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  Non-EV Armor is very expensive
Posted by: Deantwo - 03-08-2020, 07:41 AM - Forum: Prerelease Bug Reports - No Replies

(01-21-2020, 07:31 PM)Haxus Wrote: EV Suit Cost
Now we just need cheaper EV suits... as they are still VERY expensive to craft and buy

All processes and patents for making EV suits were reviewed. Material costs were reduced in all of them, generally to only one of each of the commodities formerly required. EV helmets no longer require mechanical parts. A sewing needle was added as a required tool, due to the textile requirement.

Might want to adjust the normal armor costs to match. For example a metal armor cost 10 metal (100 for 10) still.

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  Metal EV Helmet doesn't require Cryo Heat Sink
Posted by: Deantwo - 03-08-2020, 07:34 AM - Forum: Prerelease Bug Reports - Replies (9)

The Metal EV Helmet doesn't require Cryo Heat Sink in either patent or manufacturing.

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  Magmium EV Suit Patent missing patent prerequisite
Posted by: Deantwo - 03-08-2020, 07:26 AM - Forum: Closed Bug Reports - No Replies

Magmium EV Suit Patent should have the Metal EV Suit Patent as a prerequisite, but it doesn't.

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  Can't do things
Posted by: Kisaki - 03-07-2020, 11:40 PM - Forum: Prerelease Bug Reports - No Replies

Every time i use the backspace zoom out or possibly also alt tab out of the game the character bugs out to where i cannot attack with both left click or f as well as i can't do anything other then move and fly, i also cannot use the scroll wheel to change items, i can still mount things with E as well, and interact with menus normally, I have a fresh install of the game and have not changed any settings and this is all that happens when it decides to bug out like that, and i do not use full screen mode through alt enter, i just click the maximize window button, so that couldn't be the issue, please help fix this problem cause i currently fix it by relogging each time it bugs out since i like playing the game even with the serious bug. Oh also sometimes when i jump around on this moon i am on i hear gunshot noises looping until i land when i hold shift while doing it, it is a different gunshot noise looping, which is weird.

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  Automated server crash detection & reboot
Posted by: Mal - 03-07-2020, 11:39 PM - Forum: Arena of Ideas - Replies (17)

Hi!

As the title suggests, I was wondering if you ever thought of implementing scripts to detect when a server stops responding, and bring them back online automatically?

I have been getting 'limbo'd' due to server crashes almost every night since the restart--in fact both of my avatars have been unable to log in since last night--and it's gotten to a point where I think a system like this could be hugely beneficial. Would it be feasible to write some shell scripts to accomplish this? I think it would go a long way towards improving the game experience for everyone.

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  Proximity of Titan Effects Parent
Posted by: Greydog - 03-07-2020, 09:02 PM - Forum: Prerelease Bug Reports - Replies (3)

I have encountered two planets where it's titan's influence zone seems to intermingle with the parent's.

- If you're on the parent planet and your area moves into the titan's orbit, the parent seems to go incorporeal and you float right thru everything requiring you to berth back to ship.
- If you're landed and in the ship you're fine until you exit the ship.
- Traveling on an "orbit planet" order sometimes confuses things as the ship doesn't know which planet is influencing it. 
- At these times the map will start showing incorrectly as well. (show wrong planet or only a portion of correct planet)  
- lag in the system is greatly increased.

I tried to capture the incorporeal nature of the planet but it seems it would rather just kick me now. After the kick I logged back in to find myself floating in space looking at the two planets. Beaming back down kicked me again..



I am able to access the planet when the orbits allow it.

Added info*
- The two instances of this bug were found on two different planet types (1 inferno, 1 habitable)
- Both were at the alpha 1 position with a very close proximity to their suns.
- Hovering ships are also effected but can be flown out of the "ghost" planet.

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  FTL Travel Changes (Both Wormhole and Warp)
Posted by: martianant - 03-07-2020, 06:34 AM - Forum: Arena of Ideas - Replies (2)

These are two suggestions wrapped into one thread as they both address FTL Travel Changes. The first suggestion is to move wormholes to the outer edge of the system, instead of orbiting the primary (or secondary star with black hole systems). Intergalactic wormholes around supermassive black holes (and potential future intragalactic wormholes around stellar mass black holes) should remain close to the event horizon of the black hole for added challenge. This suggestion is made as it would reduce the issues associated with Wormhole travel, namely sundiving and wormholes appearing in a close orbiting companion star or planet that results in instant spaceship destruction. This would also create added challenge for system defence requiring multiple stations to blockade the system against wormhole travel. This would also remove the requirement for all black hole systems to have a companion star, which is good as lone systems with just a black hole are spooky and systems with no star but perhaps an asteroid belt / accretion disk and planets are interesting.

The second suggestion is related to how the AI handles warping to another system. Currently the AI will warp until the target system is reached, then drop out right at the system boundary which is often very far away. The ship will then accelerate at sublight speeds until it reaches the 'outer edge' of the system before deciding it has arrived and stopping. My suggestion is that instead the AI will warp to this 'outer edge', or at least a lot closer. This will save players a lot of time.

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  Wormhole Exit at Binary Star
Posted by: Deantwo - 03-06-2020, 10:41 PM - Forum: Prerelease Bug Reports - Replies (2)

I have been seeing this lately, I enter a binary system at the companion star where the wormholes aren't. My ship then has to travel to the primary star to reach the next wormhole.

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  Harvesting planetary rings bug, target too far away
Posted by: martianant - 03-06-2020, 10:33 PM - Forum: Closed Bug Reports - Replies (12)

So I think this has come about because of the changes involving planets having axial tilts. My guess is that the ring is tilted, but the 'resource nodes' the particle harvesters use isn't. When you issue an order to orbit the ring, the ship moves to the visual ring graphic. If you order to start harvesting, they don't get anything. If you switch to a fire control and select the ring, you'll notice the 'target' is very far away, and not in the visual ring itself.
[Image: w5E520m.png]

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  Plastic Tools Require no Patent
Posted by: Deantwo - 03-06-2020, 06:09 PM - Forum: Closed Bug Reports - No Replies

The plastic tool/item patents were removed, but the tools/items now don't require any patent at all. They should require the "Plastic Patent".

(01-21-2020, 07:31 PM)Haxus Wrote: Plastic Patents
Too many plastic patents

All plastic molding patents were eliminated.

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