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Rinart73

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Posts posted by Rinart73

  1. If you command a ship (with captain, of course) to patrol or guard, it will not attack enemies, even when they start to attack the ship.

     

    Also we built a stationary ship-tower (no engines or trusters + placed few inertia dampeners). Commanded to "attack enemies", it worked. But after few server reboots and revisiting the sector we found out that out stationary tower moved to 10-20 km from its original position. Without engines. Maybe game tries to simulate some life in the sector but doesn't count if ships have engines?

  2. Is this fixed on beta

    not it's not.

     

    Another thought: What if when consumer station buys goods you get 20% from transaction, but this goods belong to the station people. So, yes, they will be used by consumer station, but you can buy them from it, just because you own it. Price should be 120%, so it will be zero profit.

  3. Sepperate Collision to 3 categories:

    It's not about categories of entities that you collide, it's about calculations. Current collision damage detection is not good. Slight touch can destroy the ship, but on the same time sometimes you collide on a full speed with no damage.

     

    I can imagine that detecting and calculating power of two complex 3d shapes collision is hard. I just saying that it would be good to see more steps done in this direction.

  4. Sometimes you just enter number of the items you want to pick from your station or ship and this number resets to "1" in a few seconds.

     

    As I see, the source of this problem lies in the fact that code saves number to the table using good name as a key.

    But if we have both normal and suspicious or stolen cargo variants in one ship/station, script will still save all of them with key good.name, because it the same cargo, just with different statuses.

    local boxAmount = TransferCrewGoods.clampNumberString(selfAmountByIndex[good.name] or "1", amount)
    selfCargoTextBoxByIndex[good.name] = i

     

    So, something like this should solve the problem:

    local nameWithStatus = good.name
    if good.stolen then nameWithStatus = nameWithStatus .. ".stolen" end
    if good.suspicious then nameWithStatus = nameWithStatus .. ".suspicious" end
    local boxAmount = TransferCrewGoods.clampNumberString(selfAmountByIndex[nameWithStatus] or "1", amount)
    selfCargoTextBoxByIndex[nameWithStatus] = i

  5. Can we expect changes in the collision mechanics soon? Since ramming other ships is a part of battle for some players.

    Currently there is no logic about taking damage, you can collide on a high speed, even spin after this for a while but take no damage. Or easilly crash from a slight hit.

  6. Check if you have less than 25.000 of good that your factory makes.

    There is a limit.

     

    As for the bug, what I did to solve the problem:

    1. select in build mode all docks and delete them

    2. Reenter build mode

    3. Place dock blocks on red spots (they were before too)

     

    So I guess that C++ code that stores state of the dock (if it is occupied) just doesn't clear this state to "free" sometimes.

     

    UPD: Tried all squence again. Well, sometimes it works, sometimes it's not.

  7. Spontaneously all  traders spawned by sector/traders.lua stopped moving.

    There no errors in server log.

    Ship just spawns and doesn't move to the station.

     

    UPDATE:

    I think I found the source of the issue:

     

    scripts/entity/ai/dock.lua

    function DockAI.flyToDock(ship, station)
    ..
    -- no dock chosen yet -> find one
    ..
    -- find a free dock
    ..
    local freeDock = docks:getFreeDock(ship)
                if freeDock then

     

    docks:getFreeDock(ship) always returns nil now. I don't know why. There are plenty of docking blocks on stations and there are free docks.

  8. Agree, but I think that displaying configuration updates apart from others is bad idea. What if we have update that is included in 3 configurations at once? Or do you mean just show them apart to not be accidentally traded?

    I think drop-down with names of configurations will be enough.

  9. Currently when you disband an Alliance, you just leave. Ships, stations, mines will continue to exists.

    Also, Alliance faction will still be visible in relations tab.

     

    What I suggest is to transform every alliance station and ship into static wreckages (they will not be deleted after 15 or 30 minutes like usual ones). Also if station/ship had some cargo, they will keep it.

     

    I know that you can't normally affect unloaded sectors, but this function can be executed on sector load (or onPlayerEntered event).

  10. The only way currently to fix this is to make player stations completely player-controlled.

    So you don't get 20% from any transaction, you have a wallet in your station. All goods/modules/turrets e.t.c that you have in your station were given to it by you.

    Also no quests from your stations, I guess.

  11. I think that Player in this case will get some money too. I mean 20% from every trade is transferred to the owner of the station.

     

    And in multiplayer any 2 players can do the same thing. 1 player owns the station and other one sells.

  12. I totally understand "dangerous" license.

    I don't really get which goods can be suspicious, but I totaly understand that your character is just gathering more data (paperwork) to confirm that this cargo is not suspicious at all.

    As for "stolen", it's like.. you're paying the right people to be able to keep cargo or what?

    But what about illegal? How can you buy a license from facton station to keep illegal cargo at your ship? This makes no sense for me.

     

    Another thing: what will happen if you'll buy a license, say for dangerous goods, and then move it to the Alliance inventory? Will it work if I'll give some dangerous cargo to the alliance ship that has captain inside and it's given command to follow me?

    Will cargo be confiscated from Alliance ship with captain if Alliance doesn't have a license?

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