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4.86 update 6 bugs central thread - Printable Version

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4.86 update 6 bugs central thread - Swallow - 07-03-2012

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TECH NERF
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Drone (Ku freighter)
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FL ID
2x PGs
6x Flashpint turrets

9% nerf.

(Ship makes 90% nerf, FP turrets - 10%)

Problem seems to be in Generic weapons compability. PGs are behaving well so far.

Aet: Submitted an update for this. Looks like the sirian civvy guns group was not listed for that ID...


4.86 update 6 bugs central thread - Vrabcek - 07-03-2012

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TECH NERF
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Sabre
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FL ID
2x debilitators
5x vampires

9% powercore
In the tech chart IMG guns are stated as 90%


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TECH NERF
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Sabre
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FL ID
3x Debilitators
4x Blue blaze

10% powercore

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TECH NERF
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Sabre
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Pirate ID
3x Debilitators
4x codies

10% powercore


Seems something is not alright with the generic IDs...

Aet: Submitted an update for this. Looks like the sirian civvy guns group was not listed for that ID...


4.86 update 6 bugs central thread - Lucky Luke - 07-03-2012

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TECH NERF
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I get nerfed down to 10% on my FL ID'd fighters. Sabre's, Eagle and Raven's Talon. Same thing happens on my Dromedary too. All have generic tech. On my FL bombers, it's OK as far as I can tell. Didn't try all ships, but I tried a few, and it's OK! The nerf has occured in the past 10 hrs. Before that, everything was normal. I used some of them after the update.

EDIT: It seems it's the debs that cause the nerf on my fighters, but on the Dromedary it's the Purple Goddess' and Wildfires. My guess is that Flashpoints will do it too, since they're all generic civilian tech

Aet: Submitted an update for this. Looks like the sirian civvy guns group was not listed for that ID...


4.86 update 6 bugs central thread - Yber - 07-03-2012

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TECH NERF
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The same problems than above, with th difference of the ID. I'm using pirate ID with civilian stuff. 10% core.

Aet: Submitted an update for this. Looks like the sirian civvy guns group was not listed for that ID...


4.86 update 6 bugs central thread - Redon - 07-03-2012

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DOCKING MODULE
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We tested this with a Shire + 1 docking module and a Scraper.

1. After docking a ship once, a ship with a docking module can no longer take in any ships, even after the ship has undocked - they will receive the error message "Target Ship Has No Free Docking Capacity". Docking on a station and undocking again doesn't fix this, only after relogging to the Server the docking module can be used again.

2. The Docking module seems the be very sensitive to movements, greying out the docking option after only slight turns. This could easily be abused to prevent docking by ramming a carrier, and I don't believe that's intended.


4.86 update 6 bugs central thread - Ursus - 07-03-2012

<strike>Something broke the missions where you have to "arrest" the target and bring the escape pod back. I do everything right, am told to return to the base, but when I dock I am told that the mission failed due to running out of lives. Its like docking was treated as forfeit instead of end-of-mission.</strike>

fixed


4.86 update 6 bugs central thread - TFinnegan - 07-03-2012

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OTHER
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All character /setmsgs are gone.
All of em.

:nono:


4.86 update 6 bugs central thread - hansen-dennis@hotmail.com - 07-03-2012

Bug with the Houston mooring fixture... (Dunno if any other planet does the same)
If i launch with a Prison Liner from the lowest point i blow up. Unless i hit the thruster right after i get control. Then i end up with 15% hull.

Aet: Don't dock big ships (liners/battleships) with planets. It rarely ends up well. Known issue, earliest fix will be 4.87


4.86 update 6 bugs central thread - Dashiell - 07-03-2012

when a big ship (dread) undocks from Houston its gets fried by its orbit. a cap 8 dread loses about 1/ 5th of its hull like this upon undocking.


4.86 update 6 bugs central thread - Jansen - 07-03-2012

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TECH NERF
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Werewolf
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LR ID
Full Sammie loadout
Tartarus

Nerfed to 90% for using faction tech?

Aet: Scanned the faction listings but couldn't find anything wrong - assuming this is already fixed, please lemme know if it's not.