--All the sensors detect other players and NPC at 4k distance. Max distance as infocard states only while bases enter in sensor range or grouped players.
--Tractor beam "tractor all" key works only if target iw within 1k. If at more than 1k you have to select a target and tractor it manually.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
The hitbox on the corsair dread extends for about 100m around the ship on all sides, and NPC's cannot detect it, they try to fly fight through you. Congrats Korrd, on 2000 posts. Also, the targeting recticle of the corsair dread is so screwy, you pretty much have to aim by trial and error. SF-Sierra was almost a completely unhittable target, and thats not a small ship.
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
Korrd,Nov 4 2006, 05:42 AM Wrote:Bugs:
--The hitbox of the spyglass is a cylinder.
--All the sensors detect other players and NPC at 4k distance. Max distance as infocard states only while bases enter in sensor range or grouped players.
--Tractor beam "tractor all" key works only if target iw within 1k. If at more than 1k you have to select a target and tractor it manually.
EDIT: Wow. Post #2000!
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Only on some tractor beams, the xeno one cannot tractor anything further away then about 450/475m, then you have to select and tractor each item, or move closer...
But thats fine because the xeno ID's tractor beam is only 500m anyhow.
Some tractor beams, like the lane hacker one, can tractor loot from about 1100/1200m, then you have to select and tractor each item, upto about 1500m.
As for the scanner bug, you can detect stations upto 13 k away, but only with the discovery version, with the other versions you have to be without about 10 k or less.
I've no idea if the spyglass scanner can see bases at 13 k, never tried it, though it's stats are identical to the discovery scanner.
As for players, they disappear from scanners, even when you've got them selected on the target list, at about 4.5 k.
Group members appear at about 9.5 k, even when not selected on the target list.
Also the cargo scan range is actually just under what the infocard states, eg:- 3 k scan range is actually nearer to 2.9 k
I cant find a post about this anywhere, so i hope i am not posting about a topic already spoken about.
But, i purchased the Albatross frigate and the very first thing that i noticed was the fact that i find it almost impossible to fly through asteroid fields.
The ship hits more asteroids than a Container Transport, but that is not the main issue. When you hit an object in a Container Transport, you simply bounce around like a ping-pong ball. When you hit an object in the Albatross, you have an almost 90% chance of actually getting stuck and "hanging" onto the asteroid. The only way to get off the asteroid is to F1 and restart your character so you can progress to your destination.
I flew from Kurile and was hoping to get to Omicron Minor, when after a shocking episode of "asteroid hanging" I flew to Crete, and left it there. I am too scared to fly it toward Minor, because of the asteroids.
I am not sure if anyone else has had this trouble, but this problem only happens in the Albatross.
Yes, i have bough an Abatross as well for the PMG and I have noticed that it does get stuckon the asteroids alot. This is basicly Impossible to fix, as all large ships will do this. Just try your best and stay away from roid feilds >.<
Standard station weapons have been improved so that a lone fighter can get hammered by stations.
Could the guard bases be upgraded so that a lone BS gets hammered as well?
Otherwise people are just going to take a lone BS into a guard system with a few fighters as escort and harvest guard pilots.
Perhaps doing as the infocards for the BS inferno and battlerazor says, they both (i think) have the line 'only stations and capital ships can handle the massive energy demands of this weapon' or something like that.
EDIT:
While I remember, could we have jh's disruptable?
Reasons, in the SP story juni always checks that the jh is aligned before letting you jump through it.
Plus it would add some more tactics to stopping traders/pirates/terrorists escaping.
hehe, I support marauder's idea but I'd extend it to house capitals as well, it's really not fair when a player comes in front of Manhattan and harvests the poor defenseless NPCs :crazy:
not joking, really
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
Well, I like the Idea of being able to dirupt jumpholes and trade lanes and all thsoe fun things, it would be cool.
And the thing is a pair of Flak guns strips the turrets of any NPC BS in one or 2 shots so it doesnt really matter if they get battle razors and such. Unless you were in a fighter, the you would have too worry.
marauder,Nov 5 2006, 05:35 AM Wrote:Only on some tractor beams, the xeno one cannot tractor anything further away then about 450/475m, then you have to select and tractor each item, or move closer...
But thats fine because the xeno ID's tractor beam is only 500m anyhow.
Some tractor beams, like the lane hacker one, can tractor loot from about 1100/1200m, then you have to select and tractor each item, upto about 1500m.
As for the scanner bug, you can detect stations upto 13 k away, but only with the discovery version, with the other versions you have to be without about 10 k or less.
I've no idea if the spyglass scanner can see bases at 13 k, never tried it, though it's stats are identical to the discovery scanner.
As for players, they disappear from scanners, even when you've got them selected on the target list, at about 4.5 k.
Group members appear at about 9.5 k, even when not selected on the target list.
Also the cargo scan range is actually just under what the infocard states, eg:- 3 k scan range is actually nearer to 2.9 k
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Well, this was actually a helpful post. Explained a couple of questions I had. Thank you.
My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy
Miffy,Nov 5 2006, 06:43 AM Wrote:I cant find a post about this anywhere, so i hope i am not posting about a topic already spoken about.
But, i purchased the Albatross frigate and the very first thing that i noticed was the fact that i find it almost impossible to fly through asteroid fields.
The ship hits more asteroids than a Container Transport, but that is not the main issue. When you hit an object in a Container Transport, you simply bounce around like a ping-pong ball. When you hit an object in the Albatross, you have an almost 90% chance of actually getting stuck and "hanging" onto the asteroid. The only way to get off the asteroid is to F1 and restart your character so you can progress to your destination.
I flew from Kurile and was hoping to get to Omicron Minor, when after a shocking episode of "asteroid hanging" I flew to Crete, and left it there. I am too scared to fly it toward Minor, because of the asteroids.
I am not sure if anyone else has had this trouble, but this problem only happens in the Albatross.
Miffy
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Hey thanks for the heads up on that bird! I was just about to get one. Good timing!
My Lil' boats are
SS_Scorpion
SS_JackyBlue
SS_Guppy