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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.82 Beta features, bugs & suggestions

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Discovery 4.82 Beta features, bugs & suggestions
Offline Korrd
11-30-2006, 05:02 AM,
#101
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

Tractor beam problem is still there. You cant auto tractor anything at more than 1000m even if max range is 1500m. And is just plain annoying.

Also, the newcastle system blinks... I could not get a video of it because it stopped blinking when gamecam was activated O_o (that is solved by increasing game view distance)

the outcast bs has a problem with tradelanes. It gets stuck on tradelane exit against an invisible limit in the stem.


[Image: 3cfefe54.jpg]

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(If you find any mistake in my English, please let me know via a PM)
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Offline Igiss
11-30-2006, 10:08 AM, (This post was last modified: 11-30-2006, 10:12 AM by Igiss.)
#102
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

Korrd dammit, look at this, taken in 100% pure 1.0 vanilla:

[Image: screen61.JPG]

Any more proof needed? My cargo bay was empty, and distance to the gun is 1078m. "Tractor all" icon disappears at about 1010m distance if there's no other loot around.

As for Outcast Destroyer... it has a hitbox from another ship, logically it doesn't suit very well, but I can't make it any smaller than now.

Outcast guns will be back, Trade Lanes won't be selectible from any distance longer than 45K, and as for the sun waypoint... well, never seen anything that weird. Need more details on this one, really, if you can repeat the situation and post all details, I'll be most grateful.
Offline Fellow Hoodlum
11-30-2006, 12:56 PM,
#103
Bodacious Cowboy
Posts: 6,386
Threads: 1,038
Joined: Feb 2006

Igiss, This was actually the second time this had happened, I didn't know about the first
time, till posting, when I heard the words' That happened earlier.'
All missions were taken from the Schwerin, and a part of the RM tagging exercise, as the
RH military have no bribes available. Uncorruptable lot ...
Any char not in Omega 15, and grouped with the mission taker, experienced this. Possibly
due to this system being new, and the nav unable to decide a route for it.
What some of us will try to do is recreate this, using both new and existing systems, and
grouped at distance. If there are other parameters you need, or would like to add, please
let me know.

Hoodlum


[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
Offline Korrd
11-30-2006, 02:30 PM,
#104
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

I see.
Can the auto tractor range be increased to max range of the tractor beam?
It's annoying having to use reverse in a battleship to tractor loot because your target died more than 1000m behind.

[Image: 3cfefe54.jpg]

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(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 Smile)
 
Offline Igiss
11-30-2006, 02:51 PM,
#105
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

There's no entry for this in ini file for tractors, there's no entry in constants general ini. I assume that it is hardcoded, and I don't know where. Few chances that it will ever be fixed. I'll try to ask on TLR.
Offline Korrd
11-30-2006, 03:51 PM, (This post was last modified: 11-30-2006, 03:51 PM by Korrd.)
#106
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

I guess they used a constant for auto tractor and forgot to change it to the global variable when the app was compiled...

If it can't be changed then I wont rant about it...

[Image: 3cfefe54.jpg]

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(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 Smile)
 
Offline Igiss
11-30-2006, 06:16 PM,
#107
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

Call to everyone who's playing.

I plan to release the final version of 4.82 tomorrow. No serious issues were found in 4.82 beta 3, so releasing any more beta versions doesn't seem suitable to me.

Therefore, if you have any suggestions regarding balance, bug or error reports, please post them now. And test, test, test everything that you are able to test. Visit new systems. Fly new ships.

Hoping for your assistaince in making this mod better,

Igiss
Offline Malaclypse 666
11-30-2006, 06:29 PM,
#108
Member
Posts: 3,634
Threads: 87
Joined: Sep 2006

Thank you for the new "fatter" hold on the Behemoth... unexpected bonus. Flies just fine.

Brief forays in both Spatial and RH Pirate Cruiser... seemed ok, altho I wouldn't buy the Spatial again on a bet! Too bizarre!

No probs.. excellent work.

[Image: malsig_alt1.png]
 
Offline Koolmo
11-30-2006, 07:58 PM,
#109
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

I got a couple of cosmetic things, the thrusters on the CSV and the Ravens Claw only work on one side, i remember that the old Crow had the same problem, and the thruster was relocated with the new modl, is there any way to move the working thruster without screwing up the model?

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
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Offline mAtty
11-30-2006, 07:58 PM,
#110
Member
Posts: 51
Threads: 2
Joined: Sep 2006

one thing i noticed in beta 3, when activating from FLMM, you can chose to see trade lines from 45k away. In game this actually made my scanners more powerful, allowing me to map stuff from farther away. Is this what is supposed to happen?
 
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