4.86 update 6 bugs central thread - 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 update 6 bugs central thread (/showthread.php?tid=83069) |
4.86 update 6 bugs central thread - Serkith - 08-31-2012 ' Wrote:I heard that in Quilian, a Royal Navy base, there are Council NPCs asking rumors. Quilian is a Council planet by his infocard.. i bet his infocard doesn't get updated 4.86 update 6 bugs central thread - Gentlefood - 09-03-2012 Wuppertal doesn't shoot at any Rheinland unlawful NPCs and hails them. Same with ALG patrols, minus the hail. I don't really mind this, but I do find it a bit odd. Edit: And now the LWB NPCs just got slaughtered next to it. Strange they were fine a second ago. Edit Edit: And now they're talking to the Hessians AND shooting at them. That's a bit funny to watch. "Please submit your designation. Alright everything checks out." Hessian: "AAAGHAGAHAAA" 4.86 update 6 bugs central thread - Govedo13 - 09-03-2012 ============== Base Bug ============== Barrier gate quick-docks are all bugged but one and the undocking as well- always stucked. The Base also cannot be safed in the list with goods when you select the commodity, it is safed on the map but when you select it does not safe the info and show "Freelancer Station" as name. ' Wrote:==============This is not fixed, tried different set-ups and found out that the problem is in the rogue cruiser turrets- they are assigned as Molly or something other so 10% nerf on Rogue turrets when used with Rogue ID on Scylla. lr_cruiser_turret01 gun is defined to both factions but it is somehow bugged, it is really interesting bug because on paper it should not exist. It would be nice to fix it because it is bad to have nerf on your own cruiser gun. More strange is how the LR people haven't qqed about it. Suggestion to 4.87 is to add Molly cruiser gun- using the same differences used in the GB guns. 4.86 update 6 bugs central thread - Starsunder - 09-05-2012 ============== DOCKING ISSUE ============== Problem docking at Fontainebleau Residence. Screenshot attached. It just keeps trying to move forward but doesn't move because it is already bumping the side of the base and cannot move forward further. F1 quit and re-login results in the ship still floating in space there, not docked. As of now, have been unable to dock with this ship at the station. 4.86 update 6 bugs central thread - jonfreelanc - 09-05-2012 ' Wrote:============== <strike>ah yes I can confirm this too. and it's more than barrier I have noticed this with. I forgot so I didn't investigate. but there are many bases that do not show up in the commodities pricing list; the only way to get their buy and sell prices is through their infocard. this is inefficient and in the case of middleground pricing (usually important in circuits) which is not usually included in the infocard listing, it makes it impossible to tell without taking the individual commodity to the base.</strike>:nono: :$ 4.86 update 6 bugs central thread - wmsandwmf - 09-05-2012 http://www.youtube.com/watch?v=EHMI_lAdvBQ...eature=youtu.be No idea what happened there. 4.86 update 6 bugs central thread - jonfreelanc - 09-05-2012 I really enjoyed that. yeah I think it happens because they changed the docking mechanism to move ships around like that when they're stuck so as to hopefully get the ship to get collision with the docking box or something. It sometimes seems to work when you're almost stuck. that was an amusing bug of it though. 4.86 update 6 bugs central thread - Jack_Henderson - 09-07-2012 Planet Chateauroux: Docking Ring and Mooring are inside the planet. You can dock, but your ship enters the planet to do so. I did not take damage. Seems the planet model is simply too big. See screen: Undocking, half of ship still inside Planet 4.86 update 6 bugs central thread - monmarfori - 09-08-2012 ============== HULL BUG ============== Corsair Imperator, without hull but still alive for some reason, has 0 percent health. Picture below: Hull bug 4.86 update 6 bugs central thread - jonfreelanc - 09-08-2012 ' Wrote:<strike>ah yes I can confirm this too. and it's more than barrier I have noticed this with. I forgot so I didn't investigate. but there are many bases that do not show up in the commodities pricing list; the only way to get their buy and sell prices is through their infocard. this is inefficient and in the case of middleground pricing (usually important in circuits) which is not usually included in the infocard listing, it makes it impossible to tell without taking the individual commodity to the base.</strike> well that's what I get for not looking into it. this is all not right. I apologize yeah upon closer inspection it turns out that the commodity and route in question that I was mainly basing my assertion on was apparently intentionally made. It was the mox from ld-14 to battleship nagumo in kusari run. now I see there are a pair of mox commodities, and the infocard listing is for the rheinland mox. I'm guessing this was all done to try and enforce the trade embargo during their war by removing the most obvious commodities. Hitting scrap with the fighter mining turret isn't easy. Do you get complaints about it? The quicker the asteroid is moving the harder the job to hit. And if the ship is moving it becomes very difficult. Hitting ore rocks is fairly reliable, but scrap asteroids are much harder. After them, crystals like you find in ice fields are about the same difficulty as scrap. And I find it almost impossible to hit planetary-fragment asteroids. (for example the platinum in alberta) Note this is just with the mining turret. All other weapons hit fine. The problem is with the high projectile speed. Angular velocity and target momentum add more difficulty. I'm guessing the reason the ore is easier to hit is a larger hitbox. You might consider re-hitboxing the other asteroids. I can understand wanting to add depth to the mining system but I think there are better ways to do it than having hard to hit asteroids. for example having fields with one asteroid type, have two instead with greatly differing speeds. at 1100 m/s I have hard time. when just moving that down to 1000 m/s there is a fair improvement. at 950 m/s I have what I would guess is fair accuracy while stationary but unreliable while moving. at 900 m/s it's what I would say pretty fair accuracy or so while stationary and fairly decent usability while moving. I had pretty much no issue when using the turret at 600 m/s but slow I know honestly I don't have a clue how people mine in alberta with these turret |