User Details
- User Since
- Oct 19 2015, 5:54 PM (474 w, 3 d)
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- Available
Apr 25 2016
Mar 29 2016
Can also confirm that the issue was fixed in the last patch. This bug report was made before the last patch.
@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 24 2016
The last update made this worse.
Mar 15 2016
Turning on AA breaks mipmapping. With AA off the mipmapping is acceptable, but when it's on it gets just as bad if not worse than the initial screenshots I posted.
Mar 14 2016
I tried to stick the pickup point/rails outside of the ship's bounding box like @lancake suggested. Didn't work... Changing the orientation of the docked on the drone also doesn't make a difference FYI.
Mar 9 2016
Feb 10 2016
Can confirm that it's working now on my GTX 980ti. However, bloom is required for it to work (for some weird reason). Disabling bloom also disables AA.
Dec 8 2015
Having spawned hundreds of drones to do testing I can attest that this is true. I think that when they're too close to each other they try to turn to look at entities around them (notice how they do this with the player, even without being hostile). However, when there's a ton of ships around it leads to a cluster-derp.
Nov 15 2015
I noticed yesterday, I have two beams that alternate with 2.5 second timers, and the beams seem to shut off prematurely for like half a second before the full 2.5 seconds has passed. There's a noticeable delay between the beams activating, it should be instant. I can upload the docked reactor if you want to see for yourself.
Nov 14 2015
Herm... idk why it edited all the parameters, I just edited the text to make it clearer...
Nov 6 2015
Oct 21 2015
Well, it fixed the issue on flat (non-wedge) surfaces. However, I can still see some ripples on wedged surfaces, so I guess it didn't completely fix it. Still much better than without (can provide image comparisons if you want)
Oct 19 2015
Yea, that pretty much fixed it. There's still some graphical bugs like this:
I forgot to mention that up close it doesn't happen, so you might think that it's a non-issue. But from around 100-150m away it's REALLY noticeable (and uggly), especially with a large computer monitor. Detracts from the overall look of the game tbh.