Duplicate, merging tasks.
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
All Stories
Mar 30 2016
In T1289#49325, @lancake wrote:A part of your description is about how the controls in the map are relative to your view, and you want them to be absolute no matter from what angle you're looking. I think that would be an improvement yes.
The bug you describe is there to. These tasks are about bugs only though so I'll have to split this task up if we decide this change is going to happen at some point.
A part of your description is about how the controls in the map are relative to your view, and you want them to be absolute no matter from what angle you're looking. I think that would be an improvement yes.
T1121 solved the case of remove mode, but the transparency issue still there with the prerender block.
In T679#49262, @ca2longoria wrote:Limiting fps fixed this somewhat for me. It was jumping up to 180-200, but forcing 60 with vsync kept the cycles lower than before.
Mar 29 2016
Can confirm this is still an issue. Receiving only 200 additional thrust from a docked entity with > 800 thrust.
yea sure i will in a few hours
not happening for me
I cant reproduce that
-confirmed-
The Sentry command is working great now.
DISCLAIMER : I use AZERTY keyboard config (here my custom
Unable to reproduce, was most likely fixed along the way.
Thanks for the quick replies! I'll reject it as a duplicate of T1238
Limiting fps fixed this somewhat for me. It was jumping up to 180-200, but forcing 60 with vsync kept the cycles lower than before.
View resetting occurs with about half of docked enteties' releases. Since my ship fires them one at a time off a timer, it is easy to count.
Can also confirm that the issue was fixed in the last patch. This bug report was made before the last patch.
In T712#49210, @Aceface wrote:yeah i've noticed this and it gets very annoying if you lose turrets during battle
@lancake you merged the task I made about the menus collapsing on their own with this. However, the menus collapse even when the ship isn't getting shot, it's not the same bug. Having a large amount of entries in one of the tabs will cause the game to momentarily freeze, and it auto-closes the tab 90% of the time when that happens.
Mar 28 2016
I think it might also be doing the same thing on the attack sector fleet command.
Well this might be related to what i have: http://phab.starma.de/T1258.
Wow, you're right, this does seem be working.
Really, this should be handled by better versioning -- ex: SemVer
This issue was fixed for me in the last patch release.
Forgot to move this one around, but the issue was tested and it was fixed. They should engage anything in load range in 0.19624
yeah i've noticed this and it gets very annoying if you lose turrets during battle
ah thanks :)
Hmm, I Dont know how it should be, but a ship that's using Millions of blocks of advanced armour shouldn't have its armour HP removed upon the destruction of 1 block. Perhaps put a cap on the amount of armour HP that can be removed in one go from a single block.
Yes, there were issues with accuracy by AI, I believe the same thing was affecting missiles. Haven't seen any issue since that was fixed so closing this one.
Alright, I'll try a few things out but I doubt I'll find something. Guess this one will stay open for a while just like T927 :)
Duplicate, merging tasks.
Already reported, merging tasks.
This problem extends to any docked entity yeah. We can "solve" the fps drops by having each entity that gets undocked in combat, have no physics for a while, not exactly the most clean way to do it but it's the easiest one.
so my proper account is working now.
yes i use framebuffers because if i dont it causes similar issues to this but it happens even when close up.
Do you have Frame Buffers enabled ?
-Validated-
So what's your progress on a fix for this? Schine has known about this for almost 1 year now. It seems like this should be a fairly easy fix involving matching up block IDs and block orientations. This pretty much breaks the game, also, and destroys gameplay when using the advanced build mode and the remove / replace feature. Lots of players like to recolor their ships, and this prevents them from doing so.
Mar 27 2016
It's intended. If we only allow to kill as much AHP as the block offers, you can never reach 0 AHP unless you kill every single armor block.
Sentry mode (during combat), formation mode, etc will cause drones to immediately halt after leaving a shoot out rail.
It seems that their order is obeyed first before they get their 25m/s launch boost. This can cause them to pile up at the exit rail and create lag.
-Validated-