Discovery Gaming Community
4.86 Model Issues - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7)
+--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37)
+--- Thread: 4.86 Model Issues (/showthread.php?tid=17567)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


4.86 Model Issues - CHUNKINATOR - 01-08-2012

The Sarissa is having huge problems when docking with Jumpholes,
you can only successfully dock at ~300m, otherwise you just get stuck.

Aeternus: Moved HpMount to fix this - the bottom tip needs to be docked to a jumppoint after update 3. However, moving this hardpoint can cause this model to get issues undocking from planets. Like any battleship - docking with a planet is at your own peril.
Also: Double report. Please check if what you're reporting has already been reported. The volume of bugs is creating a dev workload in and of itself.



4.86 Model Issues - AeternusDoleo - 01-09-2012

Mod notice: Okay, did some cleaning of 4.85 stuff - fresh start now. Sort of.


4.86 Model Issues - AeternusDoleo - 01-09-2012

Okay, everything up to this reply has either been handled or scheduled.


4.86 Model Issues - Jack_Henderson - 01-09-2012

The Akegata has some problems with its firing arcs. While most other battle transports can fire all guns to the front, some of the turrets of the Akegata keep stuck at a weird angle and cannot, rendering the Akegata at an (unnecessary) disadvantage.

This could be intentional, or a bug. That's for you to decide =)

Thank you for your continuous effort!

Aeternus: This is by design. The aft turrets do not have a forward arc.


4.86 Model Issues - Lunaphase - 01-10-2012

Noticed the nephelim class zoner dreadnought now sometimes gets stuck ON jumpholes. As in, the shield sometimes prevents it from jumping into it as if its a physical object.

Also, minor hitbox issue, rocks tend to get stuck underneath the canopy-like things on top, making the ship come to a jarring hault. /stuck doesent seem to dislodge them, making you have to back the entire ship up.

Aeternus: Noted on the jumphole, I'll probably have to move HPMount to fix that. The hitbox is - again - by design, true to skin hitboxes tend to get stuck if there's concave surfaces on the forward arc. Caps having issues moving through roidfields? I'd call that a feature...


4.86 Model Issues - Goddess Astra - 01-10-2012

On the Fearless zoner destroyer, there appears to be two turrets placed in such a way that they overlap with each other. Perhaps they could be moved to the outside of that area instead of being in that trench thing where they clip?

http://i31.photobucket.com/albums/c366/Sco...01-33-17-72.png

http://i31.photobucket.com/albums/c366/Sco...01-33-25-82.png

Aeternus: Noted. I'll see about moving them to the other side of those portrusions they're on. Looks like there's enough room.


4.86 Model Issues - Jamez - 01-11-2012

The Saishi and Touketsu have Order engine effects.

The Anki has civilian engine effects. I have talked with Jinx, the civilian engine effects suit the models better, and it fits with the ships being a civilian line.

To make the shipline more consistent, the Saishi and Touketsu should have their engine effects changed to civilian.

Aeternus: Ticketed.


4.86 Model Issues - Jinx - 01-11-2012

zoner fearless: they were meant to be rather limited - but i m OK with having them moved to another location

renzu ships: agreed - consistency should be applied - as long as the engines fit ( sizewise )



4.86 Model Issues - Anonymous User - 01-11-2012

a old bug - was already messed in 4.85 but never fixd'

order bomber - pilot feet are in space

[Image: unbenanntso.jpg]

Aeternus: Ticketed.


4.86 Model Issues - Lunaphase - 01-12-2012

Another one for ya. The lights on the Rheinland Battle transport (urez, i think is the name), on the top foward and top rear container, are positioned the same as the turrets. This results in the turret having a light IN it, looking damn strange. Seems the light hardpoint and turret hardpoint are in the same spot. Also, while not specifically a model bug, was it supposed to turn slow as it does? Currently a rmbs turns tighter.

Aet: I believe it's stats are a one on one copy from the Shire in terms of maneuverability. Big civvy ships turn slow, by intent. Ticketing the light issue...