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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » Phase 1 - Stress Test notes
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 Author Phase 1 - Stress Test notes
Yitram
Fleet Admiral

Joined: March 04, 2004
Posts: 94
Posted: 2005-04-23 17:46   
On the UGTO BD, both of the IT missile slots are Fore, Left, one of those needs to be a Fore, Right.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-04-23 18:13   
In engineering screen (F3) the diamond are not correctly aligned over the planet and are actually slighty skewed to the side. Makes building planets hard.
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It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2005-04-23 19:44   
At present, it is *very* difficult to mod a ship, even without counting the inability to build/upgrade items to higher levels.

The only time you can tell what slot type a weapon has is when it is installed on your ship.

The only times you can tell what level a weapon has is when it is installed, or when it is in the Starport.

You get ZERO information about items in your storage, or the slot types when you try to install one.

Say I'm trying to modify an ICC Combat Dread. I want to replace a few Level 0 Railguns with some Level 4 Railguns I bought from a starport. I have the lvl 4's in my cargo, and the lvl 0's are still installed.

I can right-click on the Level 4 guns, but when it shows the available slots to install them, I have no idea if I'm replacing a Level 0, a Level 4, or a Level 8 railgun. And once I've replaced one, I have no idea which of the items in my cargo are Level 4 and which aren't.

In addition, some of the text blurbs on various items are so large they push the Slot Type and Level off the screen (namely Heavy Beams, IT Missiles, etc).



Modding a ship would be infinitely easier if we could see info on weapons in cargo, and if their descriptions didn't get pushed off.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2005-04-23 22:37   
Fighters (I only saw ICC and UGTO fighters) that fire their missles have a VERY large engine glow a couple of seconds after firing their missles

also the UGTO missle cruiser is retarded

5 fore missles

10 left/right

and 7 aft

what, do I have to spin in place to fire all my missles?!Start discoing to launch my IT's?!?!

their should be a TON of missles fore, and 1 or two left or right, and NONE aft!
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-24 02:44   
Quote:

On 2005-04-23 17:46, Yitram wrote:
On the UGTO BD, both of the IT missile slots are Fore, Left, one of those needs to be a Fore, Right.


Fixed
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-24 02:45   
Quote:

On 2005-04-23 19:44, Jim Starluck wrote:
At present, it is *very* difficult to mod a ship, even without counting the inability to build/upgrade items to higher levels.

The only time you can tell what slot type a weapon has is when it is installed on your ship.

The only times you can tell what level a weapon has is when it is installed, or when it is in the Starport.

You get ZERO information about items in your storage, or the slot types when you try to install one.

Say I'm trying to modify an ICC Combat Dread. I want to replace a few Level 0 Railguns with some Level 4 Railguns I bought from a starport. I have the lvl 4's in my cargo, and the lvl 0's are still installed.

I can right-click on the Level 4 guns, but when it shows the available slots to install them, I have no idea if I'm replacing a Level 0, a Level 4, or a Level 8 railgun. And once I've replaced one, I have no idea which of the items in my cargo are Level 4 and which aren't.

In addition, some of the text blurbs on various items are so large they push the Slot Type and Level off the screen (namely Heavy Beams, IT Missiles, etc).



Modding a ship would be infinitely easier if we could see info on weapons in cargo, and if their descriptions didn't get pushed off.



Device modding interface not implemented yet
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2005-04-24 03:12   
Quote:

On 2005-04-24 02:45, Tael wrote:
Device modding interface not implemented yet



And it never will be! Bwa hahahaha!
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RagAnok
Admiral

Joined: February 02, 2004
Posts: 237
Posted: 2005-04-24 03:49   
Planets are not coming off blockade after enemy ships have left, making it imposable to use the shipyards
tried constructing a shipyard on a non shipyard planet, could not use the new shipyard as that planet had been under blockade at some time before construction of the shipyard.

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Telekinesis, thats what you need, just lay back and let your mind do the walking

Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2005-04-24 04:05   
not sure if anyone hit this before ... when building up planet as engy in F3 very often happened to me that buildings were appearing random (not at planet destination i selected) ...

also i want to point out it's quite HARD to differ in f3 mode which dimamond is "front" side and which "backward" side of planet ... (see thru) ...

tested both on LCD and CRT monitor to be sure it's not just my eyes lol ...
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... Ideas? ... that's Ocean w/o borders !

Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2005-04-24 07:23   
Neutron Bombs do absolutley no damage at all. Great if you want to create a firework display in the atmosphere of a friendly planet, but not good if you are trying to bomb places.
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rnrn
DarkSpace Developer - Retired

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-04-24 12:09   
A blockaded planet shouldnt be able to take IN ships, spawning thems a different matter (maybe a 50% reluctance to let you pilot one?). Makes a lot more sense to stop the SY abuse (like lone said in the other thread).

[ This Message was edited by: BackSlash *Jack* on 2005-04-24 12:55 ]
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Linna Yamazaka {Vice Admiral}
Vice Admiral
Raven Warriors

Joined: May 03, 2003
Posts: 415
From: killer
Posted: 2005-04-24 12:58   
at 1156 mst i tryed to play and found out htat i was unabel to undock from a shipyard as it was saying it was under a blockade and then was NO ships around the said planet. I then got a hisp from the gate and then moved to the same shipyard planet and then tryed to undock it. I got the same thing as i was unable to undock.

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Two weeks™ Later and a new sig.

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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2005-04-24 13:31   
Quote:

On 2005-04-24 07:23, Drafell wrote:
Neutron Bombs do absolutley no damage at all. Great if you want to create a firework display in the atmosphere of a friendly planet, but not good if you are trying to bomb places.



neutron only kill pop
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hlavac
Cadet

Joined: September 28, 2001
Posts: 79
Posted: 2005-04-24 14:32   
Quote:

On 2005-04-24 03:49, ragAnok wrote:
Planets are not coming off blockade after enemy ships have left, making it imposable to use the shipyards



This one is quite annoying, unable to play seriously on beta. No shipyard can be used anymore.


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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-04-24 14:45   
Quote:

On 2005-04-24 13:31, Tael wrote:
Quote:

On 2005-04-24 07:23, Drafell wrote:
Neutron Bombs do absolutley no damage at all. Great if you want to create a firework display in the atmosphere of a friendly planet, but not good if you are trying to bomb places.



neutron only kill pop




Neutron doesnt do ANYTHING.
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