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4.86 update 6 bugs central thread - Printable Version

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4.86 update 6 bugs central thread - jonfreelanc - 09-08-2012

cruiser schwarzwald in the cloud in koeln has a robot bartender with a human voice.

[GF_NPC]
nickname = rh0703_fix_bartender
base_appr = Robot_body_d
individual_name = 463772
affiliation = fc_lwb_grp
voice = rvp101
bribe = fc_lwb_grp, 64000, 504725
bribe = fc_rh_grp, 64000, 504724
bribe = fc_u_grp, 64000, 504724


4.86 update 6 bugs central thread - Ryummel - 09-13-2012

==============
CLOAKS
==============


Activating the device and taking a jump hole drops you in the target system fully cloaked, skipping the usual pre-charge time. The procedure can be abused/repeated hopping back to the first system, then rinse and repeat.


4.86 update 6 bugs central thread - monmarfori - 09-20-2012

Crashed into sun, then I get killed by a player, actually it doesn't. He wasn't on the same system as me either.


4.86 update 6 bugs central thread - Narcotic - 09-23-2012

Nova torpedos aren't doing any shield/hull damage for the "Ryuujin" Kusari Train.

Please fix that, it gets annoying.


RE: 4.86 update 6 bugs central thread - Captain - 09-27-2012

I got problems with using trade lanes everywhere, specialy at corners,
my ships (Z-whale, BWT, Vache) get stuck in the first ring when entering,
as if it doen't aling properly, however the second ring is no problem,

I hope it is a bug, not a problem on my end.


RE: 4.86 update 6 bugs central thread - jonfreelanc - 10-15-2012

So not so recently I started playing a Liberty Transport ship. It has a problem with its engines. There is no crusingfire effect or charge or glow for when you start it up or down or when you're using your engine at full. Also, the effect disappears when entering a jumphole. This appears due to the fact that the game was incomplete when it got pushed to publishing and the effects were never completed.

these files fix the problem of the engine not having the effects.

but effects.ini must be changed so that effect_type matches this one and not LARGE one. here is an example. this fixes the effect disappearing problem when you are using a jumping thing to somewhere else.

[Effect]
nickname = gf_li_largeengine01_fire
effect_type = EFT_ENGINE_FIRE
vis_effect = gf_li_largeengine01_fire
vis_generic = gf_min_smallengine02_fire

I took it away until I work out some issue with other ships that use this also


RE: 4.86 update 6 bugs central thread - West - 10-20-2012

Fix pls bug with Dragon Battleship, so it can no longer shoot after cruise!!!
Right now it can shoot 2 cerbs and even some prims after cruise.


RE: 4.86 update 6 bugs central thread - Ryummel - 10-20-2012

(10-20-2012, 12:01 PM)West Wrote: Fix pls bug with Dragon Battleship, so it can no longer shoot after cruise!!!
Right now it can shoot 2 cerbs and even some prims after cruise.

[Image: 4yvO1s.png]
Dunno how you can shoot two cerbs and 1 prim with that energy right after cutting cruise engine. Think the problem is more about being a sore loser than the battleship itself, but that's just me dunno ;D


RE: 4.86 update 6 bugs central thread - West - 10-20-2012

Yeah, sore loser like me don't like to die from abusers like you or your friend from sig.
Why I have to wait 15secs for energy recharge in Ku bs on 90 speed and BD BS can shoot on EK after cruise with cebs and prims, either with chainfire or whatever but even -that- energy enough to do serious damage to any cap target.

so stop playing innocent


RE: 4.86 update 6 bugs central thread - Ryummel - 10-20-2012

Funny, you didn't mention anything about the EK in your previous post, so my answer was correct. Now, let me tell you that you don't have to wait those 15 seconds, since every, every single BS can pull the same trick. Included your KuBS, so pls pls also fix KuBS k?