Possibly resolved by previous update
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Mar 7 2017
Mar 6 2017
The password update page now states the valid password length range, and displays an error notification for invalid lengths.
While I haven't tested unicode characters, it's very highly unlikely that it's a byte limit.
After the most recent update, when I spawn in the broken ship, the rails work perfectly without deleting the rail speed controller.
Tested on Debian 8.0 64bit, java 1.8, headless server:
- set WORLD = TEST in server.cfg
- only server-database/test was created.
This suggest the issue is only present on singleplayer.
From Linux, upon creation of the world "MyCapsWorld" (Linux), I can spawn in no problem...
-Validated-
Open for testing
Mar 4 2017
Great, could reproduce the problem.
I just uploaded the SMENT here. If you can't access the SMENT let me know and I will find a public server to spawn it on.
Should be fixed for next dev-build
Mar 3 2017
Do you have that station on a server?
I'd like to examine it and find the cause.
Good find, will look into that ASAP.
I have been experimenting with this issue, and I think it has to do with distance - though I'm not sure if it's measuring distance from the core or the docking module. If I align to the rotating core, I will stay aligned and rotate with the core until I reach a distance of about 50m, then I get a "gravity neutralized" message and alignment ceases. 50m is a short distance to work with if you are designing a rotating ring on a space station. I hope this threshold increases - or is measured in the future from the surface of the object, not the core.
and < always calculate their first change based on 0.5
will look into this
Sent in queue and added as subtask of
T1666: Resized UI Windows have glitched Buttons/Text
Open for testing.
Can you still reproduce this?
Played around with this a bit, and could not see any problems.
-Will not Fix-
Issue has been fixed together with a similar problem on the trade network.
So report *was* valid. But is no longer a problem.
Forwarding request to @calani
Mar 2 2017
Spent quite some time trying to figure out the point in this report, and trying to reproduce the described case.
Forwarding.
Information is enough to fix/work on it.
relevant error thing:
[2017-03-02 15:54:42] DRAWING TIME OF 266 elements: 77(77.10949); unifroms: 0.0; pointer 0.0; upChk 0.0; frust 0.0; update 0.0; draw: 0.0; totD: 0.0
[2017-03-02 15:54:56] GLFRAME processErrorDialogException()
[2017-03-02 15:54:56] java.lang.NullPointerException
[2017-03-02 15:54:56] at obfuscated.aIa.e_(SourceFile:180)
[2017-03-02 15:54:56] at obfuscated.aHE.e_(SourceFile:128)
[2017-03-02 15:54:56] at obfuscated.hv.e(SourceFile:1733)
[2017-03-02 15:54:56] at obfuscated.hP.e_(SourceFile:415)
[2017-03-02 15:54:56] at obfuscated.hq.e(SourceFile:566)
[2017-03-02 15:54:56] at obfuscated.hq.b(SourceFile:740)
[2017-03-02 15:54:56] at obfuscated.hq.e_(SourceFile:439)
[2017-03-02 15:54:56] at obfuscated.aFr.g(SourceFile:546)
[2017-03-02 15:54:56] at obfuscated.aFr.a(SourceFile:687)
[2017-03-02 15:54:56] at obfuscated.aFx.b(SourceFile:665)
[2017-03-02 15:54:56] at obfuscated.U.e(SourceFile:956)
[2017-03-02 15:54:56] at org.schema.game.common.Starter.startMainMenu(SourceFile:1435)
[2017-03-02 15:54:56] at org.schema.game.common.Starter.main(SourceFile:980)
-validated-
Mar 1 2017
oh great thank you.
In the port cargo bay, where the ventral bay door attaches, the third rail controller down in the stack of four.
Wow, can you add a screenshot or give a coordinate of the problematic rail-speed controller?
To update the case here, the ship has multiple rail controllers, all hooked up to run at different speeds. One of them was not connected to any rails, though it was connected to activation modules. When this rail controller was deleted, the rail lockup issue on the ship was instantly resolved. Disconnecting it from the activation modules, changing their state, etc, had no effect. Only deleting the rail controller block had an impact.