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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here!
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 Author Most recent 1.481 Version (6th Feb) ....Post ALL Bugs Found AND Discussion here!
Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2004-02-08 22:44   
Quote:

On 2004-02-08 16:17, Nat wrote:
When the beams animation stops when the target is destroyed the sound continues on for the full length of the normal firing cycle.



THe animation as in the beam it self disappears, but there is still some "flashing" where the beam was emitted.

Also, is it just me, or has the distance before the "colission alert" sounds been decreased?
_________________

Fleet Commander, Galactic Navy

4cemje
Cadet

Joined: August 25, 2002
Posts: 211
Posted: 2004-02-08 23:34   
Possible bug,
Engines and reactors cannot be "removed". Unfortunately I have not been able to test if they can be interchanged with found or purchased items of those types.
_________________


Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-02-09 00:51   
-To remove reacters and engines, you must first turn them off. Do so by clicking on them once. However, bug with the engines... You can remove them and still keep going at full speed and full manoverablity. But slowing/speeding up is hampered.
-Ordering infantry to defend hotkeys are the same as the under attack distress.
-Currently, captureing planets is even easyer then in the release version!!
-As well, there seems to be a ghost Faustus poping up in the Room Members list occasionally. Some see it, some don't.

[ This Message was edited by: Baikon on 2004-02-09 00:56 ]
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Sandals
Fleet Admiral
Agents

Joined: January 21, 2002
Posts: 2001
From: Redmond,WA,USA
Posted: 2004-02-09 01:27   
Quote:

To remove reacters and engines, you must first turn them off. Do so by clicking on them once. However, bug with the engines... You can remove them and still keep going at full speed and full manoverablity. But slowing/speeding up is hampered.



That last bit, if considered a bug, is also a bug with the release version.
_________________


chris aka sunshine
Cadet

Joined: May 29, 2001
Posts: 1649
From: Germany
Posted: 2004-02-09 02:02   
i keep downloading those 4 files too.. .

and as dwarden said.. some cracking noise ingame.. but not restricted to me using spacebar.. it starts when i see the loading-screen.. won't end until leave the game..
_________________
Christian 'sunshine' Weyand





  Email chris aka sunshine   Goto the website of chris aka sunshine
Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-02-09 03:34   
Quote:

On 2004-02-09 00:51, Baikon wrote:

-Currently, captureing planets is even easyer then in the release version!!



i suppose you havent tried capping a planet with defense bases and enemy kluth around... ruptors shred inf pods quite nicely, as do defbase lasers (when not icc...) i dropped 10vets to venus, they all got shot...
_________________


Huffywuffy, Mr. Builder
Fleet Admiral
Interstellar Cultural Confederation United


Joined: August 20, 2003
Posts: 76
Posted: 2004-02-09 05:59   
Not a bug, but...
at a friendly planet with shipyard you can replace your ship in a combat.

Sounds okay, but this could be exploited by players. They orbit the planet at a certain level of hull damage and take a new ship with 100% hull.
This is not only an unfair advantage, it prevents those players from losing prestige because they don't die.
_________________
Quote:
- Operating under the theory that there's no such thing as too many Gaifen, added a (visually) new variant of the Gaifen.



Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-02-09 06:18   
[Key conflict]

CTRL+R

This key can be used to set infantry in RAZE mode.
however it is also used to find the nearest depot.

*************************************************

[Question]
What is the range of the /yell command?
50.000Gu 100.000Gu?


_________________
You can't outrun Death forever...
But you can make the bastard work for it.....

MSN: Axianda@hotmail.com

[ This Message was edited by: Axianda *XO* on 2004-02-09 06:43 ]
_________________

- Axi

Iglooman (SF)
Cadet

Joined: September 15, 2003
Posts: 24
From: Northern Ontario
Posted: 2004-02-09 10:12   
Last night I modded an engineering ship with a mining beam (gate mod) and found out that the mining beam acts a little wacky. Not sure if that's just in the Engy ship, or in the extractor too, as I haven't used the extractor. Here's are the problems:

1. When you activate the mining beam with a full cargo hold (had infantry), and then dump a cargo to the planet, it won't start filling the new space unless you disable the mining beam, at which point it will start filling the space (with the beam disabled for a short time. When you re-enable the beam it will continue to fill the slot.

2. When you unload all your mined resources to the planet while mining, the mining beam continues to operate, but you are stuck with an empty hold that doesn't fill up. You must turn your mining beam off and on again for the beam to start filling the hold with resources. Again, when the beam is disabled, it starts filling the hold with resources.

Trade routes problem, new twist, or interface unclear? I tried importing resources from a planet and failed to find an import list. Export list was there, but is there no way to import from a planet (both had starports)? Maybe I was just overtired and missing it, but that will make planet sitting much more needed and tedious if you only have one planet with a needed resource, which now must export only to all other planets.

Keep up the great work!

Iglooman.

Alright - WHO cloaked my sig?
_________________

Mike Drenth - Temagami

  Goto the website of Iglooman (SF)
Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-09 11:35   
Alt+M
takes a bunch of sequential screenshots as long as its toggled on

just though id put that one up here

_________________


Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2004-02-09 11:59   
yes that screenshot sequence is quite useless ... because it lags game (even it writes each TGA at scsi hdd it still lags screen output ...)

maybe exchange this for again working demo recording ...
_________________
... Ideas? ... that's Ocean w/o borders !

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2004-02-09 12:20   
targeting an enemy planet and then pressing F3 lets you see any buildings and inf on the planet, also shows the planet summery stuff on the right side

[edit]
or it did a minute ago... cant seem to repete it now

[ This Message was edited by: Doran on 2004-02-09 12:22 ]
_________________


_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2004-02-09 13:05   
I am unable to remove anything off my ship. In clduind all weapons and engines, reactors etc. I can replace them with items in my cargo though.


-Switch
_________________
* [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."


Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2004-02-09 14:05   
Selling stuff to starport is immediate (i.e. no drone transport flying) i find it bit cheap, that transport should be there in style

sell (out)
- drone leave ship with "cargo" and fly into starport

cash (in)
- drone leave starport and bring credits back to ship and returns itself
_________________
... Ideas? ... that's Ocean w/o borders !

_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2004-02-09 14:16   
Quote:

On 2004-02-09 14:05, Dwarden wrote:
Selling stuff to starport is immediate (i.e. no drone transport flying) i find it bit cheap, that transport should be there in style

sell (out)
- drone leave ship with "cargo" and fly into starport

cash (in)
- drone leave starport and bring credits back to ship and returns itself







cheap??
_________________
* [=TB=]Enterprise @39933 sent to Clan: "Thats a lie Switch, you'd never let anyone else drink rum if it were right there. You'd slip teh roofies in and start drinking it yourself and not even realize it."


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