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.
_________________
- Axi
|
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.
_________________ (- _ -) - Email: admin@inductivesoul.us
(' o ') - Website: DIAU.NET
|
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 ]
_________________
|
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.
_________________ The Darkness is here...
We embrace the Darkness...
We are the Darkness...
|
_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
_________________ * [=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."
|
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...
_________________
|
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.
_________________ * [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.\"
|
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.
_________________
- Axi
|
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.
_________________
|
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
_________________
|
_x$witchBladex_ [1.480 Fanboy] Grand Admiral
Joined: February 26, 2003 Posts: 849 From: Upstate New York
| Posted: 2008-05-23 14:53  
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.
_________________ * [=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."
|
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 ]
_________________
|
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 ]
_________________
|
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..
_________________
|
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).
_________________
|