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Mike Substelny

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Reply with quote  #46 
Quote:
Originally Posted by Admiral Legasse


One possible workaround for future events would be to create an event that triggers when the players move within a pre-defined region of the map, then spawn the "hidden" vessel as part of the script.  Adding a timer would further guarantee you'd avoid it being "discovered" early.  I'm pretty sure that was basically how the nebula of monsters worked in "Mission to Hell," if I'm not mistaken. 


Yes, that's true and it was how the LARP script originally worked. Unfortunately I had problems with inflicting damage to certain systems on the hidden ship in playerslot=2 so I needed to spawn it early.

I tried to achieve ambitious goals in that LARP script and discovered that PvP scripts produce a lot of unexpected behavior. [frown]

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JordanLongstaff

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Reply with quote  #47 
ISSUE
Homing missiles normally require three minutes to build, divided by a docking station's build factor. For example, an Industrial base has a factor of 3.0, so it only requires one minute to building Homing missiles, whereas a Science base requires six minutes because it has a factor of 0.5. Whenever you start a campaign in Solo Mode, the first thing all of the stations build is a Homing missile, but for some reason they all require five minutes regardless of their build factor. If you just tell the station to start building Homing missiles, it will then recalculate the build time from the usual formula, instead of saying "We're already building that" as it usually would; this holds true even if the station had finished building the first Homing missile and started another missile.
ryleyra

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Reply with quote  #48 
Quote:
Originally Posted by JordanLongstaff
 Whenever you start a campaign in Solo Mode, the first thing all of the stations build is a Homing missile, but for some reason they all require five minutes regardless of their build factor.


After the first Homing missile is built, does the base recalculate the formula normally for the next Homing it produced, or does it stay at 5 minutes per Homing until you ask it to build a torp?

In theory, I can guess that this is working as intended given that bases are supposed to refuel and resupply a starship at a given rate, which can be increased by contacting the base ahead of time and telling it to prepare for docking. This implies that the rate at which the station produces Homings is a "default", and you are encouraged to actually TELL it to produce a torpedo, even if just a Homing, to increase the rate.

The "bug" appears to be that the base's own build factor is not considered for this default rate. I would also question why the default rate is needed, since it is far faster and more efficient to build Homing torps by manufacturing them from energy, and replenishing the energy used from the base. I agree, though, that if you don't contact a base, it should produce SOMETHING, and Homings are an uncontroversial default.

JordanLongstaff

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Reply with quote  #49 
Quote:
Originally Posted by ryleyra


After the first Homing missile is built, does the base recalculate the formula normally for the next Homing it produced, or does it stay at 5 minutes per Homing until you ask it to build a torp?



It's only the first Homing; after that it's 3 * the build factor.
JordanLongstaff

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Reply with quote  #50 
ISSUE
When an upgrade is acquired from an anomaly, a message is displayed on the screen (e.g. "Cetrocite Crystal acquired"). However, the name, as displayed in this message, may be different from its name in the Upgrades screen, which can be confusing.
JordanLongstaff

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Reply with quote  #51 
ISSUE
Stations will continue to build ordnances and fighters while the game is paused. If they finish building something before the game resumes, they will not build anything else until then. (Bug?) This is an issue because if the player ship is waiting for a Nuke to be built, they can pause and let the Nuke finish building without any danger.
ryleyra

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Reply with quote  #52 
Quote:
Originally Posted by JordanLongstaff
ISSUE
Stations will continue to build ordnances and fighters while the game is paused. If they finish building something before the game resumes, they will not build anything else until then. (Bug?) This is an issue because if the player ship is waiting for a Nuke to be built, they can pause and let the Nuke finish building without any danger.


Good catch there. I suspect what is going on is the station has a set time at which the item is built, and not a countdown timer. So if you pause the game and resume just before the given time, it builds it. I would suggest to Thom either to change to a countdown or when the game is paused, record the amount of time it remains paused and then offset all station timers by that amount when it resumes.

Mike Substelny

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Reply with quote  #53 
In another thread someone mentioned that Manual Targeting is broken in Artemis 2.6. In this thread I see no mention of that problem and I have not noticed it myself. If I missed the problem description in this thread, can someone please point it out to me? Otherwise, if someone has experienced this problem can you please post a description to this thread?

Thank you.

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ryleyra

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Reply with quote  #54 
The only post on that issue I can remember is the recent one where if a ship is defined in vesselData with no weapons, its will appear with no subsystems on the Manual Targeting display. I haven't verified this myself, and I don't think it was noted here.

If I can get a chance to do some testing and verify the bug I'll go ahead and post it here "officially".
notsabbat

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Reply with quote  #55 
I believe that thread was about manual targeting on specific systems not being available for neutral ships such as cargo vessels. My group has played on the new version multiple times, I personally have not played weapons, but I havent heard from anyone that the manual targeting was broken. It can be a bit buggy from time to time though
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ryleyra

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Reply with quote  #56 
Well, one thing to remember is that Manual Targeting is not functional on either player ships or friendly ships. So it only shows up if you have created an enemy cargo vessel or the like which is unarmed and "neutral". Of course, it should show up all the time on the escort vessels in PvP.
Mike Substelny

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Reply with quote  #57 
Manual targeting also does not work on bases or monsters.

I have implored Thom to consider making it more useful in all cases but if there is an existing/new bug I hope he addresses that first.

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Richard

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Reply with quote  #58 
Quote:
Originally Posted by Mike Substelny
In another thread someone mentioned that Manual Targeting is broken in Artemis 2.6.


Hi,

Few days ago I posted about manual targeting not showing subsystems in unarmed vessels

https://artemis.forumchitchat.com/post/where-are-the-enemy-subsystems-in-manual-firing-9288352?pid=1300051491

I changed vessel data.xml to add a beam to a transport and it showed the weapons subsystem, but only this one(no propulsion or manoeuver).

I haven't tried to add torpedos and don't know if it makes any difference.

But even without showing subsystems, I can fire at will manually. Of course it isn't the right thing... Would be very nice for the weapons officer to shot the engines of a transport trying to run away from a inspection.
LawsonThompson

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Reply with quote  #59 
I can confirm based on my experience at Dragon Con 2017 that Artemis 2.60 has a memory leak when running on the latest Windows 10. Artemis.exe process would slowly grow until around 1.2GB it would lag out then crash. If we exit and relaunch the server and all clients every 4 to 6 hours it was more stable. I removed the Artemis Bridge Tools, suspecting this third-party app may have been getting in the way, but still have the memory leak problem. No joy.

In one crash, a crew had just finished a mission, the server was displaying the final summary screen, and as we're all congratulating them the Artemis.exe on every station just exited to Windows, instantly. 

If Artemis creates crash logs, I'll have a few to share.

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Mike Substelny

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Reply with quote  #60 
Quote:
Originally Posted by LawsonThompson
I can confirm based on my experience at Dragon Con 2017 that Artemis 2.60 has a memory leak when running on the latest Windows 10. Artemis.exe process would slowly grow until around 1.2GB it would lag out then crash. If we exit and relaunch the server and all clients every 4 to 6 hours it was more stable. I removed the Artemis Bridge Tools, suspecting this third-party app may have been getting in the way, but still have the memory leak problem. No joy.


I talked with Thom about this last night. Memory leaks are tough to track down, but at the next Artemis Beta testing party at my place we will attempt to replicate your experience and find that leak. Thanks for describing it.

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