Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Arryth
Tue Nov 23, 2004 9:56 am
#183

Yeah. It looks silly.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Darksfallen
Tue Nov 23, 2004 10:55 am
#184


I have two issues, and forgive me I didn't read all these posts if it was mentioned before:


1. Please add a correct aspect to the targeting window. Meaning instead of the targeted ship's mini picture spinning freely in the targeting window it would maintain it's aspect to your own direction. I hope that made sense. If you're flying up the Aft end of a Gunship you should see the Aft end pointed at you in the targeting window.


2. After disabling a component (reactor, engine) the ship becomes invulnerable for a moment. Meaning the 5-6 shots in the Joust after the engines go up do nothing. I have to pause for a moment, and then begin firing again to damage it further.



Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
NezRahl
Tue Nov 23, 2004 10:56 am
#185






NeoSabre wrote:



Outside of that, IMHO, I believe the turrets should be locked to fire forward when unmanned. This is how they are in "X-Wing Alliance".









Not just X-wing Alliance's YT's. In Shadows of the Empire, the YT-2400 could also lock turrets foreward and pretend to be a fighter. Seems to be a common trait among the YT-series ships.
Maulibaer
Tue Nov 23, 2004 5:23 pm
#186

Not shure, if it is written here, but I /bugged it several times and have also put it in LIVE therads:


Ship-Armor decay IS BROKEN, and need reverse change:


Currently Hitpoints stay and armot points decay...but it should be reverse....

THIS IS OFFICIAL SINCE THUNDERHEARTS LAST FRIDAY SPECIAL!!!



___________________________________________________________________
Ingame names: Dorian' Hunter or Co'co' Zamis, Bria.

I'm playing this game since BETA 4 and was one of the first AUSTRIANS that got it shipped.....

MY HOBBY:
CLANN CLAIOMH - Search for Dorian under "GRUPPE".....

REPAIRED CON-SYSTEM
CorenLanra
Tue Nov 23, 2004 6:14 pm
#187

Somehow I missed this thread and ended up posting my own.. but here is my problem also.
I have /bugged this and have asked other friends in-game and they don't see to have this problem, but I do.

For approx 3 days now I have not been able to use my booster. For a few days I started using an overload chip given to me by a privateer friend. My X-Wing was at about 14200 power, but Reactor drain at 14800. I had no problem using any systems or the booster. Recently I cannot get a booster to work at all. First I checked my keymappings, I remapped and nothing. I tried a different booster, staying under my 14200 power. I tried moving things over to my Y-wing chassis. I tried numerous configurations, stripping my ship to nothing but a booster, reactor, engine, basically bare and still the boosters won't work. I have tried about 5-6 different ones in different configs. I have tried all new boosters purchased from shipwrights, new reactors, still nothing. The booster charge shows up on the HUD, but when I press either B, or whatever key I reset to, nothing happens. Has anyone had this problem and fixed it?

Also listed in this thread..

http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=25871



Stettin Palver - Master Weaponsmith
Chilastra - Corellia, South of Coronet 275 -5959
Stettin's X-Force Weapons | 6/26/03 - 12/20/05
-=Official Homepage=-
"The Crafting Menace" - Goodbye to SWG Video
The Science Fiction Review - Books, Movies, TV

ObidiahX
Thu Nov 25, 2004 8:30 am
#188


My main issues:


1. Nothing to do at master except for tier 4 mission re-runs -- we need something like a mission terminal with a good selection of missions -- plus Smugglers should get special missions -- and you should have to be an actual smuggler to get these special smuggler missions - Pilots in the Smuggler Alliance can enjoy their escort and destroy missions but smugglers get a bonus.


2. Please hurry up and either allow to lock turrets forward or have them autofire on targeted enemies -- i noticed when unmanned the turrets are smart enough to turn and face a targeted foe, would it take much more to have them fire. (although i really miss pressing the fire button in my YT...if the authors auto fire then give us a main gun give all of the multiplayer ships a main gun)


3.Master Smugglers should be able to Slice Ship Components -- components used in slicing should determine quality/slice type


4. When you fix the turret issue don't forget the droid command/tactics issue -- cuz if my friends aren't on I don't want to be forced to finda party to use my YT-1300. Don't turn this into Final Fantasy XI!


5. I heard that Rebels/Imps can fly the Firespray (or whatever it's called) ...if this is true then can I fly the B-Wing? No... THEN GIVE US ANOTHER MASTER SHIP


6. Mini Games -- I want more than slot machines and roulette (sp?) and i'm not sure you can place those in player structures/ships anyway -- like that little chess game that Artoo and Chewie played -- this would help kill the boredom waiting for the vette to spawn in kessel. Throw in some gambling too Where you can bet credits against other players as well as other things items, data pad items...


7. Finish designing the Ace Pilot Helm and Jacket... seriously it doesn't look like it's been textured the jacket is some super ugly color and the helm is one of those one size fits all. Can you add a color dye option so we can modify things? And when you fix it allow those who have it already to have their fixed as well. Not like when you upgraded the mass on Privateer ships but all those who had already bought that tier ship were S.O.L.


8. Fix the Talus and Tat space station looking for work thing... here I thought when I became master pilot they'd unlock some smuggler quests for me...


9. Droids that can repair multiplayer ships -- i'd like to be able to task a little R2 or whatever to seal up that nasty plasma leak -- maybe have a patrol/repair option and we can just equip them with good repair kits or somethin


10. Space Stations/territorial battles -- this way we can see some nice PVP wars with purpose. Just make sure that non overts can't just jump start or otherwise help overts. Some of these can be complicated to the point where which the war goes on in space, a landing party can try and get through so a team can disable the space station/steal info by docking and getting through the base.


That's enough outta me. Just make sure you fix the multiplayer ships and throw in some missions by the next update.

Message Edited by ObidiahX on 11-25-2004 07:30 AM

StarGuru2000
Thu Nov 25, 2004 10:46 am
#189

HELP THE WOOKIEES



Ekasra
Video Game Specialist
Star Wars En Direct - The Voice of Star Wars Fandom
www.swendirect.com
Join us live Sunday at 7PM EST, Our Podcast is also avaliable
FixerMX
Thu Nov 25, 2004 8:14 pm
#190



ImaTwilek wrote:


TalonKarrdeTN wrote:


_Smoke_ wrote:
Profession-wide Issues:


  • Invulnerability: This issue affects every pilot every time they launch into space, from the novice recruit to the seasoned Master.

    • Top/Bottom: A fairly well-known bug. Certain firing angles result in no damage to the enemy ship.

    • "Disablement": [UPDATE: As many of you have so wisely conjectured, this is not a bug but rather an intentional window to prevent players from accidentally destroying a ship they were trying to disable. Item removed (thanks a million to GreenMarine, who provided this official clarification!).]


  • Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community. [11.2: FIXED. Please let me know if this issue is not resolved to your satisfaction after 11.2 goes live.]


In my experience, both the ship warping/rubberbanding/"drunken bees" bug/issue actually is interrelated/goes hand in hand with alot of the invulnerability problems (you mention lag, but after a ton of testing/observation/analysis, I honestly don't think lag factors in here hardly at all.....it seems to be some sort of synchronization problem between the server and the game client that has nothing to do with lag, because I experience this stuff alot still and my ping rates stay between 85-125ms at least 95% of the time).
I understand the 'top/bottom' invulnerability at times is an isolated/separate bug, but when a ship is seemingly totally invulnerable, that's due to the synchronization problem. Sometimes I get the "drunken bees" effect with the ship, to varying degrees of 'inebriation' (for lack of a better way of putting it ); sometimes the 'drunkness' is very light and sporadic instead of literally being all over the place......but then other times the ship won't be doing the spastic/erratic flying at all but will go into a flat circular turn that's otherwise linear (i.e. I just have to maintain the same speed/turn rate myself and can keep shooting at it), and no matter how many times you hit the ship and see the shield splash effect or hear the effects of you hitting the shields or the hull if you'd already worn them down, you register no additional damage.
In every one of those cases though, eventually the server and the game client get back in synch and you experience the 'rubberband snap-back', and suddenly everything's fine again. I've also noticed that when you're unsynchronized, you don't hear any of the projectile weapon effects from the ships attacking you (you do still hear your own weapon effects), and as soon as you hit the snap-back those sound effects kick back in. At any rate, both of these issues still need addressing in a big way, not just the invulnerability problems alone.

Message Edited by TalonKarrdeTN on 11-22-2004 11:39 AM


I agree. Strangley I have place my recticle on the ship itself, between 5-20 m behind it, which are complete misses, and they registered as hits as I saw his sheilds % going down, and the sound they make when you know your hitting their armor and chassis. I have even hit them with proton torpedos dealing damage, with the explosion happening way behind them.

These seem to consistently occur when I'm grouped. Sometimes it fixes itself (rubberbanding back) within a minute, sometimes up to 5 minutes, and you are completely vunerable to enemy fire.






Just wanted to confirm that the same lag/rubberbanding problems I have had since launch -- especially over Lok on the Gorath server -- continue to be a major league pain in the neck even after Publish 11.2. This problem is not fixed.



--

Erann Mox, Master Bounty Hunter
Commando 0040, Pistoleer 0031, Novice TKA
Anchorhead Southpoint (ASP)
Ennoryt
Fri Nov 26, 2004 6:54 pm
#191

Still can't get the last CorSec tier 4mission to work. Even if you beat the mission the trainer says that you fail andgives you the same mission again.



Aoneov Loke,
Zinn Loke,
Member of the BBB
Rogues Landing, Corellia, Kettemoor
Jango Fett had an armor hole too... right between his helmet and his chestplate.
somerandomuser
Sat Nov 27, 2004 5:22 pm
#192

    non-fighter NPC ships
  • destroying reactor on these ships.. does not disable weapon or shield systems.. only propulsion




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

Hylidex
Sun Nov 28, 2004 5:16 pm
#193






atat9619 wrote:


This is a problem for us imperials

LOW MASS

Tie Interceptor=65k mass

TIE/In 80k mass

TIE Fighter 72k mass

TIE Bomber 220k mass

TIE Agressor 140k

TIE Advanced 95k mass


Y-wing 190k mass

Y-wing longprobe 220k

Other rebel ships are fine


Neutral Ships?

Dont know any of the Neutral ship masses



Message Edited by atat9619 on 11-17-2004 06:42 PM






Most of the rebels I know won't fly a Y wing or a longprobe under any circumstances. At tier 3, they are back to the Z95 because the Y-wings won't change direction. Typically this means one shot at the NPE as he comes, from one direction,then turning the whalejust fast enough to get in one shot as he comes from the other direction. This makes TIE Advanced almost impossible to kill.


I'd gladly trade 25% of the mass for more manouverability. There are no mass limitations on the Y-wing in any practical sense anyway, as there probably are not for TIE bombers.




Hylidex Lightstrider
AFS Outfitters, League of all Factions and Species (LAFS)
-6600, 4440, Theed, Naboo, Gorath
RazeRee
Sun Nov 28, 2004 7:34 pm
#194

I too have had the exact same booster issues. No boosters period - tried different ships with all different components. Original ship was an Xwing - that just up and stopped boosting - I had been flying that configuration for weeks. Nothing changed.


Tried remapping booster key and reset keymap to defaults. IT even occurs in my Veterans Yacht - which I can't configure - so its got to be a bug. Contacted CSR - they gave me nothing to try and closed the ticket (typical).


Raze Ree

Starsider
RogueCloudwalker
Mon Nov 29, 2004 8:47 pm
#195


Is the YT-1300 missing an ordinance slot compared to the other multiplayer ships? I'm seeing this on the boards. Han mentions firing both concussion missiles and proton torpedos from the Falcon in Courtship of Princess Leia...



Captain Trevick Cloudwalker of the YT-1300 "Corellia Star"

If you like my ideas, you would probably like the others too! Please support me!

My Instanced Starport Proposal GCW NPC Prisons in Space Proposal
My GCW/PVP/Player Bounty Proposal
A very feature rich Hoth
Page 15 of 19