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mclaih (Mark Laiho)
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User Details

User Since
Sep 9 2015, 2:57 AM (484 w, 5 h)
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Recent Activity

Jul 7 2018

mclaih added a comment to T3027: logic connections from older blueprints aren't working properly anymore in recent devbuilds.

Correction shifting the clock to a separate docked or not docked entity still resulted in the error messages even though the logic is working fine. Wireless clock signal on the station goes to the door and the door sensor signal gets back to the station door control logic, so no logic that I can see is being blocked.

Jul 7 2018, 10:48 AM · Starmade, Issue Navigation
mclaih added a comment to T3027: logic connections from older blueprints aren't working properly anymore in recent devbuilds.

I just ran into this error I think.

Jul 7 2018, 10:19 AM · Starmade, Issue Navigation

Apr 27 2018

mclaih added a comment to T774: Power transfer beam logic activation missing 1 out of 5 ticks.

Seeing power transfer beams were mostly used for internal docked power modules that required high efficiency and that isn't required anymore this ticket can probably be closed. While the issue is annoying its not really important when remotely powering another entity which was probably the reason for the power supply beam in the first place.

Apr 27 2018, 1:43 AM · Starmade, Issue Navigation

Apr 23 2018

mclaih added a comment to T1784: pull amount doesn't work if it is less than amount available .

Not sure what that status of this still is except its still listed as open.

Apr 23 2018, 11:10 AM · Game Development (Beta), CBS: Functional, Starmade
mclaih created T2977: cannon shot passes through docked entity.
Apr 23 2018, 11:00 AM · CBS: Weapons, Starmade

Oct 27 2017

mclaih added a comment to T2603: Faction blocks reset to neutral after reloading singleplayer world.

On dev version 0.200.134 seems to be fixed now.

Oct 27 2017, 12:13 PM · Starmade
mclaih created T2657: Rail logic breaking links.
Oct 27 2017, 12:13 PM · CBS: Rails, Starmade

Oct 10 2017

mclaih created T2608: Weapon/slaves maintenance and charging power seems to have issues.
Oct 10 2017, 12:22 PM · CBS: Weapons, Starmade

Oct 7 2017

mclaih changed Reproducible from issuerepro:none to issuerepro:yes on T2603: Faction blocks reset to neutral after reloading singleplayer world.
Oct 7 2017, 10:52 PM · Starmade
mclaih created T2603: Faction blocks reset to neutral after reloading singleplayer world.
Oct 7 2017, 10:52 PM · Starmade

Aug 5 2016

mclaih created T1784: pull amount doesn't work if it is less than amount available .
Aug 5 2016, 12:21 PM · Game Development (Beta), CBS: Functional, Starmade
mclaih added a comment to T1533: Undocking of entities upon loading sector.

With the 32 size chunks this seems to happen less often.

Aug 5 2016, 12:04 PM · CBS: Rails, Starmade

Jul 22 2016

mclaih added a comment to T1533: Undocking of entities upon loading sector.

I have a single large mass ship with many docked entities in single player, sometimes bits undock which due to collisions means that I can actually can't spawn into the game. Note this only happens when I start single player. I can tell cause you can see the HUD markers as you try to spawn, my nav is set to not show docked or turrets. Instead of one green I have multiple. I think it has something to do with the save of the game since some saves are good and some saves have pieces undocked. So I make backup copies my worlds to find out if when I exited the game last I have a good save or not.

Jul 22 2016, 10:48 PM · CBS: Rails, Starmade

Nov 5 2015

mclaih added a comment to T687: All weapons don't always hit the 1st entity in line of sight.

Since the other ticket got merged with this one since the last update the power supply beams are now passing through a lot of entities.
Before 0.19476 the power supply beams were mostly hitting the first block in its way. Sometimes I would see what I assumed was a graphical glitch of the beam passing through the ship but it was very rare even with 96 x 2 alternating power supply beams.
After update 0.19476 I'm getting power supply beams on docked power modules passing through up to 2 sections of main ship (1 section is 40+ layers of jump modules), 2 sections of a docked shield module attached to the main ship only to hit a 3rd section of the shield module. Also sometimes pass through all of that to hit the forward docked weapon modules. Approximately over half of them are passing through at least two sections of main hull.

Nov 5 2015, 9:15 PM · CBS: Rails, Starmade
mclaih created T818: Power supply beams going through multiple entities..
Nov 5 2015, 10:46 AM · Starmade

Oct 30 2015

mclaih added a comment to T774: Power transfer beam logic activation missing 1 out of 5 ticks.

No slave or support modules was attached to the power transfer beam.

Oct 30 2015, 3:10 AM · Starmade, Issue Navigation

Oct 26 2015

mclaih added a comment to T774: Power transfer beam logic activation missing 1 out of 5 ticks.

I've retested. Used a button to activate the power supply beam or just an activation block. With an undocked power core, Each test was for one activation. the power supply beam should transfer 360k power per tick consumes 450k. total of 5 ticks transferred should be 5 x 360k should be 1,800,000 power. The power storage block is always getting 1,440,000 power per activation. I'm using a cloaking and radar jamming module to drain power out of the power storage block. After repeated testing I'm still getting 1,440,000 power per activation not 1,800,000 power. I'm in single player. I haven't yet gotten a single instance of all 5 ticks of power yet with logic. While the power core isn't docked.

Oct 26 2015, 5:33 PM · Starmade, Issue Navigation

Oct 25 2015

mclaih created T774: Power transfer beam logic activation missing 1 out of 5 ticks.
Oct 25 2015, 6:59 PM · Starmade, Issue Navigation

Oct 10 2015

mclaih created T751: Ship structure tab ion defence effect % not matching in use %.
Oct 10 2015, 1:15 PM · GUI/HUD, Starmade
mclaih created T750: Shield regeneration rate displayed on GUI does not reflect combat nerf.
Oct 10 2015, 1:02 PM · GUI/HUD, Starmade

Oct 6 2015

mclaih added a comment to T744: Core Block Activator not activating actuator block.

Arrggg. Such a small thing kill this ticket, sorry for wasting your time. I'll keep an eye on the other ticket about it not working while docked.

Oct 6 2015, 7:18 AM · Engine, Starmade

Oct 5 2015

mclaih added a comment to T744: Core Block Activator not activating actuator block.

I slapped this together in a minute or two.
Docked test ship on left hand side of platform. There are faction blocks on both the test ship and the ship with the activators. I assumed to avoid faction issues both have to have the faction blocks set. Both activators are linked and one is connected to the green light. No station involved just ships entities. I haven't tested with a station.

Oct 5 2015, 9:16 PM · Engine, Starmade
mclaih added a comment to T744: Core Block Activator not activating actuator block.

T705 is the one where you can't use the core activation beam while docked.

Oct 5 2015, 8:53 PM · Engine, Starmade
mclaih created T744: Core Block Activator not activating actuator block.
Oct 5 2015, 2:23 PM · Engine, Starmade

Oct 1 2015

mclaih added a comment to T151: Power Displayed Confusingly .

I wasn't disagreeing I was just pointing out how to read the information he was getting.

Oct 1 2015, 2:48 AM · GUI/HUD, Starmade

Sep 12 2015

mclaih added a comment to T151: Power Displayed Confusingly .

For your information.

Sep 12 2015, 10:28 AM · GUI/HUD, Starmade