Suntiger Guns look perfect!
But it would seem that someone forgot to adjust the refire rate on the Suntiger Turret. It deals the damage per shot of a 6.67, but still has a 4.00 refire rate. All other values on the Suntiger Turret (Range, damage/energy per shot) match the Suntiger Gun.
==================== Type: Ship Bug: The turrets number 7 and 8 of the GRN Obstinate are placed almost inside the ship. I don't know if the Council one suffers from the same issue. ====================
Nomad Bomber, Spatial, morph (and probably lots of other ships, especially fighters) have bad turret view cameras, that place the ship too low on the screen, making it impossible to do good screenshots (either for RP or otherwise). I suggest making ALL fighters/bombers have the default "0" value on the Z axis (Y axis in FL's case), so they all appear at the center of the screen in Turret View mode.
==================== Type: Ships Bug: Spatial needs its new icon ====================
@evanz made a new icon for the new Spatial model.
Also, new rheinland mining ship's icon is too blurry, so @evanz is going to render a new one.
==================== Type: Systems / Stations Bug: Crashing while viewing jobs at Battleship Fes makes the board unavailable indefinitely ====================
Was accessing the job board at Battleship Fes and had a client crash. Upon returning, received the "too many players are looking at the job board" error, which usually only happens when someone else was at the base. Confirmed nobody else is even in the same system. Tried several times over the next few hours, still getting the same result. Server restart might fix it, but I've been unable to grab missions from Fes for about 9 hours now (trying every hour or two).
Client-side issue, CND. Evidence of function. -Aristaan Might actually be a TXM caching issue, will investigate. -Kazinsal Correction: Definitely a TXM caching issue. Fixed. -Kazinsal
==================== Type: Sound Effects Bug: Outcast Secondary turret (dsy_purpleblueturretb2) uses different fire sound ====================
"dsy_purpleblueturretb2_ammo" used "fire_capship" sound, now it's "fire_hs_bsprime"
Working as intended. -Aristaan
~The eyes that only see prey. An instinct to act on~
~The bloodlust and it’s just, Not enough... Not enough.~
~But that’s the chain of command, And now we know we must not hide~
==================== Type: Materials Bug: Bretonia Carrier bret_cv_winds and bret_cv_hull materials reference an emissive texture that does not exist ====================
windows.tga does not exist and there are no other material files loaded in the shiparch entry
Fixed. - Xalrok
==================== Type: Materials Bug: Zoner carrier zoca1_aq_windows material has a broken emissive node ====================
Et_name is filled with garbo for some reason
Fixed. - Xalrok
==================== Type: Materials Bug: craider.mat material node ji_cra_exhaust is quite busted ====================
Garbo data on Et_name, et_flags, some weird undefined value sitting under ec for no reason
Fixed. - Xalrok
==================== Type: Materials Bug: dsy_persephone.mat has all kind of problems ====================
Garbo data on multiple materials, biggest offender being glowing_win and engine_exhaust
Fixed. - Xalrok
==================== Type: Materials Bug: Onuris or_ships02.mat references a texture that does not exist ====================
or_Equip_gen.tga does not exist in the material file or the vanilla one
Fixed. - Xalrok
==================== Type: Materials Bug: dsy_coa_gunboat.mat has busted emissives ====================
dsy_coag_cockpit and dsy_coag_engine materials have garbo emissives
==================== Type: Materials Bug: dsy_coa_destroyer.mat has busted emissives ====================
dsy_coad_windows has a garbo emissive
==================== Type: Materials Bug: Feanturi dsy_feanturi.mat references a texture that does not exist ====================
material dsy_jx2_wind, dsy_jx2_glow emissive texture BHGB does not exist in the material file