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  F2 opens mail window when trying to rename file in SoH design editor
Posted by: NooneKnows - 09-03-2020, 02:28 PM - Forum: Prerelease Bug Reports - Replies (2)

There video of that bug. 

https://streamable.com/or3oqd

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  Manual Self-Destruct
Posted by: Deantwo - 09-03-2020, 09:27 AM - Forum: Arena of Ideas - Replies (1)

It has always annoyed me a little bit that there is no way to manually self-destruct a spacecraft, without giving the spacecraft an order.

My best idea has always been about making the power relay station able to do it, and it might be useful to be able to stop a self-destruct sequence too.
See: https://www.hazeron.com/wiki/index.php/P...ay_Station

The basic idea would be to have power plant shunts enabled and route all power to a specific subsystem. Then the ship just damage its own power plant at an execelerared rate, causing it to explode in 180 seconds (minimum self-destruct timer).

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  Crew sometimes can't path to station
Posted by: Raymoo - 09-03-2020, 06:53 AM - Forum: Prerelease Bug Reports - No Replies

I found that even in easy pathing scenarios my crew members have trouble pathing to their console stations, stopping in front of the station but not close enough to get in (if I manually order the unit to move more forwards, they can get in the station). I suspect it has to do with my species walking on all limbs, because I notice that when I enter a station myself, it's not enough for my camera position to be in the console station, I have to walk a few steps more forward so that the station is inside the middle of my body. When I manually positions units through orders, they seem to stop so that the movement marker is around their head position, and I have to place the movement order past the station for the unit to get close enough to the station to enter it. I feel that this matches the same conditions that I need to enter a station with my avatar, and that the large footprint or maybe the large horizontal distance between head and torso is causing crew to sometimes not get close enough to the station before entering it.

My avatar has ID HOIOPB, it has the same DNA as the crewmembers I have trouble with. The ship blueprint number is 511603. It has one large mostly-convex room void and as far as I can tell should not be a problem for pathing.

Here is a screenshot of a situation where a crew member could not path to the station. Sometimes more crewmembers have trouble getting to their station, but I got lucky this time.
[Image: pathing.jpg]

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  Ships doesn't use free landing pads, trying to park on already occupied
Posted by: SunnyDrake - 09-02-2020, 02:58 PM - Forum: Prerelease Bug Reports - No Replies

i suspect this was also true for Haxus 2 lp airport design(noticed by logs ) but i visually noticed this for order Land at Airport/City at 
75301 Tizca Starport by Ahzek Ahirman design 9 pad design
One craft was manually parked by npc pilot (without officer)  via order 
second one trying to land at same spot was manned fully by crew + officer with same order
suggested fix land order blocks pad until liftoff or craft distance check every 5 min (recheck if occupied after )

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  Cannot find magmex research
Posted by: Fricken Hamster - 09-02-2020, 05:25 AM - Forum: Prerelease Bug Reports - Replies (1)

I don't know if I'm missing something or if its a bug.
I can't find the research for extracting magmex in either the treatment facility or the university. When I am constructing the building, the process shows up in the list, but not in the completed building.

Seems to also be the case for smelting vulcanite.

Thanks!

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  Asteroid struck early
Posted by: Dax2 - 09-02-2020, 01:28 AM - Forum: Closed Bug Reports - Replies (2)

Hi there,

I (Dorak of the Cardassian Union) started playing the game again recently and I set the asteroid strike for the 4th of September. I was today building up my colonies and set course for my home planet (Cardassia Prime) only to find out that it was destroyed. It is the 2nd today. Is there anything that can be done? 
Cheers

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  Laggy movement since last update
Posted by: Celarious - 08-31-2020, 02:50 PM - Forum: Closed Bug Reports - Replies (1)

Since the update just now, walking on the ground of a planet is really hard. There are random slowdowns and movement blocks, as if you're walking into invisible terrain. This does not happen when flying or on a ship.

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  Allowing the converstion of .ship to .mdl for usage in new designer
Posted by: Zensras - 08-31-2020, 03:16 AM - Forum: Arena of Ideas - No Replies

I pitched this idea in discord today during work and I honestly want to see this happen.    I know Haxus checks this section now and then in a blue moon,  but if nothing else I'll personally pitch into the patreon just to bug him.

I want to see us being able to convert our older ships into a model for the new designer.

Now before Haxus comes and goes "oh hell no we're not going back",   I want to make this clear: I am asking for the ships MINUS modules to be turned into a model that can be revamped and reused for the new system.    We will still have to do a lot of leg work ourselves.    Many designs of ole can be redone to look very cool for the new system and I honestly have some designs from a former syndicate member who passed away several years ago (Ross) that I would love to see ingame once again with a fresh coat of triangles and paint.

Many of the issues with the current designer is the fact it is not new player friendly.   It takes some time to learn and to be used.   We're currently working with a lot of imports and people who know what the hell they are doing.   I can see this as a way to help as a base and another way of getting more blueprints in the blueprint database.

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  Using imported objects for Turrets
Posted by: Deadeye - 08-30-2020, 12:43 PM - Forum: Design Studio - Replies (4)

I'm currently using blender to design a ship. I've imported a turret Base and a turret Barrel object. I can convert the base part to a turret, but how do I connect the barrel part to its "gun state"? Huh

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  Update Gunpowder Formula
Posted by: Morjimoi - 08-29-2020, 09:14 PM - Forum: Arena of Ideas - Replies (2)

The current resources to make gunpowder is for black powder, however black powder was outmodded a long time ago; https://en.wikipedia.org/wiki/Smokeless_powder I don't think modern smokeless powder uses coal. I think the recipe should be updated.

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