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[FAQ
Forum Index » » Developer Feedback » » [1.484] Bug Reporting *Closed*
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 Author [1.484] Bug Reporting *Closed*
Smartin
Grand Admiral

Joined: August 04, 2005
Posts: 1107
From: Michigan
Posted: 2008-01-20 21:33   

  • Colony bases require metals but not all planets have metal, and I can't seem to mine the metal manually to transport it over.(Probably just a map error)
  • Probably more on the GCQL bug, but when you log into the MV you still see the lobby chat.
  • When you change from a Gaus Cannon to Particle cannon the particle cannon still has an ammo count, and shoots nothing.
  • A lot of the items show up in Nav map after you shoot them. For example: Each indvidual Particle cannon shot, or your Engineer drones(these don't shhow up with a label just X's.
  • When you pick up resources and then dock your ship the next time you bring that ship out the resources are still on it. Until you pull a different ship out with resources from your storage, then the rousources are stuck on the second ship and cleared from the first one. Basically reoursces stay in the last ship you used to transport cargo.
  • When you spawn a ship with slavaged resources that were stored in your garage all ships can spawn with 10 items. After you unload them you can only pick up normal storage on ship(Like with a frig 2)
  • UGTO ships seem to auto repair their hauls when orbiting the friendly planets. Even when no depots are present. Smaller ships appear to repair faster, and at a rate I would consider pretty fast.



[ This Message was edited by: Smartin on 2008-01-20 22:38 ]
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-01-22 20:11   
Drafell you requested for some one to post this in beta!

Remember!!! Jump-Speeds


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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-02-16 15:33   
Wormhole yoyo Effect....funny but annoying...
Fighters bombs exploding under you....
thats basically it
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Junky Da FunkyMonke
Admiral

Joined: May 14, 2007
Posts: 347
From: The Hotel California, takes excursions to Deep Sexys Space every now and then
Posted: 2008-02-17 14:14   
Infantry seem to take a build space when their is no building their, Really annoying as you cant delete them
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Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2008-02-17 20:18   
* Picket Dessie missing AFT RIGHT ship trail

* Nouns that should be hidden are shown in navmap and in game with a selectable diamond

* Defenses not displayed on planet stats window

[ This Message was edited by: Ospolos on 2008-02-17 20:26 ]
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Osp

Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2008-02-18 11:25   
QST has no ammo limit and Ion Cannon dose,

If going by names it should be other way around since torpedoes have ammo and cannons don't

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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2008-02-25 18:51   
The infantry when unloading/loading are aprox 700 away from ship and dont get to the planet before it unloads but just disapeers and appears on the planet/ship. loading/unloading both do it.
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2008-02-26 10:54   
Eh? Can you be a little more specific please when reporting bugs.

Thank you.
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DarkSpace Developer - Retired

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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-02-27 15:16   
[DarkSpace]

  • D001 Fixed (ammo)
    Beacon slot shows up as "Primary System" in ships selection screen, instead of "Weapon Systems".
    And at spawning of any ship with beacon it will have NO AMMO. on all factions.
    (I don't consider this a layout issue so posting it here)

  • D002
    WH should not be able to spawn to close to a planet. if a station is going in at full speed (6gu/s) it won't have time to stop if there is only 80 gu till planet smack.
    [Get instant thrown back in the WH if you don't crash on the instance your entering the WH]
    [Reconfirmed 01-04-2008] (no, no joke) as confirmed instant death when exiting WH.
    debree gets shatterd at start point of wormhole.

  • D003
    had one instance where unloading inflantry at moment of exiting jump, i unloaded inflantry 450Gu in front of me.
    Tried to re-create but exact moment is hard to get.
    [Reconfirmed 01-04-2008]

  • D004 Fixed
    Quote:
    On 2008-02-17 20:18, Ospolos {See you's 07/06/08} wrote:
    * Nouns that should be hidden are shown in navmap and in game with a selectable diamond

    "Jump Distortion Field" generated by all faction Dictor Cruisers is Óne Noun that should not be visable.
    Same one, QST rounds are visible in Nav and can be placed on camera.
    Adding
    The jump gate has extra neutral target indicator.
    In nav, you can select your own exit jump wave.

  • D005
    Open'd a WH that was planned trough a Sun, and ending up getting smacked inside the Sun.
    [Unable to recreate]

  • D006 Fixed
    I could see banshee normaly untill i noticed two banshee in the nav. one far away and a other close by.
    He docked his ship at the mycopia SY while mining at mycopia, and i found my self tree banshee's in nav.
    [Illustration]
    [unable to re-confirm]
    [21-04-2008

  • D007 Fixed
    build a planet, have some inflantry, scrap some inflantry. and hey you wil have two planets.
    Its not hard to see from the outside of the planet since the athmosphere will get brighter. (two planets same location)
    And in the build screen F3 you defenatly see two planets.
    illustration 1, illustration 2, illustration 3 (a must see).
    have been able to reproduce multiple times on different planets on different maps and on multiple releases.
    [Confirmed]

  • D008
    SSR not providing long range information
    [confirmed]

  • D009
    Pulse beam has a upgrade path to CL Standard 2, but this one dousn't work. And there is no return path.
    [confirmed] on planet with 100 tech and over million resources.


  • D010
    When tractoring friendly or enemy ship. it takes a while to update the move action.

  • D011
    When jumping Trough a gate. and reselecting the ship to spawn.
    This usualy will result in the ship spawning between 2K and 6K gu away from the gate. Usualy in the direction the Jump trough the gate was origionaly planned.

  • D012
    Comms: Larve Nest I constructed > Structure is still called Fighter base I

  • D013
    * [Fixed] Armor rings do not rotate correctly.
    Is back, your own armor ring will rotate correctly acording to your ships movement.
    But allied and enemy ships won't have there armor rings rotate acording to there ships movement.

  • D014
    * [Known Issue] Upgrade path error when switching from AR Missiles to Sabots and back twice.
    [Reconfirming]
    Upgrade combinations result in not beeing able to re-upgrade to anny other device.
    Need to look at the Human tech upgrade paths of missiles, Some might point to old devices.

  • D015
    * [Known Issue] Deep core mine and mantle extractor have the same text descriptions.
    Same issue with:
    Quantum Generator & Variance Generator
    Research Lab, Subspace Network & Cortex Nexus
    Defense base I, ICC Defense base II & ICC Defense base III

[Fixed List]
D004
D007

[Edit List]
27-02-2008
- Added D001 & C001
28-02-2008
- Added D002, D003 & D004
03-03-2008
- Edited D005 after multiple testing. unable to recreate, or verify problem
04-03-2008
- Confirmed D002 & D003
- Added some extra to D004
31-03-2008
- Added D006
02-04-2008
- Added D007, D008, D009 & D010
- Updated D002
- Fixed D004 & D007
14-04-2008
- Removed C001 - Didn't know a GCQL 2.0 thread existed.
- Added D011
20-04-2008
- Added D012
21-04-2008
- Added D013, D014 & D015
- Updated D009


[ This Message was edited by: Eledore[NL] on 2008-04-20 23:21 ]
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|Kakashi|
Fleet Admiral

Joined: April 04, 2007
Posts: 448
Posted: 2008-02-27 15:46   
Quote:

On 2008-01-07 11:46, Mountain Dew | Not Not Rob wrote:
-bombs do not go towards a planet, but instead fly away from it in a odd loop like path. Defintly will stop bombing.



Haha. EngineeringSpace D;
Also: Drone Engineer shoots Psi cannons sideways.


[ This Message was edited by: Anti-Akatsuki (XIII)™ on 2008-02-27 15:47 ]
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Ulven Skyblade
Marshal
Non Omnis Moriar


Joined: March 04, 2007
Posts: 230
From: Timbo400
Posted: 2008-02-29 08:29   
as i can c in this new patch you cant upgrade wich i love. but i want 2 say this. a extractor still fly's with lvl 0 mining beams. and you cant upgrade em 2 lvl 10 now so you are stuck with a mining ship that cant mine.

Timbo
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-02-29 10:02   
Quote:

On 2008-02-29 08:29, Timbo400 wrote:
as i can c in this new patch you cant upgrade wich i love. but i want 2 say this. a extractor still fly's with lvl 0 mining beams. and you cant upgrade em 2 lvl 10 now so you are stuck with a mining ship that cant mine.

Timbo


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|Kakashi|
Fleet Admiral

Joined: April 04, 2007
Posts: 448
Posted: 2008-03-01 01:41   
Err, ive found where it says on the Krill, where it says badge req. it surposed to say Silver Privateering, it says 'Silver PRivateering' Notice the capital R? I dont know if this is a bug, or something. Just letting you know. Lookie:
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-03-02 01:33   
wow....they lowered the rank....but i still need silver privateer...thats horsecrap
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|Kakashi|
Fleet Admiral

Joined: April 04, 2007
Posts: 448
Posted: 2008-03-02 04:44   
Quote:

On 2008-03-02 01:33, GothThug {C?} wrote:
wow....they lowered the rank....but i still need silver privateer...thats horsecrap



Have fun

[ This Message was edited by: Anti-Akatsuki (XIII)™ on 2008-03-02 04:44 ]
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