Easy to reproduce, the fix for this may work for T916 too.
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Dec 22 2015
Skip through http://www.freeformatter.com/xml-formatter.html .
At the exit:
<Config> <Element> <example0> <Block icon="530" name="CUSTOM_ID_007" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_007"> <Armour>0</Armour> </Block> <example1> <Block icon="530" name="CUSTOM_ID_006" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_006"> <Armour>0</Armour> </Block> <example2> <Block icon="530" name="CUSTOM_ID_005" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_005"> <Armour>0</Armour> </Block> <example3> <Block icon="530" name="CUSTOM_ID_004" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_004"> <Armour>0</Armour> </Block> </example3> </example2> </example1> </example0> <DeathStar> <Block icon="530" name="CUSTOM_ID_003" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_003"> <Armour>0</Armour> </Block> <example1> <Block icon="530" name="CUSTOM_ID_002" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_002"> <Armour>0</Armour> </Block> <example2> <Block icon="530" name="CUSTOM_ID_001" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_001"> <Armour>0</Armour> </Block> <example3> <Block icon="530" name="CUSTOM_ID_000" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_000"> <Armour>0</Armour> </Block> </example3> </example2> </example1> </DeathStar> </Element> </Config>
...No, it is the same thing.
No formatting.
Tested with ion and stop affect
Reassigning back to Tim
Merging bug reports.
In T919#37496, @luizsilveira wrote:I have a base on a planet. On the shipyard, build a ship that has turrets or other docked entities. Dock the ship to the base. Logoff, wait for server restart. When you come back some of the turrets are in the planet core.
Same happens if, in build mode, I create a docked entity to the base. On server restart that docked entity will be in planet core.
These do not happen if I spawn a ship from a core and then manually dock it to either the base or the ship.
One thing that may be relevant is not renaming the docked entity upon creation. I just leave it whatever pops up.
It seems to be the exact same bug as reported here: http://phab.starma.de/T834 , except that mine get sent to the planet core because I'm in a planet sector.
Still unable to reproduce, Asumming was fixed with the compl
-Closing-
Well Above 30 days since last reply.... Assuming bug is fixed
Dec 21 2015
For anyone who's had this happen before; do you recall it occuring regardless of what state the shipyard is in? I.E. , with or without a blueprint loaded up on it, with ships docked to it or not, etc
I was able to get it to happen once on Andir's server. I have asked him to submit the logs for that time period 3:25-3:50 CST US was my time.
-Got a pirate station agitated.
-backed into next sector and started firing.
I am not convinced this is because of crossing sector. hence the submitting the logs, so you can see what is happening..
Logs per request
filter no longer highlights.
filtered items and stacks are shown exclusive now.
so this is resolved and fixed.
Found that the farther they are the greater the misses. Also, with the close up targets, the targets where hit the first few times, but then gradually started missing more..
In T962#37535, @Gannathore wrote:Yes issue still persists. Not sure i follow your "cannon and guided systems" as that is not what the ticket is for.
Its the missile with cannon slave that is over shooting targets so not sure what you mean by "cannon and guided". I have had no issues with guided missiles(missile/plus) or any of the cannon systems.
However the missile slaved with cannon AI turret is overshooting its target even at point black range( ~100).
I suspect that it has something to do with the speed increases of that combination 1-2 patches ago.
Perhaps that weapons system projectile speed was increased but the calculations for targeting were not now causing the weapons system to overshoot its target constantly and consistently.
Yes issue still persists. Not sure i follow your "cannon and guided systems" as that is not what the ticket is for.
So far cannon and guided missile systems are working fine.. Are you still having these issues?
Oh, only now I noticed it was still in feedback. Moving to the correct column now, I'll start doing a full check up on it later, will probably take several fixes till the whole system is fixed :)
What server are you using? Is it one I am able to join?
IMHO this is another example of a "bug" that should be left as a feature, risk vs reward.
I have a base on a planet. On the shipyard, build a ship that has turrets or other docked entities. Dock the ship to the base. Logoff, wait for server restart. When you come back some of the turrets are in the planet core.
I don't think it matters, but Debian linux server with Windows Clients.
The ping were pretty low... it's a server on the same network <1ms gigabit. Can you test a ship in your sector, flying to another sector and the locked on volley is released? It's a very common thing and I don't know how else to help. My sector sizes are all at 2.5k (not sure what default is, but we were adjusting the sector sizes to make ships stay in the same sector for longer) and/because we get this all the time.
Claiming.
Claiming.
I was unable to reproduce this affect
Tested Negative, unable to confirm.
Placed ship in one sector, warped to sector next door. Fired on the other ship, damage was done. Also attacked a pirate station, and was damaging pirate ships in the next sector.
In T642#23070, @Ithirahad wrote:Well, at least blocks aren't lost here. >.>
Dec 20 2015
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duplicate, and will be replaced with the new launcher.
couldnt find a thing like that already reported.
have neither debian or steam around .. cant test anything on this