those descriptions is missing in 0.19436.
-Confirmed-
I can confirm that this is happening on 0.19436.
You can't change the name of an asteroid you claimed for your faction using a faction block.
The issue now also goes for beams from time to time. If they don't deal damage to the planet core, you'll see damage numbers pop up and the piercing damage system will damage the opposite plate.
I swear I selected "rejected"...
I have read somewhere that players are supposed to be completely safe from NPCs while within the radius of a shop, however this is not what I see. The shop makes no move to retaliate when attacked. NPCs do not begin firing at a player that is already within the buy radius of the shop but if the player is being shot at and moves within the radius, the NPCs will continue shooting at least for a while. I didn't last very long testing this, but I was within the shop radius for at least nearly ten seconds while still having shots whizz past me, I don't think they were simply in flight before I entered the radius, especially since I was actively moving to evade fire and still got hit eventually. This happened twice, both on multiplayer from what I believe are custom NPCs unique to the server.
I've noticed this as well on the Hyper-core server and have realized that warping/flying one sector above on the Y axis will locate the pirate fleet. I've tested this multiple times, where I approach the pirate fleet and they are not in motion. I think the issue is that the fleets aren't traveling to their targets.
I did not yet have the time to test it out, but i had no spawning point set, resulting in me being respawned at the global spawn after suiciding.
-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.
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
Yes to both full screen and windowed to both in galaxy map and in normal space issues.
Does it happen in full-screen and windowed mode?
It was a support ticket not my station, any shipyard should have this when the power goes out.
Is there a sector border near the station?
Altered visibility to allow feedback
After testing this a while, it looks like "trade guild" is spawning in simulation groups,
but response fleets do spawn at all.
(New and old spawn system tested)
All weapons trigger the "Fleet Dispatched" on shops
-QA Testing-