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[FAQ
Forum Index » » Developer Feedback » » [1.484] Bug Reporting *Closed*
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 Author [1.484] Bug Reporting *Closed*
Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-05-22 10:51   
ICC Missile Dreadnought

there are 5 PCM's but only 3 are visible when fired.
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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2008-05-22 15:52   
Yep it wasnt working two days ago...

and doran.. If you want to excuse everyitng i say why do you welcome everyone "everyone" to betatest?

I was reporting that because the building wer in fact not geting damaged nor were the infantry.
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2008-05-22 16:21   
Cant find these bugs in first topic.,so here goes.

- Sometimes when ppl jump, it seems they jump from behnd me, but then they cinda lag back and all of a sudden their infront of me. happens real fast thoug.

- then when in luth, when the guns and so on gets damaged, the offline gadgets blinks but dont have a picture on them.

- When i rigth click on infs thats in me cargo space, it wont come up a picture of it down at the rigth corner of the screen, so this makes it imposible to see if hte inf in cargo is enemy or frendly.

[ This Message was edited by: Tommas [ KSF HunnyBunny ] on 2008-05-22 16:27 ]
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DarkKnight08
Grand Admiral

Joined: July 28, 2006
Posts: 7
From: Within the Void between the Past and the Future...
Posted: 2008-05-22 16:39   
Quote:

On 2008-05-22 11:17, Axianda wrote:
ICC Missile Dreadnought

there are 5 PCM's but only 3 are visible when fired.




Tested this and it seems the problem lies in the creation of the side mounted PCMs.

I grouped them in various configurations; individually they fire fine; when 2 of the same side or all 4 side mounts are fired (in the same grouping), not all missiles are created. And sometimes when 2 of the same side are created, they are very close together. I am wondering if the slots are identical for the sides (looks like it in-game), might there be a spawn issue with the same coordinates.

Just a thought.
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_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2008-05-22 19:49   
1. When you replace Shredder Missiles with Psi Missiles, there is a bug causing the Psi missiles to max out ammo at 4



2. When you replace Shredder Missiles with Psi Missiles, the range is significantly bugged. It's max range is changed to 360 gu, and when you are within that range, the stock Psi Missiles will not fire because they are too close.
Normal Psi

Swapped-in Psi




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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-05-22 22:56   
Looks like levels aren't being calculated for the new devices...
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-05-23 02:04   
SpinDeck: I think the issue is that the bug isn't reproduceable. If only you are seeing the effects, its that much harder to find the problem. If you still are seeing the problem, perhaps you should offer a bit more information: what faction you're flying, what planets you're at, what keys or procedure you use to attempt the particular action, etc. The more information the better.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-05-23 03:10   
On 2008-05-22 16:21, Tommas [ KSF HunnyBunny ] wrote:
Cant find these bugs in first topic.,so here goes.

- Sometimes when ppl jump, it seems they jump from behnd me, but then they cinda lag back and all of a sudden their infront of me. happens real fast thoug.

*** Actually i think thats a Dictor at work there, seen it before the seem to jump right on you but lag back to the edge of the dictor zone like the are on a rubber band.

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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-05-23 10:33   
Neg Axianda. Whenever a ship jumps in, the icon moves forward, and like a yoyo moves backward again. Looks rather funny, but I don't think it's supposed to work like that.

Note that I observed this with no dictor (neither planetary nor ship) in the direct (3000gu) vicinity.
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2008-05-23 11:17   
discovered this bug with switch yesterday, but was unable to post. Anyways, this appears to be a cloak bug that causes the decloaking kluth vessel to cause ZERO damage to a target. Took three pics:


http://i92.photobucket.com/albums/l33/Veronw/00000004.jpg

http://i92.photobucket.com/albums/l33/Veronw/00000005.jpg

http://i92.photobucket.com/albums/l33/Veronw/00000006.jpg
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_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2008-05-23 14:53   
Quote:

On 2008-05-23 11:17, Veronw wrote:
discovered this bug with switch yesterday, but was unable to post. Anyways, this appears to be a cloak bug that causes the decloaking kluth vessel to cause ZERO damage to a target. Took three pics:


http://i92.photobucket.com/albums/l33/Veronw/00000004.jpg

http://i92.photobucket.com/albums/l33/Veronw/00000005.jpg

http://i92.photobucket.com/albums/l33/Veronw/00000006.jpg




The way this happens is when an K'luth decloaks, all weapons cause no damage. However, if you wait about 5 - 10 seconds after decloaking they work fine.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-23 15:06   
Carrier Dread has 5 Fighters

edit: AParantly it's supposed to have 6? It's missing afighter

Battle Dread has 4 Fighters

something is wrong here


[ This Message was edited by: Fattierob (2x Nanatsu-Yoru) on 2008-05-23 15:08 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-05-23 17:30   
ICC's Carrier Cruiser has a backside armor plating that is named "Chemical Laser" and displays a laser icon, although it does have 100% armor value that decreases on being hit.

K'Luth armors, to me, still seem way too resilient when compared to their damage output: A K'Luth Mandible can do about 170% damage to UGTO Battle Dread's standard armor in one volley at 200gu or so range.

Controversely, UGTO Battle Dread's response attack does about 10% armor damage (no exact plating damage known) to the K'Luth Mandible.

In a fight between UGTO Battle Dread and K'Luth Mandible, without the Mandible resorting to cloaking, the Mandible could hull the Battle Dread before the Battle Dread could hull the Mandible. Once Fluxed the Mandible ran, so no idea how much damage it COULD have done to the Battle Dread before dying.

Suffice to say they seem to be a tad bit too resilient, coupled with the ability to cloak and excessive firepower.

[ This Message was edited by: Bardiche on 2008-05-23 17:35 ]
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2008-05-24 10:40   
Quote:

On 2008-05-23 15:06, Fattierob (2x Nanatsu-Yoru) wrote:
Carrier Dread has 5 Fighters

edit: AParantly it's supposed to have 6? It's missing afighter

Battle Dread has 4 Fighters

something is wrong here


[ This Message was edited by: Fattierob (2x Nanatsu-Yoru) on 2008-05-23 15:08 ]




always been like that..
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-24 13:28   
No, maybe you don't understand.

Battle Dread has 4 fighters.

Carrier Dread has six.

That is not a Carrier Dread. That is a Battle Dread that has had some weapons replaced with fighters.

Agincourt is the only carrier dread (with 10 fighters).

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