Beta 8 Bugs

Moonsword

Spaceman
Okay, I've dowloaded the game and started playing... and run into a few new bugs for you to squash.

First of all, sometimes, when I take a 'Bounty-Pirate Capship' mission, I'm not after a Drayman but a Talon... with a Drayman in the background. The Drayman is not, repeat, NOT the bounty target for some reason. I've only seen it with the ones that aren't supposed to have an escort, escorted Drayman attacks work like they should.

Second, I don't always get paid for both missions if I take and complete two bounty missions at the same time.
 
Third, the game still seems to have some problems with the concept of an 'unescorted' target. I go in to hit a Talon that the mission description says is alone and there's at least three of them at the jump point... and at least one of the 'extras' was in the same flightgroup as the target.
 
Okay, random encounters I can live with. They're unpleasant, but then, so is life, sometimes.

Bug #1, though, is not due to 'random encounters'. And I just confirmed that it's not just with non-escorted Draymen, because I hit one with a one-ship escort... and the target was actually a Talon. An *additional* Talon. There's something screwy there, methinks.
 
I've been running across the same thing pretty consistently myself with the latest data.
 
Bug #4: When buying new ship and stripping my Tarsus for cash, I discovered that you have an infinite supply of guns... As in, sell them, switch to the Gladius, check the sheet, find the guns are there, sell them, 'buy' the Gladius again, and they're back again!
 
weird... so switching between tarsus and gladius...

do other upgrades stick with the gladius? what if you upgrade the guns...do the old ones get replaced on there--reminds me of a familiar bug...

please send your .vegastrike/serialized_xml/savegamename file to privater *atsign* gmail.com :) I want to make sure that it isn't that old bug...wonder how it cropped up again.

--hellcatv
 
could be the inertia your fighter has when turning

you could try boosting the y/p/r/ acceleration in your ship to see if that fixes it
if acceleration is high enough it becomes more videogame-ish

you can do that by editing units/units.csv in excel and changing the ypr columns
 
It takes time to overcome inertia. You can't go from being perfectly still to spinning at 70 degrees per second instantly.

If there is no reaction at all for a half seconf after you move the joystick, it is likely a bug. If it takes a moment to start spinning at full speed, that is to be expected. The Tarsus is not exactly nimble.

As Hellcat said, if it is a little too truck like, try editing the values in units.csv and let us know what values you are satisfied with
 
MamiyaOtaru said:
As Hellcat said, if it is a little too truck like, try editing the values in units.csv and let us know what values you are satisfied with

i would say cool, so long as it doesnt become the standard default values over the original standard default values....

Brad Mick
 
BradMick said:
i would say cool, so long as it doesnt become the standard default values over the original standard default values....

Brad Mick
No worries, I'm just curious about what he'd set it to. I'm quite happy with how it is at the moment.
 
It doesn't do anything for a second. I'll bump the joystick around and it'll delay pretty much everything I do for about a half second. I'll stop moving the joystick and I'll still be moving, then I'll come to a dead stop.
 
try adjusting the csv...if that fixes it, then we'll know why, and it's by design

if not... then it's something wrong with your joystick or our joystick code...

but complaining about it here won't help...we need your active support in solving the problem in order to, well, solve it :)
and that means editing units/units.csv in excel
adjusting the yaw pitch roll of tarsus.begin
and seeing if that improves gameplay--if so we can correct it in future releases, otherwise we'll go on diagnosing your joystick input.
 
gotta be good ;)

newtonian physics in the FM is a nice touch...gotta say i like it. makes it feel more like the books describe.

Brad Mick
 
Fixed bug (I hope)

I think I fixed the bug about the bounty mission telling you to whack the wrong target


"Bug #1, though, is not due to 'random encounters'. And I just confirmed that it's not just with non-escorted Draymen, because I hit one with a one-ship escort... and the target was actually a Talon. An *additional* Talon. There's something screwy there, methinks."

please, if anyone can, try to see if this patch fixes the bug

the patch consists of 2 files.. (total 20K)
http://vegastrike.sf.net/users/hellcatv/faction_ships.py
http://vegastrike.sf.net/users/hellcatv/launch_recycle.py

replace the old files in your modules/ directory and tell me if bounty is more accurate about what ship type you have to kill--I haven't actually seen the problem recently, but I did find a problem with the files above that would have caused it in the case that you had to nail a ship of one kind where the more common ship is of the other kind.
Please, someone let me know :-D
 
Back
Top