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About Me

Found 6 results

  1. This issue is more noticeable the more there are fighters. For example, with 4 shiploads of squads, the hickups can last several seconds. What makes these hickups even more weird is they completely disappear when ordering the squads to return. I have two /profile commands stats files. One, while the lags occurred, and second when they disappeared after giving the return order. I'm not sure how to paste them since they are over 60 megs each.
  2. Bug with Skinning system. Just as with this post in Reddit, myself and others have seen this in a vanilla and modified server: Steps to reproduce bug: Buy a fighter from Equipment Dock or Fighter Factory, or make a fighter from a turret. Transfer said fighter to a new squad or ship / station, and the skin may or may not follow with the fighter. Even if it does, the bug is present. if you were to make this into a Blueprint and make more fighters then launch them, or straight out launch that single fighter, the fighter will disappear from the hanger, not launch into space and not be re-callable back to hanger. Just poof, gone. The work-around that I have found is as follows: After transferring the fighter to another squad / ship, you MUST select the fighter skin icon and choose another skin. This can be done either before or after making the fighter into a blueprint and having the ship make more fighters from said blueprint. Full steps posted in this Imgur album: https://imgur.com/a/HZV8zil Same steps need to be followed if copying from a fighter squad inside the same ship to a New Squad that does not already have a skin set for it. The fighters can then be launched. **************************************************** My specs, but happens on any client so far, per other reports of this issue happening on the server i play on, and others from Reddit: Game client Version: 2.0.1 e925545ead6c [beta] Windows 10.0.19041 build 19041 Processor: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz, 3696 Mhz, 6 Core(s), 12 Logical Processor(s) GPU: MSI NVidia GeForce GTX 10710 Ti 8 GB RAM
  3. Title is it. Will prevent a single player from being able to max out the fighter count of a sector and thus locking other players out from being able to launch theirs (provided the server admin sets these so MaximumFightersPerPlayer is less than MaximumFightersPerSector). Optionally, simply make it a per player setting.
  4. Currently with fighters, you can only have 1 pilot per fighter, plus the fighter's weapon is coaxial. What if larger fighters (say, size 4 up) took two pilots instead of one, but were either able to support two different weapons (say, a cannon and a chaingun) or have a turreted weapon, so they could for instance shoot behind? Effectively giving you larger gunship-like fighters and smaller interceptor fighters. This would also give more benefit to having larger combat fighters beyond simply being cheaper
  5. since I like maining carriers, fighters dont really seem that useful since only factions have carriers, it would be nice to see some pirates having small bomber squads, perhaps during sector raids or in pirate base sectors. it could make combat look and feel a bit more intense with having tiny craft fighting around your ship,
  6. The large clearance distance needed for Hangers to launch fighters causes restrictions to ship designs that otherwise would still make sense. Consider for example this ship design: https://steamcommunity.com/sharedfiles/filedetails/?id=1144924029 https://imgur.com/a/fsHgul9 There's really no reason why the hangers on this design shouldn't be functional. They're actually set up very nicely, but because of the large clearance needed for them to work, they're all just decorative. And to give some numbers on that, the primary "hanger bay" there is 8 x 12 block units in size. The actual hanger blocks themselves are 1.5 x 3.5 ("bottom" hanger) and 2 x 3.75 (side hangers). The whole ship is roughly 88 block units in length. I get that by decreasing the clearance needed there's an increased risk of someone designing their ship in a way that results in a hanger launching into an area fighters can't get out of. There may be ways to solve this, either through programmatic detection during build itself or of the fighter once launched (and then warp it out of the enclosed area), or even allow a player to designate a side of the hanger as being "closed". Ultimately, though, IMO, this would be a fault of the player and their design and personally I don't feel as though it requires you all doing anything fancy to detect and solve. IMO, the clearance of the hangers should only need to be a few block units. If this would causes issues with ship/station generation, then add a separate stat to hangers for this large clearance that is only used in generation? EDIT: It'd also be nice if it didn't require the entire zone to be clear? Or the zone was also smaller than the actual blue glow? That way we could put edge/corner pieces around the outside edge/corners of the hanger and give some of them the looks of something other than a perfect square/rectangle. Like this:
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