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BlackAce21

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  1. Does this only apply to alliance ships? Would like to temp patch this via server script if I can on our server before someone gets any bright ideas =\
  2. It's apparently been fixed for the next patch, someone on the server was telling me about it being in the patch notes. Thank you dev's xD looking forward to it.
  3. If its just system overload I still think we need some mitigation in place to at least try and curb overload in some way. I realize it's liable to happen regardless but I think a station limiter is a good place to start, perhaps one on found ship too for a total entity count? The game will certainly improve in performance over time but placing limits is an easier temporary fix then improving performance which takes time and repeated testing.
  4. Hi, sorry for the double post but I am rather busy so things tend to pile up on my todo list xD both of these issues come from our server and I just wanted to report them and provide feedback in case it hasn't been addressed yet which my much-more-read-up friend on the patch notes says hasn't been mentioned yet. Let's start with station limits. We have a guy on our server who made I think it was 92-98 stations in a single sector. They were mostly small stations but it ended up stopping clients from being able to load in the sector. The server loaded the sector just fine but the client would hang on the loading screen. We wrote a script to send in a ship with a second script attached to it to remove some of the stations and this seemed to fix the problem. It did however raise a point. The game seems to be unable to handle a certain amount of stations in one sector. I am uncertain what is causing the limitation but I would like to request the limitation either be removed (if possible) or if it can't be removed that a config option or hard coded limit be added in to stop players from being able to go over the limit. The reason for this request is that players who have already loaded a system can make as many stations as they want, the client seems to hang only on sector load up, but if that player is already in the sector they are fine. This can lead to problems where no one can get near the sector >.< Sector file download for reference (was too big to attach it) https://www.dropbox.com/s/jqvyc5uibtpm807/BadSector.zip?dl=0 Side note: we think it may have something to do with commodity trade route calculation on the client since one of the stations in system had one on it at the time but we are uncertain. ------------------ My Second issue is a relatively minor one, I noticed that some weapons seem to spawn with a requirement of both armed and unarmed turret slots. I had at least 3 tesla turrets spawn with this "double requirement" and I just found a laser turret as well. The funny thing is that attaching the weapon to a ship without any unarmed turret modules won't stop you from adding the turret, it will simply force it on but it still takes up unarmed turret slots. I am uncertain if this is intentional or not but based on the fact that you can still add the turrets without any unarmed turret modules makes me think it is unintentional. Also worth mentioning, all the turrets I have seen so far with this problem came from drops and were not crafted in a turret factory. https://imgur.com/a/w9qqTxC pictures to highlight what I mean Note: I did remove some turrets to make room for the second pic but I didn't change any systems on my ship =\
  5. Further update and testing is showing this is actually happening on every single instance of the boss =\ I have done him about 4 times so far on our server and I can't get a railgun or a lightning turret to hit him.
  6. So I am an admin on ProsperCraft servers. This is an issue that has been reported to me a few times intermittently and I finally got a chance to see it first hand. It seems that certain guns are randomly losing the ability to shoot at the guardian and it happens frequently to some and never for others. As near as I can tell when it is happening though it happens for everyone. The weapons in question that I know of so far are lightning turrets and railguns and I don't have any additional information as to why or how right now. I actually thought about it AFTER someone helped the player who was having the problem kill it that I should have saved the sector file with him in it and bugged for further study =\ I will try and get a copy of that if I can and post it here. Things I did notice, it appears to be something to do with the hitbox interaction for those projectiles in some way as shots WERE being registered once in a while but it would be like 1 shot in 20 and only the one would register. I did notice also that rails seem to shoot clear through and that the shields on the guardian didn't seem to be registering at all. Once the shields were down, hits to the hull were similarly passing through without any indication of a hit and this was for multiple people, myself and 2 others. I did comb the logs but found zero entries in it from the moment the sector was loaded until after the guardian was killed. If there is anything else I can provide however or a script I can run to get you diagnostic information that you can use please let me know and I will be happy to work on getting that to you asap. Thank you for your time :)
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