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Post by inglonias on Jun 2, 2011 6:14:29 GMT 10
By the way, ships don't actually die at 0 joules of health. You have to shoot them one more time. Just a heads up.
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Post by jayce on Jun 2, 2011 7:51:48 GMT 10
I could be weird, but I view the Joules remaining as a kind of structural integrity shield, if you deplete it all there's still a ship, but you just have to flick it to blow it up =D Could just be me though!
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Post by smithy on Jun 2, 2011 8:05:26 GMT 10
If you have a swivel booster on your ship, and it points out to the right/left, and you're moving forward (such that the swiveled booster has rotated to point backwards), and you enter cruise mode... the booster defaults to pointing right/left. This defeats the purpose of cruise mode because you have to hold in a correction angle just to go straight.
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Post by Farbs on Jun 2, 2011 18:06:11 GMT 10
Arachne - I just saw the chrome refresh bug hit a different flash game. I guess it's related to their recent update? 'till they fix it I recommend not using Chrome. smithy - That's a good idea, checking for points of contact. I don't think that fix will make it into 0.2 but I've made a note for later. I had a play with the swivel booster and cruise control and it behaved as I'd expected. Are you seeing different behaviour when using cruise control than when using W? I'm not quite sure what you're reporting as a problem here.
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Post by kingoftaurus on Jun 2, 2011 20:55:14 GMT 10
oh god the horror!!!!
fully fitted juliet ship lost to chrome refresh again! agonizing!!!
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Post by takenotice on Jun 2, 2011 23:31:58 GMT 10
This probably isn't a bug, but is not cool. I killed a bunch of ships on one expedition then I made the mistake of going to the scrapyard before refilling on oxy. I dumped a ton of parts into the scrapyard, then before i could sell it I noticed I was critically low on oxy. I went a couple screens over to refill, and when I got back all of my scrap had disappeared! No credits for me.
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Post by sfsdfd on Jun 3, 2011 8:19:16 GMT 10
This probably isn't a bug, but is not cool. I killed a bunch of ships on one expedition then I made the mistake of going to the scrapyard before refilling on oxy. I dumped a ton of parts into the scrapyard, then before i could sell it I noticed I was critically low on oxy. I went a couple screens over to refill, and when I got back all of my scrap had disappeared! No credits for me. I agree here. It seems that dropped parts vanish after you maneuver only slightly more than one screen away. This might not be a bug, but a design choice... but either way, it's disconcerting. With the excellent sense of sparseness/emptiness/loneliness of space that CJ inspires, it seems logical to expect that a part, dropped in a totally desolate and isolated part of space, won't simply vanish when your back is briefly turned. If this was intentional, I'm curious as to the reason. I can't imagine it's a culling technique to conserve memory/CPU usage...? This persistence doesn't have to be taken to its logical extreme - i.e., not EVERY part needs to be saved forever. Certain limits can be set - e.g., storing a maximum of (w) number of parts, where each is within (x) distance of a station and (y) distance of the player, and for a maximum of (z) time. Currently, (w), (x), and (z) are infinite - but (y) is VERY small. I think that something like: w = 250 x = within 10 screens y = within 10 screens z = infinite ...would lead to an improvement in the feel of persistence and consistency of the universe. (Alternatively, the Options screen could include a few choices to let the player select a combination of these options, e.g., based on his/her preferences, computing power, etc.)
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Post by moth on Jun 3, 2011 23:12:52 GMT 10
I too find the sharp cut-off on loose module persistence disconcerting. I'm sure with time i'll get a better fix on just how far i can go from things before they vanish, but it feels like the bones of the underlying engine showing through the skin.
As well as time and distance, it would be nice if the amount of npc action figured in how long modules stick around: pirates would waste no time gathering up loose modules, while scrapyards would probably tolerate you leaving things with them for a while before they get fed up and claim them for their own. And it would be really cool if you could hide stashes of nice spare modules in dark corners of the asteroid fields (although there should always be a chance that your stash gets found and knocked off by pirates).
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Post by Arachne on Jun 4, 2011 1:00:49 GMT 10
I was approaching a station at maximilian.gap when the game suddenly froze. I left it for a little bit and it came to, only to freeze again shortly after. When I finally reached the station, I noticed poor Aesacus trapped underneath. I tried to navigate away from the station so I could dock somewhere and reset the boot/jackers, but by the time I managed to turn my ship around, he'd managed to wriggle free and the game was fine. Firefox 4.0.1 with Flash 10.3.181.14
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Post by dalaranj on Jun 4, 2011 9:34:42 GMT 10
When I finally reached the station, I noticed poor Aesacus trapped underneath. I tried to navigate away from the station so I could dock somewhere and reset the boot/jackers, but by the time I managed to turn my ship around, he'd managed to wriggle free and the game was fine. You are like some sort of magic error magnet. Congratulations, I think? I recently experienced the pirate trapped in station error, although mine was with an oxy station so the pirate was merely trapped inside the girders rather than underneath the building. It might be that this is caused by the enemies spawning without checking for the location of the stations?
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Post by Farbs on Jun 4, 2011 9:41:56 GMT 10
Yep. I think I may have to tweak the enemy spawning code for this. Thanks for the heads-up.
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Post by moth on Jun 5, 2011 1:41:13 GMT 10
I've seen a couple of enemies spawned under stations while playing 0.2 . One was the guardian of an Hotel level oxygen station that i contacted when i was about at the edge of its radio range and moving away. The game stuttered for a while until they wriggled free. As stations get bigger their radio range seems to increase. Does the spawn distance of guardians increase too?
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Post by Farbs on Jun 5, 2011 2:28:45 GMT 10
Yeah, I haven't changed the guardian spawn positions to be anywhere intelligent yet. They're a bit of a pain because they need to start offscreen, but there could be anything in the surrounding zones. I'll have to think on this one for a little while.
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Post by Arachne on Jun 5, 2011 18:31:17 GMT 10
Edit: Forgot to mention this happened in the 0.1 version I launched my ship from the dock at neptune.complex to start a new session. Simultaneously, I noticed something burst. Somehow, the act of launching my ship seems to have destroyed one of my mk. II boosters. It was already damaged when I docked the ship, although I don't remember how much. I didn't see any boot/jackers nor any shots fired, so it didn't seem like I could have been shot at. Here's the ship. I don't remember which side of the station it launched from, though, since I switched to Firefox after I realized I was playing in Chrome. Chrome 11.0.696.71 with Flash 10.3.181.14
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Post by jayce on Jun 5, 2011 20:27:34 GMT 10
I've had that happen twice to my mark II boosters when undocking, I can't seem to recreate it regularly, my boosters could have potentially been damaged both times but I didn't think so. Both times I had similar ship configurations to above, with the boosters hanging over the egde of the girders - probably not related but not sure what else to mention =o
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Post by Farbs on Jun 5, 2011 21:23:12 GMT 10
Hmm. My guess is that this is somehow related to module health being clamped to a lower accuracy value during the serialize. I wonder if it's related to the module-alive-at-0-health bug.
It's certainly odd that this has been reported three times, each time with MkII boosters.
Thanks for the info. I'll take a look.
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Post by moth on Jun 5, 2011 22:17:42 GMT 10
More spawning weirdness: A couple of times i've been flying fast through groups of high level pirates and seen one or two of them spawn weirdly. Normally they seem to get thrown in imposter style to about the edge of visual range, pause for a moment, then start firing and flying (so it's often safest to fly right past them quickly rather than slow down by trying to dodge). But when there are a lot of big enemies already around and my slow old laptop is stuttering a bit, a few have spawned right on top of me already firing, as if they'd lined up an attack run while invisible then de-cloaked at the the last moment. I don't know if this is a real bug or just my computer being rubbish. (1.6GHz pentium M, XP, and i'm taking my chances with Chrome 11.0.696.71)
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amade
Charlie Rank
Posts: 41
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Post by amade on Jun 6, 2011 0:55:08 GMT 10
I've had that happen twice to my mark II boosters when undocking, I can't seem to recreate it regularly, my boosters could have potentially been damaged both times but I didn't think so. Both times I had similar ship configurations to above, with the boosters hanging over the egde of the girders - probably not related but not sure what else to mention =o I had always thought it was a game feature or sorts. If you have a damaged module, then docked and quit session (close tab/browser) then start a new session your damaged module's health will go down a few joules (you can check this by docking with a module with less then full health, then checking the module's health again in the next session). If your module is at the point of falling apart it will disintegrate on launch. It seems to only happen to already damaged modules, so to counter this I always repair all my modules before docking to quit session. It's been draining my credits a lot as I would usually just put damaged modules in parts where it can't get hit (imagine losing a whole section of modules when a girder link disintegrates on launch).
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Post by jayce on Jun 6, 2011 1:36:46 GMT 10
Interesting if that's the case, intentional or otherwise. I'll keep a beady eye on my module health!
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Post by Vaconcovat on Jun 6, 2011 16:10:24 GMT 10
Well, I can't launch myself from Tereshkova's dock. I'm pressing F2 to launch, getting little asterisks, but no launch. I can connect to NAV, and navigate it fine. I'm going to try reloading the page. Nothing. Can't launch. This is great. Stuck D: EDIT: here's something interesting, i also can't launch from the dock in 0.1 EDIT EDIT: Restarting chrome solved the problem. Still, it was a bug.
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