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[FAQ
Forum Index » » English (General) » » Manual missile control?
 Author Manual missile control?
PsyCrow
Admiral

Joined: June 21, 2012
Posts: 56
Posted: 2013-07-01 06:55   
I've gotten mixed feedback on this, and I don't know which side is right.

Some people say that missiles CANNOT be manually guided, and that what you see is merely client-side desync and the missiles don't actually hurt the enemy, even if it looks like they do.

Another group says that missiles CAN be guided, and that this is in fact a technique that allows support stations to still slam missiles into the sides of ships that try and get into the vulnerable "deadzone", and is also necessarry for effectively using missiles against the K'Luth.



I've played around with this in beta and it seems to work, but I'm not entirely certain since I didn't have any targets large enough to easily hit.
Is this a thing that works in beta but not release?
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2013-07-01 07:13   
It works, but they won't arm below 400gu or w/e.

I'm uncertain if it's coded so that the missile will arm if it travel's 400gu or if it only arms when it hits the target beyond 400gu.


The only change regarding missiles and manual aim that I saw was regarding that 400gu arming distance, to prevent Missile dreads and other missile ships from spamming missiles up close.

[ This Message was edited by: The Fridge on 2013-07-01 07:14 ]
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Hiigaran
Marshal
Sanity Assassins


Joined: July 07, 2007
Posts: 27
Posted: 2013-07-01 07:44   
Missile control is a client-side bug as i demonstrated here
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-07-01 08:43   
Totally glitched and desyncronized.

The other player will see your missiles flying as though at a stationary point.
You can guide the missiles to them, and it will do visible client-side damage to them which does not exist.

It's really confusing.



BTW theres some wierd bugs in beta, where missiles don't launch if you try refiring them too quickly or if you get half way down on ammo.
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-07-01 09:01   
Quote:
On 2013-07-01 08:43, Fluttershy wrote:
BTW theres some wierd bugs in beta, where missiles don't launch if you try refiring them too quickly or if you get half way down on ammo.



to describe it further, there is a bug where the client's and server's count of device ammo is not synchronised.

similar to the bug where supply platforms dont reload or do so only partially.
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Forging legends and lives outside till naught remains inside.


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-07-01 09:25   
Quote:
On 2013-07-01 09:01, Trader of Destiny wrote:
Quote:
On 2013-07-01 08:43, Fluttershy wrote:
BTW theres some wierd bugs in beta, where missiles don't launch if you try refiring them too quickly or if you get half way down on ammo.



to describe it further, there is a bug where the client's and server's count of device ammo is not synchronised.

similar to the bug where supply platforms dont reload or do so only partially.




Which was fixed.

This isn't really a case of desync, it's simply a case of the fact that you selected a point to fire on, and on your clients simulation you're moving that target constantly, hence why your client will simulate it as moving to that moved target.

On the server however, it still only has that target, and will not update (moving it like that would spam the server with target updates, totally messy).

Manual missile control does nothing. You are simply bugging out your own client simulation, and is not a priority fix.
[ This Message was edited by: Pantheon on 2013-07-01 09:29 ]
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Hiigaran
Marshal
Sanity Assassins


Joined: July 07, 2007
Posts: 27
Posted: 2013-07-01 12:36   
jump drive also take about an hour to recharge on stations in beta. no joking. another player reported it on a ICC support station and it also happend to me on a sector command station
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-07-01 13:07   
Not a bug
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Hiigaran
Marshal
Sanity Assassins


Joined: July 07, 2007
Posts: 27
Posted: 2013-07-01 13:39   
wait what?? ... care to explane more or redirect me to another thread about this change?
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-07-01 15:35   
Quote:
On 2013-07-01 13:39, | Dark Vaygr | wrote:
wait what?? ... care to explane more or redirect me to another thread about this change?


I think that incredibly long recharge time will be justified by the inclusion of a wormhole device alongside it later on.

If anyone is wondering, you can travel 20,000gu on a stations sublight engines before your HMA recharges...
Stations are going to be completely at the mercy of whatever is thrown at it, and whenever that WH device is integrated, the HMA device will probably be there as a last resort escape mechanism.
[ This Message was edited by: Fluttershy on 2013-07-01 15:39 ]
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