I don't think that's unique to the turret setup you tried. Probably just more noticable. Pretty much all my turrets have that problem if the barrel touches the ship hull.
Like, ship hull to turret base collision detection is ok, turret base to turret barrel coll. det. ok, turret barrel to ship hull not ok.
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Nov 6 2015
Please add a blueprint of a sample turret that would cause this for me to test.
-QA Testing-
Grr...We had this issue before and it was fixed back then. No idea why it broke again.
Try clearing your client cache (starmade connection setup -> "clear client cache" located in one of the the drop down menus) and try saving again.
if u adjust the horizontal size of the chat window then the chat messages will reappear. hoping this will help find a permanent solution
helps if u have a computer or build block next to the core to enter after getting out of the core
Nov 5 2015
Open Chat window, any chat window.
Type forever to get to specified number of entries.
then ....well, see video.
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.
I think I may have narrowed it down more.
Haven't I already done this one?
http://phab.starma.de/T737
I have noticed this too. I am able to get out by "r"'ing the core and then hitting r again. But since you cant see the core, it becomes tricky..
-Validated-
-Validated-
The beams in my testing, will hit the first entity of a type in its path.
Belongs in another task which I believe is causing it.
It's fairly recent, and game breaking from time to time if you get stuck in the shipcore but you can't enter it anymore by looking at it. (That's I think another issue: T645)
Ahh, it still does the "check for collision" thing on jumping.
-QA Testing-
We have it reported already, merging this task into the older one.
It's a side effect of T687, pushing back in queue.
It's an odd bug that doesn't always happen. You can see it easily on planets though if you fire long enough. It also applies for cannons, missiles and pulse but that's sometimes harder to reproduce. Everything mentioned below is done with damage beams.
This needs retesting, seems most beams can't hit most targets.
We already have a task about that but it seems it's way worse now, merging tasks and updating information.
What's the actual ticket number then? I couldn't find it?
I started my test again with version 0.19478. With 6 calls 4 Isanth Type-Zero Mm were spawned. Only the first and nearest wave 0-0 came to my position, but this is the same behavior like before. The other disappeared when I used search command again? See screenshot. I jumped to the position of wave 3-0 and it was there and attacked me.
Needs to be retested for all weapons.
Hm, we have an existing task for missiles, and recently we've noticed that beams don't always deal damage either. I'll merge it and retest it.
-Rejected-
Thanks for the report but we already have this one, rejecting.
Update, the fleets spawn now but they don't immediately fly to you. It can take 2 minutes to half an hour till they reach you.