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TacticalMaster

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Everything posted by TacticalMaster

  1. Straightforward title: Stations are picking up ores and scrap even after configuring them not to pick them up.
  2. I ordered my ships to move into a sector and I fast traveled there shortly after by "Move to Sector." Next thing that happened, there were "clones" of my ships in the system. I have no idea why the game made duplicates of my ship. I just jumped into a sector that my ships recently traveled to and poof, comes doubles of my ship. RTS mode still detects them and the sector icon still counts all my ships and the "clones." Galaxy Map also counts my ships and the clones in the sectors, but the icons show my original ships and not the clones. I dared not to mess with these "clones" in the system, so instead I commanded via Galaxy Map where the game is able to identify my original ships. Once I was done in the system, I manually jumped into another system, and the clones disappeared in the sector. I didn't want to jump via fast travel [Move to Sector]. A byproduct of this bug is that my Ship Class names and Weapon Groups have *all* been reset. Torpedo Shaft weapon groups haven't been reset, for some reason. This needs to be immediately addressed. It might be potentially game-breaking and thankfully I'm glad I didn't encounter any (yet), even if all my weapon groups and ship classes keep getting reset. [8:32 PM EDIT] I'll put my logs just in case. Clientlog: https://pastebin.com/1q9PZRQV (expires in 1 month) Serverlog: https://pastebin.com/CFyY22YF (expires in 1 month) (NOTE: For Clientlog, the event happened at 2020-03-28 17-06-52, containing sector (44:-36).) (For Serverlog, the event happened at 2020-03-28 17-03-41.)
  3. [3/27/20 11:18 UPDATE] I found another temporary fix. If your ship is in the sector to trade in and the sell/buy order is last in the list, you can simply hit Enchain Command key (Left SHIFT) to fix it. But that's only if you check on your freighter(s).
  4. I recreated those hologram billboards that I saw on randomly-generated Equipment Docks and saved them for later use; the framing and the ability to pixel-color the holograms. But when I tried to copy/paste, the ghosted hologram blocks gave me a large FPS drop. The more hologram blocks it contains, the higher the drop. It also gets even worse when I tried to mirror them. More ghosts would likely double or quadruple the lag... The hologram billboard I recently saved is a 21x21 Equipment Dock sign, made out of 0.75x0.75 squares. You can copy your 2K block ship creations to your clipboard without any problems, but 441 blocks of holograms will give your computer a headache... :/ Logs for computer specs: Clientlog: https://pastebin.com/2tVHpdrh (expires in 1 month) Serverlog: https://pastebin.com/9t06fF7V (expires in 1 month)
  5. There's no Escort command in RTS mdoe (F9). I am forced to use the galaxy map to remote order my Frigates and Corvettes to accompany bigger ships. But this means I have no overhead visual on who they can accompany nearby. Think this can be implemented in RTS mode so we can get a tactical view of weaker ships nearby that needs to accompany my beefy cruisers and carriers?
  6. Every time I reload my game, my ships would sometimes reset their ship class name back to "ship" and my weapon groups would also be reset too. It's kinda annoying. I was doing singeplayer. [3/27/20 1:38 PM - EDIT] Also, the Galaxy Map sometimes hide ship classes even if they're already set to after loading the game. Sometimes goes for the RTS mode as well.
  7. I installed an XSTN artifact on my carrier that eliminates the need for manned equipment (turrets and fighters). That carrier has Crew Shuttles for boarding. but if I command them to board an enemy ship via RTS mode, the game will refuse to commit it because I get an error "This craft cannot board others: No Pilots." Maybe it's because of the XSTN artifact that eliminates the need for pilots?
  8. Just engaged Xsotan in an encampment mass sector. But I noticed that a Xsotan that is faraway from my fleet isn't moving in closer to engage. They were about 35 kilometers away. I can't tell what weapon they had from selected target UI. In case visual proof is needed, I have a screenshot saved with me.
  9. [3/26/2020 UPDATE] Just encountered this bug again. Here's what I was doing before it happened: After I jumped, I shift held to release my mouse pointed before the loading screen appeared. Then I clicked on my Internet Browser Firefox to bring it up front...so that I can report another bug (unrelated to this post) to the forums and with the in-game bugtracker in my internet browser. After the game loaded my galaxy, I clicked on my game client to get back into the game and...there it happened for the third time. My mouse pointer went out of my windowed game client. The temporary fix still works; just open your steam overlay (SHIFT + Tab). Maybe that might be able to reproduce this bug...but I need to try that first.
  10. So I went to the delivery of unknown origin with escorts following me. Then came a pirate and a dialogue was triggered. As I start to progress through the dialogue, my escort's AI identified the pirate as a threat and attacked it. I tried to finish as quickly as I can before they waste it (plus, I can't pause), but the pirate was already dead by then... After that, nothing else happened and I still have the mission with me. I tried to jump out and back into the system after this happened, with and without but I couldn't restart it. But now, I encountered a serious problem: When I abandoned the mission while still in the sector, the game CRASHED! No crash window or anything, the game client just closed on me. :( I reloaded the galaxy and thankfully nothing of progress was lost, aside that I've already abandoned the mission. Thank goodness for the unconfigurable ironman-mode autosave. I suggest that the recipient gains immunity to any attacks before anything else happens until the dialogue is completed. For the crash, well that's player-dependant with a low predictable chance of encounter. (PS: Trying to keep spoilers to a minimum here.) Clientlog: https://pastebin.com/16CDBFDP (expires in 1 month) Serverlog: [Exceeded 512 KB - Split into two parts] (both expire in 1 month) https://pastebin.com/CvF4WQ0w (part 1) https://pastebin.com/UQMnEDmy (part 2)
  11. I happen to come across a wreckage in my view that looks like a hollowed cube frame. When I came closer to it, it seems to be intractable and contains a log fragment. But my object sensor did not detect it. Shouldn't the Object Sensor detect any object of interest? Including log fragments? In mass sectors with wreckage, the Object Sensor detected a wreckage with a log fragment. So shouldn't this cube thing also be detectable by the Sensor? https://imgur.com/a/Ln0jc07 Contains two images: Ship was equipped with an object sensor, and no detected object notification Interactable
  12. There are a few missing goods in the Economy Overview drop-down list in the Galaxy Map (for ships with high-end Trading System). The good missing from the Overview drop-down list is Potato. This is only one, though. I'm currently assessing on the fly if all other goods are affected. But so far, it's a long list to go by.
  13. Can we have an economical option? I want to make sure all my old and low-tech torpedoes with low damage are used first before having to use high-tech torpedoes. The current system is configured to automatically load torpedoes on top of all torpedoes in each shaft, and my ship is forced to fire newer torpedoes over older and weaker ones. But I need my ships to use only their weaker torpedoes first. That's why I suggest a configurable option on the torpedo window to either load in first or last in the shaft queue. A simple description, but loading in newer torpedoes last would help get rid of our older torpedoes. Or, those who need to end a battle fast, can choose to load their stronger torpedoes first from newer ones they've recently bought for their ship.
  14. A straightforward title: The ship's class is reset back to "Ship" upon reconstruction after death.
  15. Hmm. I think I remember still having the lingering Object Scanner effect after the hotfix, but I deleted the ship and replaced it. But in the past few weeks, overall I haven't re-encountered the lingering effect. So unless I notice something tick, I guess there isn't much we can do about it.
  16. The mission "Urgent delivery of unknown origin" is showing unknown values. I see ${amount} and ${good} and there is also a 'nil' value at the first paragraph. Because of this UI bug, I can't know what commodity and amount the recipient needs But it's a good thing I can just backtrack the chat log for the type of good and amount needed, at least temporarily. https://imgur.com/a/tRH9EIi
  17. This was back in Early Access, somewhere around 0.33. When remote building ships (via Interact) while they're moving, the turrets would offset from their original position. They're "floating" away from their spot they were placed on and it's kinda annoying. I've been trying to remote build to replace my ship's mining/salvaging turrets with better ones without having to take direct control, because it would throw away all the orders I've given them. But because of this floating turret bug, it makes it difficult because of my muscle memory focusing on the turrets moving away from their spots.
  18. I can clearly see engines, thrusters, and gyro arrays on the shipyard's ship generator, but the stats aren't properly accounting for all these maneuvering blocks. They're all showing *zeros*. But only when the ship is built, is when it will account all these movement blocks.
  19. [3/22/2020 UPDATE] Major update. Just encountered this bug again. This was in midst of re-classing one of my existing ship creations as a "repair ship" for my fleet. When I was done placing repair turrets, the mouse-out-of-window bug reappeared again. I tried doing things to try and fix this bug like clicking out of the window and stuff, but then I pressed SHIFT + Tab; the default Steam shortcut for overlay. After doing that, the outside window bug was fixed! Well, at least there's a temporary fix for this! But I still don't know how to properly reproduce this. So this here's the first assumption of how it could be reproduced.
  20. Anybody having issues of getting Xsotan from subspace to spawn in mass sectors? I established a station in a mass sector in near the center, but when I get a Xsotan subspace random event, I don't see them warp in my station sector when the timer elapsed. The mass sector I settled in had an Xsotan encampment with breeder asteroids. After I cleared them out, settled in, and lured the subspace event into that sector, I apparently don't get an Xsotan spawn . Maybe it has something to do about those "breeder pods," which are technically "Xsotan?"
  21. Just encountered a beacon while scouting mass sectors and I ended up getting another Operation Exodus question. Found another beacon later and got a complete set of coordinates. After I unequipped the XSTN-I, I suddenly get a message that I "completed" the Operation Exodus mission. If this was not intended, I suggest fixing the trigger operator of completion of the Operation Exodus quest, in case anybody wants another XSTN-I artifact.
  22. My ship is constantly buying from stations in a sector and the stations have already expended all of their resources. But my ship has yet to reach the number of units. I've given them an absurdly long list of orders to go through and I don't want to go through of the trouble of manually re-ordering all these ships. So, can there be an order to make a ship skip to the next order? So that if I make a mistake where the sector has already expended all its target resource, I can make them skip the buying process and just have them make due with what they have?
  23. Got a heck ton of junk to fuse at the Research Station. While doing so, I sometimes find that the output doesn't show after item fusion. I still get the new item, though. This can be temporarily fixed by switching sectors.
  24. Having issues with the "Enemy of my Enemy" quest. I delivered the components to the "Friend," but I did not received a mission update to the next step of the quest. Nonetheless, I was able to get the XSTN artifact from Botan by using the jammer device. But was there supposed to be a "mission update" after delivering the goods? Or is this intended to stay in the delivery step this way and left to be stuck in our mission dossier? (PS: On the side note, I can say "Hello" to the friend as many time as I want in the dialog box and I get a mission update multiple times to the component delivery step.)
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