sounds rather trivial if it only happens on Planet plate edges
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Nov 18 2015
found by accident .. same as T168
at the moment, from my fairly extensive tests on our set of custom pirate stations (all updated for current build / rails)
Nov 17 2015
Is this happening with custom pirate stations ?
Because you explicit talk about rail docks.
I tried both Delay and a Not of the clock. It appears to cease to function, or is Significantly reduced. Even Activation blocks and buttons become unresponsive when they are linked up to banks of capacitors
as far as i do remember that is already the fix for a problem that had emerged before.
Thanks SmilingDemon, for confirming the issue. Hopefully this isn't as intended. :)
There has to be a better way of naming chained items than to add a zero.
Otherwise we will be limited to chain docks of around 50 or so.
the logs are full of stuff like
In T851#31396, @Napther wrote:...I Swear doing some of this Lag stuff re-runs myself is like monitoring electron diffraction. Observing the thing skews the results.
(Ignoring the little "Lag-O-Metre clock")
Unless the first times were some Horrific coincidence that the lag kicked off when I linked those things in.
After another test, the admins complained the server was lagging - and apparently it wasnt my test rig - rather, someone deciding to take that moment to land on a planet...
I recorded a few videos, but, its inconclusive. If you wish to take a look at them, Ill stick them somewhere, but the set up was this
Main reason it was brought up was because I had an issue with it in the past I didnt bring up, and Scheema mentioned it in another, recent post.
However, While doing this I found Logic to be inoperable on a ship which has logic connected to a bank of capacitors
I was unable to operate the logic for whatever reason, pressing R on them did nothing.
entity_destroy_dock is to be used to eliminate an entity with all of its attached docks afaik.
Unable to reproduce possible random affect or another cause.
Is there something else that you guys need from me.
Or is there anything I can do to help out with resolving this issue?
I wasn't able to discern any noticeably large difference in ping rates with a green planet vs an ice planet, as well as an asteroid.
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
Unless the first times were some Horrific coincidence that the lag kicked off when I linked those things in.
Nov 16 2015
Since Nuclearfun was unable to reproduce I shall now take a crack at it
-Confirmed-
It is with ship repair however, not station.
I tested with station got the expected result
I tested with a ship and had to pay to repair the ship..
Do you have the structure this was built on? Or can you up load a video of what you are doing? I have connected a clock to a bank of Caps, nothing happens.
I had that a while ago too. I used the explode command for this one. Just to add that it might not be linked to the ship destroying the core having logic controlled systems.
Its much easier to notice when there is a city on the plate though.
Perhaps this is specific to missiles only, I was able to get it a number of times while testing the point defence against Missile-cannon isanths. Perhaps the missile's ability to down multiple docked shields at once can cause this message to appear
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
Re-color/change transporter pad and make it into a spawn point. C + V link Ship Core or Undeathinator to spawn pad, spawn or leaving core puts you on top of the pad. Now all we would have to do is make sure t here is a 2 block high open spot above the spawn pad.
-Validated-
ah .. ok .. never tried that before ...
would also applies to reactors, shield caps, and rechargers and possibly others
open for testing to find which ones causing this for removal of this
-Validated-
open for testing then ... doubt it can be reproduced though
Hmm, Seems like this happened lots back when Power Capacitors emitted light. However, I seemed to drop Shattered Skies when I tested linking a clock to 2x 50x50x50 power capacitor banks...
In T848#31058, @Napther wrote:Yeah, I figured Id bring it up in case anything turns up like this.
- I was trying to fit a "large" vessel through a warpgate that barely fits it - In trying to get through and adjust geometry and power my cores were warped back and forth. Fun times returning each damned time to get warped moments later.
- I may have hit the scanners while entering and exiting the vessel
- Logfiles... They are probably gone by this point, nor do I know how to use or find them.
- Actually, no, those weapons systems you see appear to have "unlinked" from their secondariness and effects, the missiles fired during this event operated as normal.
- Settings... Here: I believe these are the right ones
pasted into settings.cfg field
this is a followup problem of T62 - merging and increasing priority there
Interaction with UI menus and the Hotbar in general is a problem. -> T855
increasing priority
-Validated-
sounds like the power outage effect that gets wrongly declared on turrets supplied by their mothership T340
-Feedback-
What is the intent to link a clock to the power capacitors ?
I dont think that should be possible in the first place.
I noticed yesterday, I have two beams that alternate with 2.5 second timers, and the beams seem to shut off prematurely for like half a second before the full 2.5 seconds has passed. There's a noticeable delay between the beams activating, it should be instant. I can upload the docked reactor if you want to see for yourself.
Nov 14 2015
Herm... idk why it edited all the parameters, I just edited the text to make it clearer...
I think this relates to performance really. If you build a station that can defend itself then it will require a reasonable number of turrets.
Now if you have say two ships docked each with ten turrets then this just drops the fps to single figures and PINGs the server to where it effects other players.
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:
reopening ... as it seems to still happen rarely
The effect also happens Vice Versa, a R50 planet seems to revert to something close to R70-100 after logic-based detonation and timing the warp to coincide with the Sector Removed From memory time (default 20s)
-QA Testing-
Tested in SP a while ago:
This appears to be some synch issue.
I see all 5 ticks apply their power drain + supply which is completely normal. However...After a 2 or 3 bursts, I see the power storage of my target jumping back to a previous state. The same goes for my power consumption, it jumps back up from back when I had more power.
As far as I can see, this keeps happening consistently every X bursts, the netto result at the end will always be less than 5 ticks per burst because of that. It seems to be around 4 ticks per burst although that really depends.
It just looks like the server checks the power supplied/consumed, disagrees about it what the client tells you and then corrects that. The client however was correct, the server isn't so that's causing this weird loss of ticks.
PS: Most likely this is affecting shield damage too
I think we have enough results, works fine for AMD but not for Nvidia.
Alright, thanks for the feedback, should be enough to test with.
config override have been fixed in 0.19489
but there are still a lot of things missing in the translation pack.
I experienced this bug today and yesterday, I've included the client logs that were created around the time I blew the planets up.
In T848#31114, @SmilingDemon wrote:
On single player, This bug happened to me, however the LIGHTING MODE of Advanced Build Mode ALSO became unneffectual
Nov 13 2015
The gui elements do not resize adequately to view all intended information as described.