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Mar 7 2016
Is the old rotate key (z) still telling it to roll. On pc, when i hit z to go into build, it also activates the roll because they are set to the same hard set.
Mar 6 2016
Might be since it has been several updates since then. Thank you for looking into the problem, but if I just keep elevators within the main bound box it should be fine.
It's also worth noting, that when you're using the defend sector command, if your fleet ships have short range weapons that are less than the 2km sector size... I think it's possible to have enemies in your defended sector being ignored by your fleet.
One time I was testing the fleet sentry command... my fleet ship didn't respond until it got the beam computer shot off. Which switched the ship from a short range weapon (Beam/Cannon) to a longer range weapon (Cannon). It then began fighting back, but none of the other fleet members helped.
If an enemy is within weapons range, it works fine.
Radar Jammers have always reduced AI's aiming ability up until the latest release AND halve their engagement range. This only stopped being the case in the latest build(s) that were introduced after combat AI was broken then fixed.
Might be multiple issues in 1 task.
Radarjammer never made AI less accurate, it just halves their weapon range. If that doesn't work anymore, I'll put it in T225 which is about exploiting that mechanic.
It would seem that fleet ships ignore everything outside their weapons range. Even if it is Killing them.
rejecting this because this is an side effect on how the server handles placement and removal of blocks.
yes, but for that
staying in gravity or being aligned would be correct.
this is a duplicate of T979
no further information and a support issue most likely anyway ( and probably solved after so long a time)
cant get this to crash.
no logfiles or sample blueprint
-Confirmed-
small sample video...
the blue arrow is the one from the ships orientation
Hm, this seems to be more likely a driver issue then.
This is true for the current live version, however it is also useful as an autopilot feature to travel between waypoints :)
Nothing has changed. Same shader error on 6000 and 7000 series Nvidia cards on every version since the shipyard update.
Old install of pre-shipyard version works no problem.
Indeed happens, they seem to ignore anything stationary.
Ships that are given a fleet command will fight the player pilot's control until either the command is completed, or the fleet is deleted. Giving an idle command will not stop the fleets current command.
Mar 5 2016
Well, this applies for any "invisible" block:
- (open) Doors
- (empty) Cargo areas
- Pick up rails/Shoot out rails/ Pick up Points
Yeah, going to merge it with T1034.
Implementing a "minimize" function would probably take a rather long time, multiple menus at once don't really work that well, it's often not possible either for the main menus.
Yeah, was most likely a broken texture download, that could not extract.
No feedback.
Duplicate of T927, merging
No feedback.
No feedback.
Did it work?
(I assume you would have poked us again if you were not able to play since mid january... ^^°)
Hm, would be great to make out a time to watch this connection attempt live on the testserver console and with profiler.
I bet something changes in the connection order, or possibly even some part of the protocol is handled different.
Issue went obsolete, as logout position is now following the ship.
Hm, that's a serious issue yeah...
No feedback.
Can be countered by setting miner limits on the server.
Also could not reproduce lately.
No feedback.
Is the problem still persistent?
It may be a side effect of: T954
Assuming that was the cause for some rails to go nuts.
Duplicate of T1195
Also affects symmetry mode with "mirror cubes".
Going to exclude your last sentence, that belongs in a different task.
Didnt find a way to reproduce this after testing a few times.
As we cannot replicate it on purpose, it may be a "general logic/meta loss problem" which is also covered in a lot of other reports.