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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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4.86 update 6 bugs central thread

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4.86 update 6 bugs central thread
Offline Eternal Nightmare
07-03-2012, 06:03 PM,
#41
Member
Posts: 240
Threads: 11
Joined: Mar 2010

==============
TECH NERF
==============


Eagle
------
FL ID

2 Debs
1 Deb turret
4 ragnaroks



10% core...for using codes and civilian stuff?

Aet: Generic IDs / civvy gun issue. Should be solved next update.

[Image: resized-1.gif]
bloogaL
07-03-2012, 06:04 PM,
#42
Unregistered
 

==============
TECH NERF
==============


LR IDed Scylla, 2 cerbs, 2 Light mortars, 2 pulse cannons and the rest rogue guns gets its power core nerfed to 90%
Offline Vulkhard Muller
07-03-2012, 07:09 PM,
#43
20yrs & I Only Got This Title
Posts: 2,366
Threads: 422
Joined: Feb 2012

==============
TECH NERF
==============


Ravens talon
Pirate ID
Purp Gods
Flashes
Debs

10% Core

Aet: Generic IDs / civvy gun issue. Should be solved next update.


Sent me a Comm? Haven't received a reply in a reasonable time span? Sorry! Post here and I'll get back to you asap!
Offline Ursus
07-04-2012, 03:19 AM,
#44
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

' Wrote:no longer getting the little voice messages for things like "goto" and "dock"

also not getting error messages like "dock in use, entering queue" whenever a jumpgate or jumphole is already busy
' Wrote:Something broke the missions where you have to "arrest" the target and bring the escape pod back.
These are both working now

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Offline Blodwyn O'Driscoll
07-04-2012, 03:26 AM,
#45
Member
Posts: 458
Threads: 28
Joined: Nov 2010

==============
REP HACK
==============



Molly ID , now being rep hack with IMG, 3 negatives slots.

Aet: Not a bug - for changes there's another thread.

(03-31-2010, 11:48 PM)Sprolf Wrote: That is the crux of the matter.
If you aid us, and you aid them, you are the enemy.
If you do not aid them, you are worthless outside of extortion potential.
If you aid us, you will be treated with respect.

Colin H. Breen, of the Molly Republic
Offline SummerMcLovin
07-04-2012, 11:17 AM,
#46
Former Admin
Posts: 3,080
Threads: 73
Joined: May 2012

==============
REP HACK
==============


Not sure if this is only from the update, but I find it unusual that LWB are the only faction that the Freelancer ID rephacks, especially strange since it is to no-dock. Makes setting up ships of that kind rather annoying.

Aet: Decision by the LWB official faction - they didn't want independent pirates and freelancers docking on their bases. Their decision, not yours.

Kingdom of Bretonia
Colonial Republic
Independent Miners Guild
Ex-Admin
Offline Drakaisyl
07-04-2012, 07:50 PM, (This post was last modified: 07-04-2012, 08:01 PM by Drakaisyl.)
#47
Member
Posts: 346
Threads: 62
Joined: Jun 2009

==============
REP HACK
==============


Rephack for the GC ID hostile to the Liberty Cooperations is still in place which wasn't before the update.Could you please fix it,too.And Rephack remains neutral to Liberty Lawfull forces...which prevents from docking at Manhattan and other stations with Coorps bases around until we don'T even get a neutral rep hack for the Libby Corps as well.
Offline hansen-dennis@hotmail.com
07-05-2012, 12:20 AM,
#48
Member
Posts: 171
Threads: 11
Joined: Jan 2011

====================
TECH NERF
====================

Junkers get a 10% tech nerf when using the Bayonet and Broadsword. Pretty annoying when the Bayonet is only on 9K when full power.

Aet: Border world tech OR civilians ship tech at 100%. I believe the Congress requested civvy ships, so there's a 10% nerf on BW ships. Ask the Congress for a change to this if you want it changed. Not a bug.

[Image: o0ditj.png]
Vagrant Raiders recruitment. VR Info.
 
Offline Hone
07-05-2012, 09:20 AM,
#49
Banned
Posts: 4,577
Threads: 287
Joined: Jan 2010

==============
TECH NERF
==============


Gallic Junker ID is 90% nerfed to sirius civillian guns, when the chart says only sirius civillian ships get nerf, and guns are free.

User was banned for: Griefing others
Time left: (Permanent)
Offline Prysin
07-05-2012, 04:14 PM,
#50
Apex Predator
Posts: 3,101
Threads: 165
Joined: Jul 2009

' Wrote:==============
DOCKING MODULE
==============


We tested this with a Shire + 1 docking module and a Scraper.

1. After docking a ship once, a ship with a docking module can no longer take in any ships, even after the ship has undocked - they will receive the error message "Target Ship Has No Free Docking Capacity". Docking on a station and undocking again doesn't fix this, only after relogging to the Server the docking module can be used again.

2. The Docking module seems the be very sensitive to movements, greying out the docking option after only slight turns. This could easily be abused to prevent docking by ramming a carrier, and I don't believe that's intended.

==============
DOCKING MODULE
==============


Addendum: Only solution to Problem 1, as of yet is for the Carrier/BS/Liner to DIE.....

Tested the following: Undocking without module attached, selling/rebuying module, logging off without module installed.

Only solution; Death

This applies even if the same ship docks and undocks. Test ship "Spaghetti", Carrier/BS "MNS-Razorspine" (OC Dread).

Suggested Fix; the implementation of a "/flush" command to empty any potential cache/temp file issues. I suspect this problem is caused by a parameter that is not properly reset upon undocking the carrier.

==============
Conn stuck solution
==============


BS/Carrier/Liners with Docking module can be used to transport ships stuck in conn. Tested with OC Dread & Sabre. Sabre was stuck, transported from Conn back to original Carrier base (Valetta). No further issues regarding going back and forth after that...



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