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| Latest Threads |
Hazeron Play By Email (PB...
Forum: Cantina
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How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
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Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
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Currently i have an issue...
Forum: Cantina
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Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
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Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
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Ioplasma recipe missing i...
Forum: Bug Reports
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No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
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Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
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System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
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| Designer selection tools |
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Posted by: Kami - 03-14-2022, 03:25 PM - Forum: Arena of Ideas
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The designer could use some tools to make selecting things easier. Drawing a box or clicking individual nodes is a massive pain and very hit-or-miss. We need something like a box or polyhedron that omits everything outside of it that you can place anywhere around anything and resize any way. I know there's already an omit button but it doesn't help when you're working on a single piece of hull that's 5000 faces. There are some things that aren't even possible due to that, since there's a minimum distance you need to be to pick a node.
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| Ai won't land at some Pads |
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Posted by: Greydog - 03-14-2022, 01:50 PM - Forum: Prerelease Bug Reports
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I have three instances of this issue.
You order the ship to land at the airport and the crew just won't do it. The first two instances are on lunar colonies (not city) using the AEC HEV pad. In one instance I replaced the pad and it fixed the issue. Happened again last night with Haxus's Airport w/transporter design.
I tried again this morning to get the crew to land on it to no avail.
I can manually land on it.
It's not as though the spot is just off by a bit, the ai lands in a different spot every time like they are actively avoiding the pad.
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| Targoss never despawns if char deleted |
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Posted by: Giovanni - 03-13-2022, 08:09 PM - Forum: Prerelease Bug Reports
- Replies (1)
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I had a character that I deleted before I finished the tutorial. Now, there's a Targoss at the Empire Rocket capitol (at the capitol building) that will not despawn and cannot be killed.
For the record, I'm not requesting that the Targoss be removed. Just reporting this as an issue. I wouldn't mind keeping the Targoss there as a kind of living monument.
Edit: This can also happen if you simply log out and in before telling Targoss you already know how to do those things.
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| Infinite money |
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Posted by: Giovanni - 03-13-2022, 07:17 PM - Forum: Prerelease Bug Reports
- Replies (2)
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First, I request the balance at my bank. Then, withdraw close to the entire amount. I get the full amount, but the bank still has 10% of what I withdrew. Deposit what I took, and the bank is at 110% of its previous balance. Repeat for infinite money.
The bank that does this is at the Empire Rocket capitol. I'm standing on the capitol when I withdraw/deposit.
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| Solar System Search "or" logic does not work |
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Posted by: Giovanni - 03-13-2022, 03:34 AM - Forum: Prerelease Bug Reports
- Replies (1)
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I want to search all explored solar systems to see if I have any Q255 resources. I can't do this right now.
I have a Q240 source of adamantite. If I search for Q240+ adamantite, I get the one system that has it. So far so good. If I then check Air as well, then check "One natural resource must be found..." I don't get that same system. This proves the "or" logic does not work.
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| City not responding to hail on Trade Channel |
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Posted by: Pandalthor - 03-12-2022, 06:35 PM - Forum: Prerelease Bug Reports
- Replies (4)
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One of my cities refuses to respond on the trade channel. It has a broker and terminal that aren't constructed but I used to be able to reach it on the trade channel no problem. It started around the same time as the login authentication issues. I can't test other cities as my other avatars are affected by the login issues.
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| Sounds Bugs |
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Posted by: Trenial - 03-12-2022, 08:37 AM - Forum: Prerelease Bug Reports
- Replies (2)
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Haxus I came across a few issues working on my Audio Pack Overhaul I am putting together for the community:
1. After altering a Sound with a custom .wav file, the distance and roll off modifiers no longer apply. (The volume bars for both the sound and master sound are working)
2. Several of the sounds associated with Spacecraft are bugged, and play endlessly at any distance, anywhere you are once the sound has been loaded into memory. So, once you load in, the sound loads and plays, you can exit the spacecraft, teleport anywhere or be anywhere and still hear all the Spacecraft sounds as if you were still aboard the spacecraft. This bug only happens once the associated sound has been modified with a custom .wav. Returning them to their default values and restarting the client halts the bug.
3. I'm not sure but am making a guess: Client only supports PCM 16 bit, using PCM 24-bit or 32-bit results in the playback being garbled and tons of static scratchiness. Utilizing PCM16@44100k results in no issues. However, what is supported and not, is not documented anywhere.
Hoping this issue gets resolved because I have been working very hard on this Sound Pack for the community and I think it is going make people very happy with the new higher quality and better sounds.
Thanks
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