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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.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired
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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.
_________________ If at first you don't succeed, get a bigger space battleship and try again.
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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:
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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.
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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:
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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.
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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:
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On 2005-04-24 02:45, Tael wrote:
Device modding interface not implemented yet
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And it never will be! Bwa hahahaha!
_________________ * [S.W]AdmBito @55321 Sent \"I dunno; the French had a few missteps. But they're on the right track, one headbutt at a time.\"
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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.
_________________ [IMG]http://i100.photobucket.com/albums/m3/zardous/gunner.gif[IMG]
Telekinesis, thats what you need, just lay back and let your mind do the walking
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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 ...
_________________ ... Ideas? ... that's Ocean w/o borders !
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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.
_________________ It's gone now, no longer here...Yet still I see, and still I fear.rnrn
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:
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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.
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neutron only kill pop
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hlavac Cadet
Joined: September 28, 2001 Posts: 79
| Posted: 2005-04-24 14:32  
Quote:
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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
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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:
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On 2005-04-24 13:31, Tael wrote:
Quote:
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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.
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neutron only kill pop
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Neutron doesnt do ANYTHING.
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