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[Ships] Passenger Liner explodes at near full hull

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[Ships] Passenger Liner explodes at near full hull
Offline E X O D I T E
05-26-2020, 01:05 AM, (This post was last modified: 05-26-2020, 03:15 AM by E X O D I T E.)
#1
Banned
Posts: 1,007
Threads: 133
Joined: Mar 2013

====================
Type: Ship Stats
Bug: The Passenger Liner arbitrarily decides to go through an explosion fuse upon taking a certain amount of damage.
====================

The Oasis Passenger Liner will randomly decide to explode regardless of actual hull left on a ship if a component takes enough damage. However, the damage taken seems to be inconsistent, sometimes I will tank fire for like 5 minutes, and sometimes I take a couple shots from a station turret and go boom.


[+]shiparch data block
Code:
[Ship]
ids_name = 237036
ids_info = 500045
ids_info1 = 504421
ids_info2 = 458753
ids_info3 = 500015
ship_class = 10
nickname = dsy_liner
LODranges = 0, 700, 1050, 1500, 2000, 2800, 4500, 12000
msg_id_prefix = gcs_refer_shiparch_luxliner
mission_property = can_use_med_moors
type = FREIGHTER
DA_archetype = ships\utility\luxury_liner\luxury_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 800.000000
hold_size = 4300
nanobot_limit = 700
shield_battery_limit = 700
hit_pts = 180000
explosion_arch = liner_explosion
cockpit = cockpits\discovery\luxury_liner.ini
pilot_mesh = generic_pilot
max_bank_angle = 15
camera_offset = 40, 240
camera_angular_acceleration = 0.015000
camera_horizontal_turn_angle = 23
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 1800, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 10000, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 300000000.000000, 300000000.000000, 500000000.000000
angular_drag = 1500000000.000000, 1500000000.000000, 1500000000.000000
rotation_inertia = 300000000.000000, 300000000.000000, 300000000.000000
nudge_force = 30000.000000
strafe_force = 20000
linear_drag = 1.000000
strafe_power_usage = 2
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
bay_door_anim = Sc_open bay
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = fuse_ge_liner_death, 0.000000, 1
fuse = drop_cargo_fuse, 0.000000, 1
hp_type = hp_gun_special_5, HpTurret_Liner_02, HpTurret_Liner_07
hp_type = hp_turret_special_3, HpTurret_Liner_01, HpTurret_Liner_02, HpTurret_Liner_03, HpTurret_Liner_04, HpTurret_Liner_05, HpTurret_Liner_06, HpTurret_Liner_07, HpTurret_Liner_08, HpTurret_Liner_09, HpTurret_Liner_10, HpTurret_Liner_11
shield_link = bigship_shield_150m, HpMount, HpShield01
hp_type = hp_freighter_shield_special_6, HpShield01
hp_type = hp_freighter_shield_special_5, HpShield01
;hp_type = hp_freighter_shield_special_4, HpShield01
hp_type = hp_freighter_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_3, HpSpecialEquipment04
hp_type = hp_elite_shield_special_2, HpSpecialEquipment05
hp_type = hp_thruster, HpThruster01
hp_type = hp_countermeasure_dropper, HpCM01
explosion_resistance = 0.900000
hp_type = hp_elite_shield_special_1, HpSpecialEquipment01
hp_type = hp_fighter_shield_special_1, HpDockingBay01, HpDockingBay02
tl;dr
fuse = fuse_ge_liner_death, 0.000000, 1
fuse = drop_cargo_fuse, 0.000000, 1

User was banned for: https://discoverygc.com/forums/showthrea...tid=182360
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Offline Egon Bigmemes
05-26-2020, 01:08 AM, (This post was last modified: 05-26-2020, 01:09 AM by Egon Bigmemes.)
#2
Member
Posts: 1,715
Threads: 110
Joined: Mar 2009

This is fascinating since I don't think the liner's had a functional fuse in the entire time I've played Discovery, along with 99% of fuses on other ships having been turned off already.
Offline E X O D I T E
05-26-2020, 02:51 AM, (This post was last modified: 05-26-2020, 02:53 AM by E X O D I T E.)
#3
Banned
Posts: 1,007
Threads: 133
Joined: Mar 2013

We found the culprit.

It appears that the component separating the bow from the middle, when taking approximately 6-7k damage, will cause the whole ship to explode, as seen here.



EDIT: also apparently Passenger Liner is exempted from balancemagic, not that it matters...

User was banned for: https://discoverygc.com/forums/showthrea...tid=182360
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Offline Megaera
05-26-2020, 02:53 AM,
#4
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Joined: Dec 2017

I shot the ship from several angles. That one spot only takes a few fighter shots at full hull to destroy the ship.


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Offline Haste
05-27-2020, 03:18 PM,
#5
Lead Developer
Posts: 3,671
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

I can't quite tell if you're hitting the turret in that video or the actual hull. Looking at shiparch.ini, the components have 69300 hitpoints, which is obviously higher than the above-mentioned 6-7k damage.

I can easily merge the components into the main hull (as has been done to the vast majority of ships in Discovery) and fix death-by-component, but I'm a bit curious if shooting the turret also somehow kills the ship (as it obviously shouldn't).

[Image: cdSeFev.png]
Offline Alex.
05-31-2020, 08:40 AM,
#6
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Posts: 3,938
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Staff roles: Server Manager
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other ships to check
Code:
no_gunboat {'fuse_no_gunboat_death'}
no_battleship {'fuse_no_battleship_death'}
ge_liner {'fuse_ge_prison_death'}
ge_prison {'fuse_ge_prison_death'}
dsy_liner {'fuse_ge_prison_death'}
dsy_prison {'fuse_ge_prison_death'}
li_gunboat {'dsy_gunboat_death_fuse'}
dsy_battlestar {'dsy_battleship_death_player_fuse'}
dsy_bsg {'dsy_battleship_death_player_fuse'}
dsy_no2_bcruiser {'dsy_cruiser_death_player_fuse'}
dsy_no_cruiser {'dsy_cruiser_death_player_fuse'}
dsy_providence {'dsy_battleship_death_player_fuse'}
dsy_rh_carrier {'dsy_battleship_death_player_fuse'}
dsy_coa_carrier {'dsy_battleship_death_player_fuse'}
dsy_angurvadal {'dsy_battleship_death_player_fuse'}
dsy_cargobarge_1 {'dsy_barge_death_player_fuse'}

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[Image: dI8iG0a.png]
Offline Dark.Star
05-31-2020, 10:46 AM,
#7
[RM] - Rheinland Military
Posts: 775
Threads: 64
Joined: Nov 2017

What caught my eye is that it's an old kind of big ship fuse.

The one in which parts start to separate and remain as actual wreckage, instead of just explosions going around for a bit of time. Imo that kind of fuse is pretty cool and should be added back. (I know I know, fuses bug server or ships etc., similar to dock modules story. Dock modules however got fixed, but if fuses would be fixed as well that'd be really cool Smile )

[Image: unknown.png]
[Image: yelol.png]
Offline Megaera
05-31-2020, 06:33 PM,
#8
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Posts: 2,784
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Joined: Dec 2017

(05-27-2020, 03:18 PM)Haste Wrote: I can't quite tell if you're hitting the turret in that video or the actual hull. Looking at shiparch.ini, the components have 69300 hitpoints, which is obviously higher than the above-mentioned 6-7k damage.

I can easily merge the components into the main hull (as has been done to the vast majority of ships in Discovery) and fix death-by-component, but I'm a bit curious if shooting the turret also somehow kills the ship (as it obviously shouldn't).

I was the one shooting it. I was shooting the hull, not the turret. There is a square section of hull that is an instant kill if only a few shots of my fighter hit it.


Matriarch Of the Gen'an Chrysanthemums - Ishikawa Aya
Gen'an Cell Information - Recruitment - Communications Network

Megaera - Ishikawa Masako
Feedback - Data Storage - Birth of a goddess

Offline Haste
06-16-2020, 07:14 PM,
#9
Lead Developer
Posts: 3,671
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

Related to this: https://discoverygc.com/forums/showthrea...tid=180609.

I've removed the [CollisionGroup]s from the Passenger Liner and the Prison Liner, which should fix this in the first upcoming patch.

[Image: cdSeFev.png]


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