This may or may not be fixed. I tried to make it run out of power while building and it would completely build the ship, but then when I was deconstructing the ship and I would remove all the power it would stop completely and not remove all the blocks. So, I cannot tell if this is completely fixed.
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Oct 30 2015
I am sorry to ask this but how do I actually solve this?
I read it all and I see it says 'solved' but I can't seem to find how to solve this problem.
my galaxy map displays all highlighted sectors as solid white, I can't see orbits (neither asteroids nor planets), shops or stations
This happens both on the faction you are in and any other faction.
I got the logs of this crash:
Seems like the station is either corrupted, or the amount of Turrets and/or the collisions. right now it is causing the game to crash on me (although that might be because of the pirates that i have spawned :) .)
The circuit is a 4hz clock powered by rotating cores with dockers... It is running constantly and causes no issues on its own. As for the blueprint, I will PM you that.
Fixed as byproduct of T673
set 2 transport spot on ship.
enter gravity of the ship
activate transport
gravity gone at transport Destination.
-Build transporter on ship yard.
-start design
-build transporter on design
-set destination
works as if ship was there
"Attempting to drag an item from your inventory into the shipyard inventory results in the warning window message
"Cannot move item from this inventory in test sector!"
Can you give us that blueprint (if you don't want to share it publicly, pm me)? And also what logic circuit causes it in case there's room for doubt?
-Validated-
Alright, going to investigate it a bit more and then change this task a bit.
How to reproduce:
- open the menu of a display module
-Validated-
-Validated-
-QA Testing-
Was unable to find that the removal of a shipyard's anchor also deleted the design from the database, but the partial loading of the design was that the bar got stuck at what seemed to be 75% loading. T752 seems to be similar, but loading/unloading of the sector didn't fix it, and it occurred at random, rather than after a server restart. Ithirahad explained it a bit better. Here's some (hopefully) better detailing:
No slave or support modules was attached to the power transfer beam.
Don't have to be apart of a faction it appears...
Here is the blueprint for the station
Oct 29 2015
I can confirm the fix; all seems to work as expected now. (Thing is, I'm not a tester so I can't close it.)
When I flew the "top" of the turret whose base disappeared to the shipyard, the shipyard would not register that anything was even docked.
-Confirmed-
- Language Editor:
- closing the window does not affect connection setup
- File->Exit menu does nothing
- Ship Catalog Manager:
- closing the window does not affect connection setup
- Exit button closes the window as intended
- StarCalc:
- closing the window does not affect connection setup
- there is no button or menuitem to close the window
- View Index Database:
- closing the window will also close the connection setup
- there is no button or menuitem to close the window
- Start StarMote Remote tool:
- closing the initial window will also close the connection setup
- exit button closes the initial window. will also close connection setup
-Confirmed-
Spawned station
Added turret
activated AI
saved Blueprint
respawned
checked AI found it to be not active.
How to reproduce: Turret (base and barrel) or moving Rail entity+undocked entity (could not confirm this issue with chain docked entities): movement of the undocked entity seems to have proper collision detection but movement of the turret (by player or AI) can produce this bug (clipping through).
at first i suspected a connection with players, but the collision system seems sometimes just random as in many cases it works as intended and then not again...
-QA Testing-
-Validated-
OK
though two or more player connected to a Multiplayer server do see each other in different places at the same time.
that is a syncing problem then.
- being only 50 ms it isnt connection related then
- maybe position update client <-> server have to have a higher priority some how than ?
- there is a need for a proper way to cause this (maybe with a defined way to stress the server while running around and pressing buttons while someone watches or something like that)