Litcube's Universe
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 448
- Joined: Thu, 15. May 14, 14:25
[BUG] Hired Civ TL's can't pass through gates
Tried this on the last 3 patches just to make sure I was not at fault.
If you hire a civ TL like a casino and ask the captain to move to a shipyard it blows up as soon as it tries to go through a gate.
If you hire a civ TL like a casino and ask the captain to move to a shipyard it blows up as soon as it tries to go through a gate.
-
- Posts: 2252
- Joined: Fri, 12. Mar 04, 01:03
-
- Posts: 68
- Joined: Tue, 7. Feb 12, 20:58
The MDS was never required, especially since it's primary function (breaking BIG asteroids) always needed manual intervention, unless you were playing modded. Tornados are compatible with more ships, though I usually did the job with PPCs.
I would assume mobile mining still works, but with the new merged asteroid yields and the whole integrated SCH thing, why would you want to?
(Also, freighters cost MUCH more than they used to, which further makes MMing less desirable.)
I would assume mobile mining still works, but with the new merged asteroid yields and the whole integrated SCH thing, why would you want to?
(Also, freighters cost MUCH more than they used to, which further makes MMing less desirable.)
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
BIG PROBLEEMOOS!
Trying to export, takes ~10min or so and says "done" but no "log08382.txt" in users/documents/ego/ap
Tried searching my entire computer for "log08382.txt" and "08382" but nothing found exept two shortcuts from most likely "recent docs"
Just updated to 1.18 hoping it would fix the infinite loop-error.
Trying to export, takes ~10min or so and says "done" but no "log08382.txt" in users/documents/ego/ap
Tried searching my entire computer for "log08382.txt" and "08382" but nothing found exept two shortcuts from most likely "recent docs"
Just updated to 1.18 hoping it would fix the infinite loop-error.
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
Oh... Must have missed it in the massive wall-of-text. May still wanna update the import/export part tho. No errors so far, seems to work fine...Litcube wrote:It's been there since 1.1.7.swatti wrote:EDIT: you didnt mention the import/export empire file being in the T-folder in change-log. May wanna update that...
ODDITY: Is the Valhalla supposed to be in Avarice, Goner Sector?
EDIT: wait a minute! Goners with Dreadnaught!? * Gulp *
EDIT 2: Valhalla in Avarice is shooting at OTAS and Argon transports... Intended? Also if im not mistaken, that is a vanilla model, AKA: cant use gates cause too big.
-
- Posts: 448
- Joined: Thu, 15. May 14, 14:25
-
- Moderator (English)
- Posts: 30563
- Joined: Fri, 16. Apr 04, 19:21
Hi Litcube, I'm enjoying this mod a lot. V 1.1.8 with no other mods/scripts. Maybe other players could double-check this issue report but there seems to be a weapon issue with the Pirate Buster. I had one bail with 6 PRG aboard (my first M4 bail from the Ultralight start!). You can dismount/mount and group these weapons when in the Advanced/Weapons screen but no main weapons ever show on the bottom left of the HUD and you cannot fire your weapons manually even when mounted and the correct group selected. Same issue when I mounted PACs, no main weapons shown in the HUD and you cannot fire them - unlike with the few other ships I have tried.
Sorry if this has been noted before.
BTW, *some* defend station and sector patrol missions still give a corrupt reward message ("number, number") in the log even though the topic was addressed in a recent patch I think. Let me know if you want exact details logged or if this is also well-known.
Sorry if this has been noted before.
BTW, *some* defend station and sector patrol missions still give a corrupt reward message ("number, number") in the log even though the topic was addressed in a recent patch I think. Let me know if you want exact details logged or if this is also well-known.
A dog has a master; a cat has domestic staff.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Potential lag issue with M3 Starburst:
After undocking in one for the first time, the screen stuttered as I moved my cockpit field of view around. Flying around with x10 SETA exacerbated the problem with FPS taking a big hit (from fluid to <5 on a high-end rig and an early, low-infrastructure game). Switching back to a different ship stopped the issue. Notable that with SETA travel, the engine trails flash back and forth in front from the cockpit - no idea if related though.
Further scripts used in the game, from the list of scripts reported as compatible. No issues seen with about 4 ships flown previously in the LU mod game.
After undocking in one for the first time, the screen stuttered as I moved my cockpit field of view around. Flying around with x10 SETA exacerbated the problem with FPS taking a big hit (from fluid to <5 on a high-end rig and an early, low-infrastructure game). Switching back to a different ship stopped the issue. Notable that with SETA travel, the engine trails flash back and forth in front from the cockpit - no idea if related though.
Further scripts used in the game, from the list of scripts reported as compatible. No issues seen with about 4 ships flown previously in the LU mod game.
-
- Posts: 68
- Joined: Tue, 7. Feb 12, 20:58
I've noticed similar lag, but not tied to a particular ship. Kingdom End is a reliable lag-basket for me. Look around (either with numpad or steering the ship) and I always get massive lag. Small amounts of turning are usually okay, 180 degrees and I have to sit and wait. I assumed it was related to high-res skybox textures that my poor computer couldn't quite handle.
May be related, might not.
May be related, might not.
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
https://code.google.com/p/litcubesunive ... _report_it?
Edit: Alan, will look into that. Need more info on the startburst lag. Funk: Will try to replicate.
Edit: Alan, will look into that. Need more info on the startburst lag. Funk: Will try to replicate.
-
- Posts: 3
- Joined: Fri, 24. Jul 09, 14:04
I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
Interesting!jokke93 wrote:I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.
-
- Posts: 3
- Joined: Fri, 24. Jul 09, 14:04
-
- Posts: 4254
- Joined: Fri, 20. Oct 06, 19:02
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
-
- Posts: 425
- Joined: Tue, 15. Aug 06, 15:47
Seems like this is related to the Missile Safety Script which Litcube integrated into LUV.Litcube wrote:Interesting!jokke93 wrote:I have som strange missile behaviour in my game. Quite a few times now the missiles suddenly lose their hitbox (no shots hit, missile cannot detonate on target) I have only observed this happen with missiles targeted at the player ship. And it seems that this happens only if the ship is destroyed simultaneously as the missile is fired.
If the firing Ship is destroyed before the Missile reaches its activation distance to it, it's not activated and thus flying around with a "noclip" feature.
No hard information on this though. It's just a thought that came to my mind, maybe I can give you a headstart on fixing this Lit
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.
[ external image ]
[ external image ]
Litcube wrote:Don't succumb to the "I figured it'd be ok".
-
- Posts: 57
- Joined: Sun, 11. Dec 11, 07:25
this may be one of the reasons the original Missile Safety Script had a time activation on it as well as the distance oneIdleking wrote: Seems like this is related to the Missile Safety Script which Litcube integrated into LUV.
If the firing Ship is destroyed before the Missile reaches its activation distance to it, it's not activated and thus flying around with a "noclip" feature.
No hard information on this though. It's just a thought that came to my mind, maybe I can give you a headstart on fixing this Lit
"I feel a great disturbance in the forum, Like millions of voices cried out in Joy, as a new modder was born."