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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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4.87 Model Issues

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4.87 Model Issues
Offline Syrus
10-16-2013, 01:38 PM,
#71
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

(10-15-2013, 07:22 AM)**BUDDY** Wrote: ==============
Shishapangma Weapon Points
==============


I after the rollback have purchased one of these magnificent beasts but only to find there seems to be four unused hardpoints on the ship (two in the middle at bottom and one at the rear on the bottom and one on top at the rear), even when it's fully equipped with it's 10 turrets.Have included screens for visual confirmation.
It is intended to be this way, the weapon count was reduced from the initially intended 12 guns (the two hardpoints below the ship) in favor of a more Bison-like ship:
More armor (170k on Shishapangma and the Bison in .86 - Bison now has 175k for some reason, 150k on Uruz, Shire and Akegata) as well as more cargo space (4.3k on Shishapangma and Bison, while Uruz, Shire and Akegata have 4.2k).

I think with the excellent weapon coverage the Shishapangma does well enough even with only 10 turrets.

Not sure why the Bison has 175k armor now though...

[Image: 7tAtSZe.png]
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Offline Nerva
10-16-2013, 02:47 PM, (This post was last modified: 10-16-2013, 03:10 PM by Nerva.)
#72
Member
Posts: 460
Threads: 6
Joined: Sep 2012

(09-22-2013, 04:02 PM)Corundum Wrote: The Gallic Jump Gate has somewhat broken hitbox. I hit many invisible walls trying to get out of that thing.
Also, it opens far too slow.

Aet: Screenshots please of where you get stuck. Tested this and couldn't find "invisible walls". Slow opening shouldn't be an issue unless you're trying to quickdock a battleship.
Video:


Outcast Gunship
A few times in Connecticut I noticed that some shots seem to miss it when they shouldn't. Tridente has a very conveniently modeled hull that makes it hard to hit, however it turned out that most shots pass right through it. Video (watch in 720p, fullscreen):


Vidar
A lot of its turrets seem to fire through significant parts of the model. It looks odd.
[Image: bPB9dbv.jpg]
Also, its engines' flares are way too small. (Rheinland Pirate Cruiser has a similar issue).
[Image: BryNXNp.jpg]
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Offline kikatsu
10-16-2013, 05:23 PM,
#73
Member
Posts: 2,199
Threads: 253
Joined: Jul 2008

==============
Camara textures
==============


The textures on the camara freighter appear to be corrupted or not properly implemented, there are large gray patches with no texture, random stripes, and some numbering in spots. I will get a screenshot of it later when I get back home.
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Offline Ursus
10-17-2013, 01:56 PM,
#74
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

(10-16-2013, 05:23 PM)kikatsu Wrote: ==============
Camara textures
==============


The textures on the camara freighter appear to be corrupted or not properly implemented, there are large gray patches with no texture, random stripes, and some numbering in spots. I will get a screenshot of it later when I get back home.

I was just about to post this

http://i183.photobucket.com/albums/x57/U...xtures.png

Image zapped. -Champ

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Vigilia.Procuratio
10-18-2013, 03:45 AM, (This post was last modified: 10-18-2013, 03:46 AM by Vigilia.Procuratio.)
#75
Member
Posts: 285
Threads: 17
Joined: Sep 2011

Most bigship_shield_*m.3db files seem to be missing from the installation, except the 100 and 1200. This is a guess, but what is for sure is that ships with large shields are generally not displaying the shield health bar in space. In single-player this results in instant hull damage against affected ships, but no such damage is noticed on the server. I'm not sure what happens on the server, either the shield and hull are depleted as normal but it is unnoticeable to myself or there is actually no damage being inflicted at all (essentially making the affected craft invulnerable). I'm pretty sure that another player blew up a transport right next to me and yet it was still there (I heard an explosion, loot appeared but the transport was still sitting there afterwards, completely intact). I don't understand how this has not been picked up by the anti-cheat system as it obviously a potential problem. Reinstalling the game and downloading the mod afresh has not solved this problem.
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Offline Vigilia.Procuratio
10-18-2013, 03:57 AM,
#76
Member
Posts: 285
Threads: 17
Joined: Sep 2011

(09-18-2013, 07:51 AM)Johnnie-Lapierre Wrote:
(09-15-2013, 06:07 PM)Johnnie-Lapierre Wrote: Vache still has the cruise disruptor mounted on but doesn`t show the slot neither at npc or in cargo.

Aet: Not sure what you mean by this. Post screens to clarify?

Screens here:
http://s16.postimg.org/ikblqlejn/screen9.png
http://s16.postimg.org/y72v3ysbn/screen10.png
http://s16.postimg.org/92buqjsv7/screen11.png
http://s16.postimg.org/gwcgby0o3/screen12.png

Aet, do we have to supply bases with the old comodities for now or can we ignore them for the moment?

This is a problem. I've just loaded a single-player save from 4.85 in which I have a Barracuda (which loads fine, by the way). The existing CD is no longer viewable in the UI except for on the weapon listing in space, as the above images show.

I was able to install two additional CDs on that ship (probably intentional), meaning I had THREE mounted (obviously a bug)! Note that it is IMPOSSIBLE to remove the excess CD, although it is perfectly usable as it fires when using the CD button.
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