Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


0% of target met.

Latest Topics

- I will no longer be hosting this server »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/02/24 +1.8 Days

Search

Anniversaries

23th - Starfleet.
8th - Cyber999

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » Most recent 1.481 Version (15th Feb) ....Post ALL Bugs Found AND Discussion here!
Goto page ( 1 | 2 | 3 Next Page )
 Author Most recent 1.481 Version (15th Feb) ....Post ALL Bugs Found AND Discussion here!
Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2004-02-15 21:14   
I started this thread because 11 pages are really lot of reads and its 10 days alredy so hopefully nobody against this;

actual version bugs:

- massive desync issues regarding planetary informations (our side see different values of enemy side structure counts and positions, enemy side see same incorrect values about our ones)

- bombs not compensate any planet rotation at all (not sure if they should but i remember they were supposed to ...)

- missiles and fighers started from planet sometimes apear out of nowhere , no matter you orbit that planet (again i think sync issue) ...

- transports still loves to ram planets
_________________
... Ideas? ... that's Ocean w/o borders !

Demorian
Fleet Admiral
Galactic Navy


Joined: October 06, 2001
Posts: 3406
From: Charlotte, North Carolina
Posted: 2004-02-15 21:34   
Thanks Dwarden. Original thread's locked.

-Dem
_________________


tomcat
Cadet

Joined: December 31, 2003
Posts: 24
Posted: 2004-02-15 22:23   
well not shure if it's desynch cause i went as close as possible to the planets and depending on the size of the enemyplanets i had to be 58 cu for moons and 24 cu for deathstarsize moons close to see the buildings.
_________________


Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2004-02-16 00:49   
I was using a Kluth engineer and I built a colony hub on Taf, and two appeared, one on the square I selected and one on the square above. (futher tests show the second building sometimes appears below.)

I built a mine and again two appeared, this happened with all the building i tried, domes, labs, hydro farms, barracks, until i reached the 32 building limit.

It looked like the metal for only 1 building was used.

Other Actions, such as pausing the building, or scrapping it affected only the selected building.


[ This Message was edited by: Wyke on 2004-02-16 00:58 ]
_________________


  Email Wyke {ThorsHammer}
Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2004-02-16 01:10   

There seems to be some strange behaviour when landing troops and planet capping

I loaded troops from Taf and landed some on Cya, by selecting the planet rather than a slot.

The troops were lost from hold and the planet outline window bottom right shows a correct troop count.

However The troops dont seem to appear on any slot on the planet,
The planet wouldn't cap until more troops where landed on a slot,

Then when the 'shadow' troops on Cya where selected from the troop bar on the F3 screen, the planet selection jumped from Cya to Taf. The which was the source of the troops. I.e. like the client though they where still there.

Some planets (e.g. Sag) I was unable to land troops on at all, even when in very close orbit . They simply stayed in the hold.



[ This Message was edited by: Wyke on 2004-02-16 01:22 ]
_________________


  Email Wyke {ThorsHammer}
Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2004-02-16 11:38   
trade routes in F2 screen

why are some rendered as green lines (see img below, circled in yellow) and why do the same lines tend to change colors (red, blue, green, brown, yellow, etc in no particular order)



[ This Message was edited by: FireMoth on 2004-02-16 11:39 ]

[ This Message was edited by: FireMoth on 2004-02-16 17:24 ]
_________________

I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

Ceridan
Cadet

Joined: May 24, 2003
Posts: 608
From: Canada
Posted: 2004-02-16 16:53   
@FireMoth

Could you verify your link plz(we dont see the image:))
_________________
-1st Rear Admiral Ceridan

stuck in Univercity limbo

Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2004-02-16 18:13   
I was trying to recapture Ocotat from the k'luth, and I unloaded 4 Veteran infantry on the planet. They landed, and it only showed one inf on the planet. I loaded it back up, and then it disappeared altogether.

Also: I spawned a station at the shipyard at Earth, and what do you know it's heading 3gu straight towards Luna. I don't have the maneuverability to turn or decelerate fast enough, so I crash into the planet.

I suggest ships spawn out of the yards STATIONARY.

_________________

bobamelius2000@yahoo.com
Sig hosting available

[ This Message was edited by: Bobamelius on 2004-02-16 18:16 ]
_________________


  Email Bobamelius
Vinco
Fleet Admiral
Galactic Navy


Joined: August 31, 2001
Posts: 939
From: Too Close for Comfort
Posted: 2004-02-16 18:27   
When exiting a system gate using the new rudder system (course setting), your previously set course is still set when you exit the gate.

Scenario:
heading into gate at 0 heading
go through gate
leave gate at 95 heading

Navigation is still set to 0
It doesn't turn immediately, but it does if you attempt to set a new course.
_________________




Vinco

In Another Place



Honor is all.

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2004-02-16 18:43   
i was with bob on this one..

can stations please be set to auto orbit the planet it spawns at..

also just like to say

THANK YOU FAUST

for making the mv a lot more fun....

for the first time i felt a shiver every time the tranny jumped in incase it was a bug...

also the gang couldnt take more than 20 armour off me at one time...and i wasnt repairing...smith will confirm this...

and the server spams the status of ALL planets

but yeh

ty faust..it owns

plus i like the new send fleet..doesnt spam so much....
_________________


Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2004-02-16 19:28   
Here is a simple trick: Anything traveling at 3 gu or slower will instantly stop as soon as you click a planet and then the "O" button.
_________________
Captain of the StarCruiser
I hit planets for fun!
Spellchecker, the POWER t00l


Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2004-02-16 20:52   
Also, the amount of hydrogen needed for a Elite Assault Dreadnaught from a shipyard is wrong (150 appears to be required, but an average dread requires 1400 metals).

Edit: Added numbers

_________________

| [straylight run] | [Galactic Navy] |

[ This Message was edited by: Sopwith Camel {C?} on 2004-02-16 21:24 ]
_________________

Fleet Commander, Galactic Navy

Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-02-16 23:51   
Quote:

On 2004-02-16 11:38, FireMoth wrote:
trade routes in F2 screen

why are some rendered as green lines (see img below, circled in yellow) and why do the same lines tend to change colors (red, blue, green, brown, yellow, etc in no particular order)




My theory is that the color is somehow related to what resource the transport is shipping. However, I have no evidence, so it could just as likely be random.
_________________
...and lo, He looked upon His creation, and said, "Fo shizzle."

  Email Gideon
4cemje
Cadet

Joined: August 25, 2002
Posts: 211
Posted: 2004-02-16 23:54   
Some Roid bugs
-Indivdual asteroids orbit paths show up on Nav map. Gets kinda annoying cause there are so many of them.
-Asteroids are industructable by means of normal weapon fire, may or may not be bug. Weapons fire does not nudge an asteroid.
-The act of tractor pushing or pulling an astoriod into a planet i.e. Demerat can totally destroy its pop(drops to 0) and most of its buidlings. This seems to be kinda bugged if you can't destroy asteroids with weapons fire yet one tractor beam can turn them into planet killing nukes that can't be shot down. Tractor scouts could rule MV with these roids.
-Also asteroids are highly damaging when touched, which is fine by me, but I would like to be able to shoot them out of my way if possible.


[ This Message was edited by: 4cemje on 2004-02-16 23:58 ]
_________________


tomcat
Cadet

Joined: December 31, 2003
Posts: 24
Posted: 2004-02-17 06:53   
i travelled from 1 sys to the next one and it took 1 hour !!?? for the server to update the nametags lefthand side on the navmap (still looked at the names of the previuos one).
_________________


Goto page ( 1 | 2 | 3 Next Page )
Page created in 0.028012 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR