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

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4.86 Model Issues
Offline CHUNKINATOR
01-08-2012, 10:26 PM,
#51
Member
Posts: 138
Threads: 10
Joined: Apr 2011

The Sarissa is having huge problems when docking with Jumpholes,
you can only successfully dock at ~300m, otherwise you just get stuck.

Aeternus: Moved HpMount to fix this - the bottom tip needs to be docked to a jumppoint after update 3. However, moving this hardpoint can cause this model to get issues undocking from planets. Like any battleship - docking with a planet is at your own peril.
Also: Double report. Please check if what you're reporting has already been reported. The volume of bugs is creating a dev workload in and of itself.

[Image: 2mrxvrl.png]
Offline AeternusDoleo
01-09-2012, 01:20 AM,
#52
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Mod notice: Okay, did some cleaning of 4.85 stuff - fresh start now. Sort of.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline AeternusDoleo
01-09-2012, 04:40 AM,
#53
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Okay, everything up to this reply has either been handled or scheduled.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Jack_Henderson
01-09-2012, 07:24 AM,
#54
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

The Akegata has some problems with its firing arcs. While most other battle transports can fire all guns to the front, some of the turrets of the Akegata keep stuck at a weird angle and cannot, rendering the Akegata at an (unnecessary) disadvantage.

This could be intentional, or a bug. That's for you to decide =)

Thank you for your continuous effort!

Aeternus: This is by design. The aft turrets do not have a forward arc.

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Offline Lunaphase
01-10-2012, 07:22 AM,
#55
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Noticed the nephelim class zoner dreadnought now sometimes gets stuck ON jumpholes. As in, the shield sometimes prevents it from jumping into it as if its a physical object.

Also, minor hitbox issue, rocks tend to get stuck underneath the canopy-like things on top, making the ship come to a jarring hault. /stuck doesent seem to dislodge them, making you have to back the entire ship up.

Aeternus: Noted on the jumphole, I'll probably have to move HPMount to fix that. The hitbox is - again - by design, true to skin hitboxes tend to get stuck if there's concave surfaces on the forward arc. Caps having issues moving through roidfields? I'd call that a feature...

[Image: lunasig2.png]
 
Offline Goddess Astra
01-10-2012, 07:35 AM,
#56
Member
Posts: 708
Threads: 113
Joined: Apr 2010

On the Fearless zoner destroyer, there appears to be two turrets placed in such a way that they overlap with each other. Perhaps they could be moved to the outside of that area instead of being in that trench thing where they clip?

http://i31.photobucket.com/albums/c366/Sco...01-33-17-72.png

http://i31.photobucket.com/albums/c366/Sco...01-33-25-82.png

Aeternus: Noted. I'll see about moving them to the other side of those portrusions they're on. Looks like there's enough room.

[Image: VuqlNAR.gif]

Freelancer Reimagined: Complete Music Overhaul
Offline Jamez
01-11-2012, 12:26 PM,
#57
Member
Posts: 1,571
Threads: 80
Joined: Feb 2006

The Saishi and Touketsu have Order engine effects.

The Anki has civilian engine effects. I have talked with Jinx, the civilian engine effects suit the models better, and it fits with the ships being a civilian line.

To make the shipline more consistent, the Saishi and Touketsu should have their engine effects changed to civilian.

Aeternus: Ticketed.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
 
Offline Jinx
01-11-2012, 12:50 PM,
#58
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

zoner fearless: they were meant to be rather limited - but i m OK with having them moved to another location

renzu ships: agreed - consistency should be applied - as long as the engines fit ( sizewise )

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Offline Anonymous User
01-11-2012, 03:28 PM,
#59
Member
Posts: 2,052
Threads: 132
Joined: Nov 2009

a old bug - was already messed in 4.85 but never fixd'

order bomber - pilot feet are in space

[Image: unbenanntso.jpg]

Aeternus: Ticketed.

]
 
Offline Lunaphase
01-12-2012, 10:27 PM,
#60
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

Another one for ya. The lights on the Rheinland Battle transport (urez, i think is the name), on the top foward and top rear container, are positioned the same as the turrets. This results in the turret having a light IN it, looking damn strange. Seems the light hardpoint and turret hardpoint are in the same spot. Also, while not specifically a model bug, was it supposed to turn slow as it does? Currently a rmbs turns tighter.

Aet: I believe it's stats are a one on one copy from the Shire in terms of maneuverability. Big civvy ships turn slow, by intent. Ticketing the light issue...

[Image: lunasig2.png]
 
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