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Post by Farbs on Jun 28, 2011 14:48:29 GMT 10
Weird! I think I know what this might be. It's on the list.
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Post by ggodeye on Jun 30, 2011 8:20:22 GMT 10
I noticed that my shield bubble was damaged, even though it's completely surrounded by blurst shields I've noticed this same bug with bubble shields as well as with the repair modules. It appears that they occasionally take damage when depleted or over worked. My other guess is that this may just be another symptom of the docking bug, where certain modules become damaged after loading a saved game from a dock. I have not tested enough to determine what is happening.
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Post by Farbs on Jun 30, 2011 9:47:31 GMT 10
Cheers. I think I've found the bubble shield bug. What was happening was:
1) A shield would take sufficient damage to shut down, however since the physics engine (box2d) doesn't allow shapes to be removed in this phase the shield stays up 'till the next frame.
2) One or more other projectiles hit the shield this frame, but since the shield health is now 0 the damage is redirected toward the module rather than the shield. The module takes damage.
3) The shield lowers next frame.
I've fixed this in 0.4 (which is still in development) by adjusting step 2 like this:
2) One or more other projectils hit the shield this frame, but since the shield is still up (despite having a health of 0) the shields still absorb the damage.
This gives shields a tiny framerate dependent boost, but I think that's preferable to your module taking damage when it hasn't been hit.
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Post by Darkond2100 on Jul 3, 2011 8:19:09 GMT 10
Is going into Guardians and being able to shoot them from the inside a bug? Some Guardians have the teleportation engines that let them turn really quickly and I sometimes end up inside them and unable to get out. They vibrate really hard too, which messes with my FPS.
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Post by moth on Jul 3, 2011 22:45:17 GMT 10
Bubble shields initialise down:
It seems that in 0.3 non-player bubble shields are in the down state when the ship or station comes into the active region around the player. This is most obviously wrong for bank stations: free one, watch its shields come up, then rush a sufficient distance away from it and back in a fast ship. When you get back its shields are down but come up again as you watch.
It it also quite noticeable for guardians (where it might plausibly be the intended effect), and i think i've seen it on booters/jackers.
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Post by Farbs on Jul 4, 2011 9:00:56 GMT 10
Bubble shields initialise down Yep, ta. Bank station behaviour is fixed for 0.4. Is going into Guardians and being able to shoot them from the inside a bug? That's intended behaviour for translocators / transrotators. They're weird. Ta for the report though. They vibrate really hard too, which messes with my FPS. Actually it's the physics system struggling with overlapping bodies that messes up your framerate. Unfortunately there's not a lot I can think to do about that. The shake effect should have no impact.
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Post by ggodeye on Jul 5, 2011 5:03:13 GMT 10
"Is going into Guardians and being able to shoot them from the inside a bug?" That's intended behaviour for translocators / transrotators. They're weird... Actually it's the physics system struggling with overlapping bodies that messes up your frame rate. Unfortunately there's not a lot I can think to do about that. I came on here to notify Farbs that translocators/rotators are broken, and what do I find? It's intended behavior!! Funny timing. I kept flying "through" stations & enemies and couldn't figure out why until experimenting. Thought it very neat it at first, until an enemy fired while "inside" my ship, hit a key structural piece and I lost all 8 of my golf bubble shields. That brought me the closest to throwing my laptop out the window that I have ever been... Also the locator/rotators appear to seriously degrade frame rate in general, not just when flying through other objects. Would explain in depth, but ties into an exploit listed below. ***WARNING: SPOILERS/EXPLOITS*** I found 3 exploits (highlight to read): 1) I figured out how to revert to last save state. Won't post here, but I'll explain to Farbs in PM if he doesn't already know about this. 2) Not only can you fire through the shield of a bubble shield module, you can fire through the module itself!!! Allows for ship designs with very well protected lasers. 3) Chronogears effect translocators & rotators. Before the above mentioned ship destruction I had a design with ~20 chronogears in series and 8 echo translocators that could travel the x axis of the ENTIRE map on less than 60 units of fuel. It may have been less than 30 units, but I didn't have time to experiment.
Unfortunately, #3 is the equivalent to pointing a laser at your command module. You will literally fly through all enemies and lag so hard that you can't stop to avoid them until you're already through them. Tested with as few as 4 chronos and still flying through things. chronogears + translocator/rotators = suicide.
Edit: Currently untested, but I suspect that ramming spike damage is also effected by chronogears due to effecting all other modules that have a quality listed in the "[unit]/s" format.
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amade
Charlie Rank
Posts: 41
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Post by amade on Jul 6, 2011 17:09:51 GMT 10
I knew I'd find this "bug" eventually. Factory's output bay is inside the hot rocks. There were already 2 Docking stations which had docking points that are very close to hot rocks that large ships are potentially in danger of spawning inside them.
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Post by dalaranj on Jul 11, 2011 13:04:10 GMT 10
I was wondering if this was a bug that occurred after I saw that beta scrap right next to a hot rock. Given that the station size scales up based on level, I'm not surprised.
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Jul 24, 2011 5:55:03 GMT 10
Trying out 0.4...
I find the whiteness of the atmospheric effect at the edges to be fairly annoying. Combat visibility is definitely worse and it sometimes gets in the way of the telnet window.
I found some sort of bug/problem at -83x, -83y in the cumulus map, the station window there opened for me but there was no option to exit, i.e. f1 and escape didn't work and nothing was displayed in the bottom row of options.
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Post by jayce on Jul 24, 2011 6:04:15 GMT 10
I was just about to add the very bug bigg had just described, I thought it was just me being over-eager. I noticed there was a tiny pause at another factory when the menu was loading up, possibly whilst the area of atmosphere was still expanding.
Like bigg, the Charlie Level Bubble factory at -84x -84y has just locked up the game, no options, button input makes the clicking sound but It's stuck =O
Edit: Flown to this factory a second time Station hangs after getting as far as "PRODUCT DESCRIPTION", then can't exit / do anything, no valid menu options.
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Jul 24, 2011 6:08:58 GMT 10
yep, as always I opened up the telnet window pretty quick, so the atmosphere must have still been expanding.
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Post by jayce on Jul 24, 2011 6:11:40 GMT 10
I think I was wrong about that, it still broke the second time I went there =o
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Post by Farbs on Jul 24, 2011 7:00:18 GMT 10
Yikes! I'm AFK for most of the day but will fix it as soon as I get back. Thanks for the report.
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Post by jayce on Jul 24, 2011 7:20:58 GMT 10
Doesn't seem to happen with any of the other stations I've happened across. I notice there's a delay with the factory text appearing, compared to other stations, has that always been there?
Edit: Found another one, Planck shield factory at +4x -332y - Text as far as "PRODUCT DESCRIPTION:" then no menu options.
Loving the Planck shields and angular change to the bubble shield, seems to be making my ships look nice/more space like.
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Post by Farbs on Jul 24, 2011 22:04:56 GMT 10
Thanks again for reporting these. I think I've fixed 'em now. You should be able to load the game and continue playing with no problems.
Can you let me know if it happens again?
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Post by jayce on Jul 24, 2011 22:27:31 GMT 10
Ta for fixing! I'll get back to exploring; hopefully I won't encounter any more, but I'll let you know if I do.
At least it encouraged me to use banks and warehouses more =D
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bigg
Bravo Rank
Posts: 13
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Post by bigg on Jul 25, 2011 0:41:36 GMT 10
Been to that original factory in cumulus and it's working fine.
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Post by moth on Jul 25, 2011 6:19:16 GMT 10
in 0.4, bank station shield module behaviour is still not quite there: when first liberated the shields won't come up if you sit around watching, but if you go away and come back the will be up. Also the station shield modules are now destroyable - was that intentional?
The atmosphere effect is nice, but i find it often gets in the way of reading the VMEDS.
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Post by dalaranj on Jul 25, 2011 8:32:16 GMT 10
The atmosphere effect is nice, but i find it often gets in the way of reading the VMEDS. It also obscures unattached parts, which is not cool. In addition, there is a strange rendering bug that I found involving when certain atmospheres show up on the screen. Rather than slowly flowing into place the atmosphere springs into existence instantly. It happened when I approached this station from the east. imgur.com/a/zDi2y#o4llh
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