Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

49% of target met.

Latest Topics

- Holly Cow Its alive!! »
- Getting our Player Base back »
- Fully customizable ships? »
- What's with the new Metaverse? »
- Carrier default loadouts - ships w/interceptors only? »
- 01001000 01100101 01101100 01101100 01101111 »
- the mi type ships cheat »
- First Person view is possible in DS! »
- Latency Issues »
- missing dll. »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »
- Cloaking update... »
- Tools for tips »
- Fleet levels and more! »
- Game Mechanics Question and Answer Thread »
- Under Construction »

Combat Kills

Combat kills in last 24 hours:
Kills chart
Killboard

Upcoming Events

- Weekly DarkSpace
06/29/19 +4.5 Days
- International Talk like a Pirate Day!
09/19/19 +85.8 Days
- Towel Day
05/25/20 +334.8 Days

Search

 

Anniversaries

No anniversaries today.

Facebook & Twitter

Why not follow us on Twitter or Facebook for more information and fan updates?

[FAQ
Forum Index » » Beta Testing Discussion » » 1.483 beta feedback
Goto page ( Previous Page 1 | 2 )
 Author 1.483 beta feedback
Mariano (peace)
Cadet

Joined: June 24, 2002
Posts: 1006
From: Rainbow Station
Posted: 2004-12-06 18:04   
found some other bugs. some new, some old.

old:

the jumpdrive disabled message is back. it comes on every 2 sec when in nme field

when removing a system you loose money

when jettison inf they disappear. would be nice when they will stay alive as long as when you pick them from a planet

new:

i can confirm the fireing bug. from back to 45° to the right (from above) you can use laser/disruptor even when not in arch range.

when you pick up recources floating in space and eject them again 20 (metal) get lost. so u pick up 200 metal and eject them it will be only 180 left.

when you manual target with laser/disruptor and fire you can drag them around. it can however only be seen by yourself and causes no demage when draged over a ship. might be only a visual bug but actually i think it could be of use when it would work properly. so you could fire at a cloaked or hidden (ecm) ship and manual hold the target on a flyby.


suggestion:
when you want to cloak make it 5-10 sec to have full effect.
make the sensor bases have effect on the energy usage of cloak.

btw. with a reactor fitted claw i could fly 21gu speed cloaked without energy drain.
_________________


Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2004-12-06 18:05   
Well, yeah.
_________________


Mersenne Twister
Fleet Admiral
Palestar


Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2004-12-06 20:21   
Quote:

On 2004-12-06 02:27, Mephiblo wrote:
Engine bug

Ships are able to increase velocity even when engines are disabled and or removed, velocity increases by .1 every 2 seconds for scouts, engineer ship, Frigates, extractor ship and the transport from ICC, UGTO and Kluth and each type of ship is able to move as if the engines were still active.


old bug, can do that in release too

@ragglock, read it again. said unlimted, if i had the presence of mind too i could have jumped into deep space at maximum range, waited just long enough for the drive to recharge and make another max range jump

[ This Message was edited by: FireMoth on 2004-12-06 20:22 ]
_________________

I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

Goto page ( Previous Page 1 | 2 )
Powered by phpBB® Forum Software © phpBB Group
Page created in 0.013786 seconds.


Copyright © 2000 - 2019 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR