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August 10 sprint update

#11
there is a very annoying bug

if u place an air or helium pump an an swiming craft the craft will "break"
(lost already 8 hours building time to this <.<)

noway to redo this all i can do is restart the designer
if i try to safe the craft it says there is no craft
and if it safes the craft the bug is still present after loading it
like's strange music Tongue
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#12
(2018-08-18, 12:53 AM)ThunderPanzer Wrote: (and pssst, you might make benzo shut up for once Tongue)

┴┬┴┤( ͡° ͜ʖ├┬┴┬
"If it's stupid but it works, it's not stupid."-TheMightyJingles.

My last name is Proctor
The Proctor is a ship in the game
Yay. I'm happy.

Blueprint thread: Probably going to re-do considering I'm re-doing a lot of my vehicles right now.
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#13
(2018-08-17, 07:42 PM)Skyer Wrote: @Nick, have you made Mouse4 and Mouse5 (and others) to be assignable keys for controls?
because I love having ship weapons fire on mouse forward (mouse5 I think)

@Benzo, You're kinda asking for negative reps?
you're really being annoying by writing that way and constantly begging doesn't help.

Added to latest sprint.. here is your ticket stub:
https://shareables.prod.atl-paas.net/emb...e/3KPnVzeG
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
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#14
(2018-08-18, 12:53 AM)ThunderPanzer Wrote: Hope this can get a ticket now that i've got proof it's an actual bug lol
Well this is more of a 2 in 1
1) Wheels don't care what their maximum drive setting is (on Q menu) or wether they got sufficient engine power to run. All they care about is having some kind of engine. You can run an infinite amount of wheels on only 10 power.
2) When static, every heavy vehicle bounces a lot on terrain. The issue however becomes resolved really quickly when on the move, and then persists when static once again.

I've made a blueprint demostrating those 2 bugs.
[Image: 6fb82c18cf.png]
A little rundown:

Yellow is about the first issue. Do as the sign says and delete the yellow engine block. It provides 400 power and should run all wheels with excess power. However, if you delete it, the only engine functioning will be a single cylinder engine which only provides 10 power. With 24 wheels, that's only 8% of the necesary power, yet the speed and acceleration remain identical. I forgot to include an ACB for this, but if you set the "propulsion components" factor down to, say, 10%, it will make no difference either.

Green and red are just the bouncing issue. Self explanatory. Green sets drive fraction to 1, while red sets it to 0.

I honestly have no idea what is going on behind the scenes, so I hope it's not too hard to fix these issues, especially the second issue which is driving me crazy (and pssst, you might make benzo shut up for once Tongue)


Here is your ticket
https://shareables.prod.atl-paas.net/emb...e/5VoszD9y
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
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Request tracker - request new features here
support - private portal to service desk
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#15
(2018-08-18, 09:16 AM)khkpck Wrote: there is a very annoying bug

if u place an air or helium pump an an swiming craft the craft will "break"
(lost already 8 hours building time to this <.<)

noway to redo this all i can do is restart the designer
if i try to safe the craft it says there is no craft
and if it safes the craft the bug is still present after loading it

Can you please provide a blueprint. Is the vehicle, or the space being pumped, extremely large?
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#16
(2018-08-17, 08:57 PM)HerpeDerp Wrote: Another juicy bug. Not new to devtest, but an important one nonetheless. Already posted on discord but posting here again:
In some situations shells don't collide with certain vehicles at all, even if the shells are not that fast and the other vehicle does not move at all. 
The attached blueprint should be a reliable way to reproduce it. It is a fortress though and a tall one so it may take some tries to not spawn it too low or high or it will take damage. The blueprint contains the target (an Atlas on a subvehicle spawner) and will start firing at it immediately. The shells should (or rather, they shouldn't) be flying through the atlas without hitting it.

Small clip of what happens (tracer shells flying through the Atlas. The Atlas being upside down has nothing to do with this):
https://gfycat.com/gifs/detail/TightDeepKronosaurus

It only seems to happen at very specific distances and the shells either collide normally or not at all with the vehicle. I'm guessing the problem lies not in the code where it checks whether shells collide with specific blocks but rather in the part where it decides to check or not check a vehicle at all.

I'll take a dive into the source code later today and will update this if I find the problem

Made a ticket for this 
https://shareables.prod.atl-paas.net/emb...e/Ha4jyZwp
Seems to be linked to a number of issues we're investigating.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#17
(2018-08-17, 08:57 PM)HerpeDerp Wrote: Another juicy bug. Not new to devtest, but an important one nonetheless. Already posted on discord but posting here again:
In some situations shells don't collide with certain vehicles at all, even if the shells are not that fast and the other vehicle does not move at all. 
The attached blueprint should be a reliable way to reproduce it. It is a fortress though and a tall one so it may take some tries to not spawn it too low or high or it will take damage. The blueprint contains the target (an Atlas on a subvehicle spawner) and will start firing at it immediately. The shells should (or rather, they shouldn't) be flying through the atlas without hitting it.

Small clip of what happens (tracer shells flying through the Atlas. The Atlas being upside down has nothing to do with this):
https://gfycat.com/gifs/detail/TightDeepKronosaurus

It only seems to happen at very specific distances and the shells either collide normally or not at all with the vehicle. I'm guessing the problem lies not in the code where it checks whether shells collide with specific blocks but rather in the part where it decides to check or not check a vehicle at all.

I'll take a dive into the source code later today and will update this if I find the problem

Made a ticket for this 
https://shareables.prod.atl-paas.net/emb...e/Ha4jyZwp
Seems to be linked to a number of issues we're investigating.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#18
i dont thing its overly large (230meterlong 35 width 32 high)

its a ship suposed to swim

simply put an air pump somewhere(when it floats) on it and the problem should happen

(it didnt happen if using capslock to "lift" the ship in build mode)

and an other bug i have with this ship
the game is telling me not all engine exthaust leaving the vehicle.... (i dont have an engine yet?!)


Attached Files
.blueprint   Cruiser Type 01 MK II Defuse non mod.blueprint (Size: 805.39 KB / Downloads: 9)
like's strange music Tongue
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#19
Hey Nick. Do you remember how I posted something about ammo stored in clips being not remembered? Meaning, those clips always spawn empty.

I found the issue. I had captured a prefab of the ammo customizer I used for my main guns, and placed it below the other one. So I could easily store and switch between two shells for that gun.
Problem is, the prefab also captured the ID. So when I placed it, there were suddenly two ammo customizers with the same ID, which caused the bug.

edit: Also got another error message while loading a save from 5 days ago. Game does allow me to play the save, but the fog of war is gone. https://i.imgur.com/LV7z6w7.png

edit2: Shortly after in that save, while I was modifying my starting base (bulding new stacks for the refinery), it crashed. No crash log, but output log attached.


Attached Files
.txt   output_log.txt (Size: 201.29 KB / Downloads: 10)
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#20
Found a fairly minor bug, Nick. When the avatar is sitting in a chair, they'll jump out of it when you press spacebar when you're in free camera mode. Merely annoying most of the time, but potentially deadly in adventure mode and the like.
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