It happens in Trademenue between two ships. The moment i klick on the money Tab (usualy that opens the window where you can edit amount of cash to transfere) FL crashes.
Tried it twice with exactly same result. Crash to desktop.
Great work!
Except for the little bug with cargo space (doesn't matter too much since we can still put old DLL back, and use it for trading/buying guns), Sirius capship players LOVE YOU!
' Wrote:Everything works for me so far except cap missles in turret view.
When I do not aim with a weapon on the target while zoomed far out, the missles fly everywhere except in target direction. So targets have to be in range of any turret/gun.
And for me it seems like missles are tracking much better now (when aimed like said above)
Thats because when you're zoomed far out, guns are turned into your direction. You can try that with solaris/primaries. you'll notice they will be shooting towards you. Probably has something to do with how far from the ship the actual "aim" is located.
' Wrote:* Cannon, are you sure adding turret steering before the cap (Mainly GBs) rebalance is a good idea? I'm really expecting a huge wave of Q_Q and rage some time soonish.
Aerelm, how exactly is adding a feature for -everyone- going to upset anyone ?
Oh wait, i know. The space samurais will not be amused.
Look at it that way: it's only going to be of any use in gb vs gb fights. Newbie boats will be easier to snac because they probably won't be strafing when they're turning, and strafe makes snacing harder. As for skilled gunboat pilots, i can say for myself that i won't be using this feature.
' Wrote:Some info:
- The incorrect cargo space issue is due to non-armor equipment taking up cargo space - which isn't fully working yet. It gets deducted from the "available cargo" value, but not from the "cargo space left". It's a bug.
- Scanner data update: I'm wondering if increasing the distance recalc interval also also increases missile accuracy - might be that the missile "scanners" adjust their course based on this interval as well... Someone please test this. Couple of gunboat or fighter miss(project)iles should let you know.
Even if the cargo-thing right now is a bug, it still will be a pain for ships like Bottlenose, because a CAU4 [max for BN] is leaving 10 cargo units free. Now i might question the logic of equipment mounted on hardpoints taking space of a ship's interior cargo hold, but my main concern is nerfing ships like Bottlenses. I don't see the point.
Scanners:
Faster updates on range of targets in the target window will make large group fights a pain. When a commander will call a new target, try clicking it on the list when it shuffles every second :o
Missiles track as they were, we tested them. I didn't notice any improvements. Maybe minor ones, but that migh've been due to the low player count. We'll run another test on a full server and post our observations here later.
Nice work Cannon.
OH and one more thing!
10 seconds of cruise drain on ALL shiptypes ?
*sigh* There's no logic in this, LF's and BS alike have the same class of engines and powercores it seems.
I know this is supposed to balance capital ships, but if you can't make cruise drain exclusive to caps, make it fair for all ship classes, and just increase the time a cruise engine charges for caps.
' Wrote:Same as 1 fighter chasing you to CD and a few GBs abusing that even if they EK, they can chainfire basics due to fast power regen and the fact you can fire 1 turret at a time even with the Cruise drain. It happens, it's abuse, it's a bit unfair, but no rules against it.
What he said about the cruise drain. Now it is fixed.:rolleyes:
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)