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Ship teleported out of th...
Forum: Bug Reports
Last Post: xxqpxx--PMW
07-03-2024, 03:07 AM
» Replies: 35
» Views: 7,441
Game crashes on mission a...
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Last Post: Rustydaz
06-22-2024, 10:42 PM
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Error: Subsystem hull vol...
Forum: Bug Reports
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06-11-2024, 03:23 PM
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2024-06-10 Leaky EV Suit,...
Forum: Updates
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06-10-2024, 05:18 PM
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Some of steam's achieveme...
Forum: Bug Reports
Last Post: andreykl
06-01-2024, 06:29 AM
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Military airport's fake s...
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05-30-2024, 01:40 PM
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Build UI's Production des...
Forum: Bug Reports
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Aircraft Factory No Parki...
Forum: Bug Reports
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05-25-2024, 10:39 PM
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Sell at actual price 0 di...
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05-24-2024, 10:05 PM
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Fog on Gas Giant World Ma...
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05-17-2024, 08:41 PM
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  Error: Subsystem hull volumes do not reconcile
Posted by: Pandalthor - 06-11-2024, 03:23 PM - Forum: Bug Reports - No Replies

I'm having a problem with the hull volume on a spacecraft blueprint still. Finalizing as spacecraft fails (although assembly does work). The error is: Error: Subsystem hull volumes do not reconcile with total hull volume. Refresh obstructions then use design properties to fix the problem. I've refreshed obstructions but that doesn't help, I've even manually added up the subsystem hull volumes and they seem to be correct. I'm trying to build a design from 2022 which I downloaded from this forum: https://hazeron.com/mybb/showthread.php?tid=2839.

Many thanks for your help.

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  2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World
Posted by: Haxus - 06-10-2024, 04:27 PM - Forum: Updates - Replies (2)

Leaky EV Suit
It would be nice to see a visible effect when an EV suit or helmet is leaking.

EV suit and helmet now emit a stream of steam/smoke when they are leaking.

Distance Sort Planets List
When the mission order to orbit a planet or sun is selected, the distance sort does not work.

Fixed.

Asphalt Roads on Inferno World
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.

Fixed.

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  Some of steam's achievements aren't working
Posted by: andreykl - 06-01-2024, 06:29 AM - Forum: Bug Reports - No Replies

Colonized a bunch of planets in different systems, including one in a different galaxy, but got no steam's achievement 'Colonizer', I did get 'Journeyman Colonizer'

Other achievements that I wasn't able to get: Skin of Targoss.



Attached Files Thumbnail(s)
   
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  Military airport's fake stock
Posted by: andreykl - 05-30-2024, 01:40 PM - Forum: Bug Reports - No Replies

Brief: Military airports says that it has stock but each time I try to buy it says 'out of stock', re-requesting info shows same stock still being present.

Scenario:
Attempt to trade with a military airport that is connected to a capitol and a civilian airport
 
Expected:
To be able to buy fuel/particles/etc or for them not to show.

Actual behavior:
Military Airport reports identical products to civilian airports, but fails to sell with an 'out of stock' reason. Buying from civilian airport in the same city works.
   

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  Build UI's Production desync
Posted by: andreykl - 05-30-2024, 01:32 PM - Forum: Bug Reports - No Replies

Brief: Build UI says that one item will be set for production, but facility produces another one

Steps:
Attempt to place Electronics factory (happens with other facilities, but this one is easies)

Expected:
Build UI to show electronics, tooltip near mouse cursor to show electronics, finished facility to produce electronics

Actual:
Build UI shows electronics
Tooltip near mouse's cursor shows beacon (see image in attachments), finished facility produces beacons
   

Workaround:
Manually switch build UI to something different, then back to electronics

Additionally:
Mouse wheel scrolls though products near mouse's cursor, but doesn't affect the rest of the UI. Expected: for UI to stay in sync.

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  Sell at actual price 0 displays as 0¢%3 and isn't 0¢
Posted by: Deantwo - 05-24-2024, 08:13 AM - Forum: Bug Reports - Replies (1)

When making a sell cargo order to sell for free, the mission is showing the order as "Sell X is price is more than 0¢%3."
   

According to report, it also actually takes money from the trade and refuses to sell if the city has no money.

Expected workaround is to use "Any Price" instead, but I didn't test it myself yet.

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  Aircraft Factory No Parking Spots
Posted by: Deantwo - 05-17-2024, 11:48 PM - Forum: Bug Reports - Replies (1)

The default aircraft factory (and colony variant) blueprint no longer have parking spots for any vehicles, except for drop pods.

I also can't see to get a drop pod out of the aircraft factory, maybe it should have a launch system?

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  electricity not shared on Haxus' aerial platform design
Posted by: Akynos - 05-17-2024, 09:32 AM - Forum: Bug Reports - Replies (1)

Electricty is not being shared through design ID: 3142 or 1000.

Hydrogen power plant fails to deliver to surrounding buildings.

Power plant and other buildings on the platform are shown as connected by land for trade and power distribution. However, no power reaches them.

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  Helicopter Taxi Issues
Posted by: Deantwo - 05-17-2024, 07:28 AM - Forum: Bug Reports - No Replies

Since my Gulliver class spaceship had a helicopter in its vehicle bay, I decided it would be cool to try driving it out of the vehicle bay from orbit. Sadly it does not seem like taxi works outside of the atmosphere, likely for the same reasons it can't fly either. I would have assumed that I could use its taxi even in no atmosphere or at least while inside my spaceship's hangar, since taxi is just using the wheels to drive.

After landing my Gulliver class spaceship on the planet instead, I attempted the taxi the helicopter out of the spaceship. Once it got out of the hangar it started gliding around, even without any upward thrust at all. I could almost fly the helicopter like a airplane for a bit just by using its taxi while in air.

I guess taxi isn't quite implemented as would be expected of a real life airplane. Would be nice if it functioned more like a ground vehicle when using taxi. I guess one way to implement it easily would be to have it toggle between acting like a ground vehicle and acting like a aircraft. Then you could also just have it use the SUV/motorbike controls while in "taxi mode".

If taxi gets fixed a bit, it might be useful to add it to other vehicles too. Maybe the space rocket could use a "taxi mode", have to move it down on its belly and use landing gear to drive it around. Transforming a vehicle between two modes like this would be really interesting for when we get the vehicle designer too, but it would maybe add some unwanted complexity.

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  2024-05-16 Pirates, Fleet Improvements, Designer Bugs, Corrosion Shield, Thorns
Posted by: Haxus - 05-17-2024, 12:46 AM - Forum: Updates - Replies (6)

Pirates
Pirates got some improvements in this update. 

  • Pirate marauders will form into fleets.
  • Pirates sometimes escort a pirate freighter that could have any sort of cargo.
  • Pirate scouts will sometimes be encountered.

Encounter size has always been determined by the relative mass of the pirate vs the human vessel. Previously the encounter size was limited to three; now it may be as many as five. Up to six if they are escorting a freighter.

Pirate scouts play an important role in the creation of pirate bases. Previously, the first pirate ship encountered triggered the creation of a pirate base somewhere in the sector. 

Now a pirate scout is encountered when there is no base in the sector. It will move somewhere in the solar system and perform a sensor scan. If it completes the scan, a pirate base is created somewhere in the sector. 

Scouts may also be encountered after a base exists so seeing a scout is not an indication that no base exists.

As before, once pirate base exists in a sector, pirate encounters are more frequent.

Designer Vertex Normals
Some actions in the designer cause the normals at the face vertices to get broken.

Fixed.

Designer Paste At Orientation
Orientation of pasted objects is wrong when using the Paste At function.

Fixed.

Ramp Bug
Try to walk on cargo ramp of Gulliver while it is hovering and I end up on the ground instantly as soon as I cross the threshold.

Fixed a hull void in the model.

Orchard Bug
I constructed an orchard but it did not start growing the product I selected initially.

Fixed.

Blueprint Not Loaded Bug
"Blueprint not loaded. Server is loading it." What server?

Removed exchange entries when the program starts if there is no corresponding blueprint.

Windmill
Can we have a single windmill model, instead of groups of four of them?

Done.

Near/Far Clip Bug
Planets morph strangely at a certain distance away. They seem to ooze into the scene.

Fixed.

Fleet Ship Maneuver
Will a fleet ship with 0 maneuver drive cause the entire fleet to fall into the sun?

When a fleet ship's maneuver acceleration drops below 10m/s, it will drop out of the fleet. When the flagship's acceleration drops below 10m/s, it dissolves the fleet.

Corrosion Shield
It would be nice to have some protection from insidious and corrosive atmospheres. A shield module was suggested.

Corrosion Shield Module added. It blocks 80% of kinetic and energy damage. It blocks 90% of acid damage and 100% of corrosion damage.

The name "atmosphere shield" was suggested. I did not choose that because atmospheres cause other kinds of damage besides just corrosion.

Fleet Orbit Bug
Atlantis orbited a gas giant with half the fleet hanging down into the atmosphere.

Fixed.

On Screen Avatar Buttons
Move the Recall Home and Avatar Selection Page buttons to the Avatar menu. They would be appropriate there and that would remove two buttons from the screen.

Done.

Huge Thorns
Thorns on plants are often huge, like walls of broomsticks sticking out of the trunks of plants.

Thorns were toned down a bit. They still don't cause any damage.

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