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Forum Index » » Developer Feedback » » [1.5] Bug Reporting - DarkSpace Game
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 Author [1.5] Bug Reporting - DarkSpace Game
Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2008-05-26 11:29   
I have closed the previous thread, and opened this new one for users to post bug reports in.

Please report all non-graphics related issues below that are related to the game itself - this includes bugs that we have been notified of in previous threads and that are still outstanding.

If you have bug reports regarding graphics issues, or with the GameCQ launcher, please use the relevant threads.

Many thanks.

- The Development Team

[ This Message was edited by: Shigernafy on 2008-05-31 02:47 ]
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-05-26 11:46   
ECM/ECCM/Scanner: When you turn them off causes the sig to raise by 10...also..beacons on the ED do not work....
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-26 11:50   
Hit somebody with SI, takes about 10 or so seconds to see the damage dealt (for both parties)

beams seem to do damage long after their beam effect is turned off


I-19 UGTO Fighter has Pulse Beams. PULSE BEAMS. WHAT?! How incredibly useless is that?

Swapping from anything to the UGTO bomber results in the game randomly picking a fighter gadget and swapping THAT one to the bomber.

Elf beam does wierd stuff, like make your signature jump up 40 extra signature and reseting random weapons (not all, and not all evenly)

Repair que overlaps weapons on dreads

[ This Message was edited by: Fattierob (x2 Nanatsu Yoru) on 2008-05-26 12:26 ]
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_x$witchBladex_ [1.480 Fanboy]
Grand Admiral

Joined: February 26, 2003
Posts: 849
From: Upstate New York
Posted: 2008-05-26 16:14   
Quote:

On 2008-05-26 06:55, BackSlash *Jack* wrote:

1) Cloak is meant to diminish your signature slowly. Signature controls cloaking speed now.

2) AHR is working as intended - it's not meant to repair armour.


Quote:

On 2008-05-26 11:04, Doran wrote:

its called Auto Hull Repair for a reason



1. It has not been named to fit AHR.

2. Description on Organic Armor needs changing then.




----------------------
Bug Reports
----------------------

1. ECM Placement on Scarab is borked.


2. Stinger description is cut off.


3. Beams are trailing when shot at scouts.


4. Not so sure if this is a bug, but ECM has a recharge?





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Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2008-05-26 16:22   
Quote:

On 2008-05-26 16:14, _x$witchBladex_ the Rum Loving Pirate wrote:
4. Not so sure if this is a bug, but ECM has a recharge?





If I heard right, ECM/ECCM's gonna have a recharge to prevent abusing the pinging thing.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-05-26 16:50   
  • Can Fire build drones, at extreme ranges (confirmed @ 949 GU),
    However will immediately stop and report "Aborting Build" and no building is done.
  • when spawning a ship, or looking in nav you sometimes see enemy's that you normally should not. usually extreme ranges or even K'Luth cloaked.




[ This Message was edited by: Eledore[NL] on 2008-05-26 18:27 ]
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Weebee
Marshal

Joined: June 28, 2005
Posts: 8
From: South Yorkshire, UK
Posted: 2008-05-26 17:28   
Im not sure if this was lag or not but there was a extra green orbit ring where the red one supposed to have been.


www.paulbates2k2.pwp.blueyonder.co.uk/pici.JPG
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2008-05-26 22:56   
AHR/organic armor fixed to accuratly reflect their functionality.
eccm/ecm have cooldowns now. not a bug.
scarab's ecm fixed.


[ This Message was edited by: Doran on 2008-05-26 22:56 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-27 11:52   
possible way to ECM/ECCM ping - activate ecm, disable it, swap it out for eccm/scanner - eccm/scanner doesn't have the recharge timer - activate eccm/scanner, disable it, swap it out for ecm.....et cetra


Neutron bombs appear to blow up randomly before hitting the planet (Happens really randomly....but it happens)


ICC Bombers are pretty stupid - make bad passes, and don't always fire their bombs.

[ This Message was edited by: Fattierob (x2 Nanatsu Yoru) on 2008-05-27 11:57 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-05-27 13:49   
ICC Combat Dreadnought, running at 15.0 speed, using Reactive Shielding (fully recovered) was actually recovering its energy at a decent pace. This is kind of whack.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-05-27 14:54   
Quote:
On 2008-05-27 13:49, Bardiche wrote:
ICC Combat Dreadnought, running at 15.0 speed, using Reactive Shielding (fully recovered) was actually recovering its energy at a decent pace. This is kind of whack.

when shooting ?

  • Scanner range is 4000gu is this correct? this is longer then current bomb run range.
  • Neutrons don't track and totally miss the planet or target
  • Pirate Corvette "Ray MK E" has two ECCM's instead of ECM.
  • Pirate asteroid could use a bigger Gate ring. corvettes and frigates have to fly IN the graphical asteroid to use that gate.
  • PSM should be looked at. (blast range to small or other)
  • Second build module on Engineers don't activate when building a structure.
    should activate both at once, or should both be activated manually to build.
  • Picked Beacon not functioning properly
  • Sabots don't appear to fly at the target, when target sees them fly at him but no damage is reported

  • Massive desync of clients. i was in different location than the server reported me to others.
    I was able to receive dammage from them but when i jumped the didn't saw me move, when locally i did move
    .. waiting for other players to post there story.


[ This Message was edited by: Eledore[NL] on 2008-05-27 15:07 ]
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Bitopherous
1st Lieutenant

Joined: June 07, 2004
Posts: 264
From: Bottom of the pile
Posted: 2008-05-27 18:37   
Quote:

On 2008-05-27 14:54, Eledore[NL] wrote:


  • Massive desync of clients. i was in different location than the server reported me to others.
    I was able to receive dammage from them but when i jumped the didn't saw me move, when locally i did move
    .. waiting for other players to post there story.





Same. Was in battle with a Siphon, I cloaked, and moved, but the dreads fighting me shot me and my smoke trail. I was 600-ish gus away, and to the side, and they saw me as right in front of them.
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Bitopherous
1st Lieutenant

Joined: June 07, 2004
Posts: 264
From: Bottom of the pile
Posted: 2008-05-27 19:15   
Was attempting to bomb with a Missile Dread:

-15 PSMs took out one building, and not anything vital like a DB or higher level building.**

-Fighter bombs dont register any damage, or even the graphic of the explosion. Also, DBs werent shooting them down.

Would it be possible to add something showing the health of the buildings we are shooting at? Since we now have a use for scanners again, we will be [likely] targetting individual buildings again, and that would be a tool to help the bomber know what to target, or what buildings may be susceptible to bombing. Make it only available with a scanner?

**I realize bombs are no longer instakill. Thanks.
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doda *EP5 no longer exception...*
Grand Admiral

Joined: December 11, 2005
Posts: 1012
From: happy land
Posted: 2008-05-27 22:14   
alot of other kluth ships have partially cut off descriptions


make up your mind


unusual wording


typo still not fixed


sp?


what is this KLluth you speak of?

[ This Message was edited by: doda *EP5* (No Longer Exception...) on 2008-05-27 23:19 ]
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GothThug {C?}
Fleet Admiral

Joined: June 29, 2005
Posts: 2932
Posted: 2008-05-28 00:57   
is it bad i LOLed at that? hahahhahahahaha
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