Pilot Archive

Thread: *** Pilot Bugs and Issues (Updated: 11/02/04) ***

BloodAngelHT
Mon Nov 01, 2004 5:12 pm
#105

i loaded about 4 or 5 proton and concussion mark II packs (about 10 or so shots each)into my y-wing and still only got about 10 shots from each launcher




**************************
Lord-Dante Halifax
Master Fencer/TKA/Swordsman
Aspiring Rebel Pilot
R.I.P.: Wendor, Weren, Jarheadbob
*******************************************


Streetmarine
Mon Nov 01, 2004 7:22 pm
#106


First, I think JTL rocks! Nice job!


Second, just want to report that I have seen most of the aforementioned 'bugs'. And my guildies have too. I would say the "shoot, but can't cause damage" bug is probably the most disheartening. I know one of my guys is really bummed right now.


Thouht I'd throw in my 2 cents.

Message Edited by Streetmarine on 11-01-2004 06:23 PM



Col. Garmon Zilch

-DKE- "Dark Knights of the Empire"
451st Imperial Guard Regiment
Vyko
Mon Nov 01, 2004 7:25 pm
#107



Gizmarke wrote:
match speed seems to only work with very limited ships for missions
it would be nice if it would work with all ships, PC & NPC
also, when you have a single POI active in your WP box, you can't click on it and make it go away like you can on the ground, you need to go to your datapad or nav comp to disable it
last thing is the cumbersome...ness...(if thats a word) of switching between flying and typing
maybe the mouse pointer UI mode should automatically have the chat box active
so if you're trying to talk, you don't have to click on the box, you can just press alt and start typing





So far, in my experience, if I begin typing with a /, it fools the system into thinking that I'm about to enter a command, so it listens. As I'm not in game, I can't verify whether or not I tap alt first, but I know that I haven't been irritated by the text thing yet, and it's something that would really piss me off.



:: ~~ Vyko (Kettemoor) ~~ ::
:: ~~ Imperial Colonel ~~ ::
:: ~~ Imperial Order of NeTeK (ION) ~~ ::
:: ~~ Master Swordsman ~ Master Brawler ~ Master Fencer ~~ ::
:: ~~ Master Smuggler - Retired by Dev Apathy ~~ ::

Albwan
Mon Nov 01, 2004 7:45 pm
#108


THE COMPLETE BS OF ENEMIES SPAWNING ON YOU THAT ARE 2+ TIERS ABOVE YOU IN GROUPS OF 5 OR MORE!()*$!()@*$#!)@$$#!@


ya I noticed this, and im getting the feeling that this is thier way of keeping shipwrights and dancers busy.
jimmay
Mon Nov 01, 2004 7:59 pm
#109






BloodAngelHT wrote:

i loaded about 4 or 5 proton and concussion mark II packs (about 10 or so shots each)into my y-wing and still only got about 10 shots from each launcher






yeh.. i had this too... they get depleted from your inventory if you load them, but they do not loadas the missile launcher can only hold a certain amount (9 in my case). should warn, or error, or whatever.. just dont take from inventory.. although, i guess it wont happen to me again



The Lost Twenty


Visitor - Grey Jedi Knight
- "To truely understand The Force, one must look beyond Light and Dark"
- "We will teach our students all aspects of The Force, and leave descisions up to them."



Ovakito
Mon Nov 01, 2004 9:43 pm
#110



Lowchew wrote:


Ovakito wrote:


GonkSevenT3 wrote:


Khristen wrote:
Novice Pilot and a Tier 2 pilot grouped and went into space from Coronet in our respective fighters. We couldn't see each other and got "out of range" on the grouping window.



My understanding here is that space is instanced for novice pilots until they train in their first skill box after their initial 4 missions.





Confirmed, i had that issue until i finished my missions.




Not totally true, cuz my friend and I have this problem still we have been always about the same level, ie: me 1100 him 1110, ect.... Same when we got into tier 2. This problem seems to be intermitant for it does not happen all the time.

I can come and meet group in space, see them, have fun, I stay in group but land to train or install new part, launch again and can no longer see members of group, can't see thm using "k" and "l" even can see them being less than 20m from them.




hmmm, went away for me after i finished beginning missions. I have that problem on the ground too, may just be lag,



Ovakito, Gorath-
Master Pikeman
Commando-2-0-4-0
Rebel Pilot- 3-3-3-3
Dweezle-Zapper
Mon Nov 01, 2004 10:19 pm
#111






Ely0n wrote:

Very frustrating bug: moderate rear sheild reinforcement is broken. The command does nothing.






I noticed the same problem. First,..with rear shield reinforcement-light,..it actually was just reinforcing the front. Rear shield reinforcement-moderate doesn't do anything. I just got the next lvl in droid commands (heavy?). Havn't got a chance to check that one out yet.



Ecko Corriban
Your over confidence is your weakness
Frusterator
Mon Nov 01, 2004 10:20 pm
#112

After doing my reb pilot missions tonight, when I came back down to a planet, I was listed as "Declared Rebel" and was, of course, immediately killed by NPC's and opportunistic PVPers. This was not a TEF, this was an actual overt declaration. I have never declared overt (always covert rebel) and never had this problem until flying around in space in JTL. Anyone else had this?
Seshemw
Tue Nov 02, 2004 12:27 am
#113


Shipwright Components names are reverting to four letter descriptions (ex. Mark 2 Blaster becomes just Mark
Actually, it's the first space. If you name something 'Engine-Mk4' the entire thing will forever show. If you name it 'Engine-mk4 with overcharger' it'll revert to 'Engine-mk4' the next load, clipping everything after the space.

Top/bottom invulnerability seems largely a function of latency/lag and how you follow the target. I can reliably hit nearly everything, even from the top and bottom, and kill it... but I often have to shoot somewhere other than where the lead crosshair indicates. Perpendicular passes are the worst for this, often having to shoot an inch ahead (or behind) the lead crosshair. Success is when you see 'explosions' off of the target, regardless of whether you see shield flicker.
In beta, someone took a shot at explaining this, and the explanation seemed sound: Client side renders the lead crosshair, and the shield flicker. In perpendicular passes, the amount of difference between where the client thinks the target is (and where the lead crosshair needs to be) and the place the SERVER knows the target is (and where you need to be shooting) is very sensitive to latency. Just a little delay, and the client is showing hits (by shield flicker) while the server is registering misses. When you adjust your aim manually, you can get explosions off of the target without any shield flickers (and their condition goes down), suggesting that by shooting 'empty space' for the client, the client thinks you missed, the server registers a hit (because on its side, you correctly led the target and hit), reports the hit and damage to the client, which renders the little explosions and updates the target condition box.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Sc0rPs
Tue Nov 02, 2004 12:31 am
#114

Tie Aggressor:


Cannot load both weapons and have the front fire, when I have both loaded only the rear turret fires. Then if I have the second removed it only fires a single shot forward from the cockpit window. I tried weapon assigning, redeeding, different weapon, buying second aggressor chassis. Unable to open a ticket though either, seems that is also bugged...



Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
Seshemw
Tue Nov 02, 2004 12:35 am
#115



lycanthropy wrote:
Possible BUG with Engines and/or Y-Wing:
When ever i add an engine to the Y-Wing regardless of how great the engine stats are as far as yaw, roll, etc, it automatically changes the engine to stats of 80. for example:
1st. engine: Roll, Yaw, bank, etc were all in the stats of 180, after placing it in the Y-Wing it is now permanently 80.
2nd. engine:stats all around 600-300, placed in engine, now the stats are all 80!
every engine placed in the Y-Wing has been permanently reduced to garbage. wasting alot of money, and time finding the good parts. I hope this is a bug.




Not a bug. Doublecheck your stats.

Every engine has Pitch/Roll/Yaw ACCELERATION, and Pitch/Roll/Yaw MAXIMUM.
The first value is set by the chassis. In a tie interceptor they change to 400. When you pull the engine out, they stay at whatever they were changed to, until you put it in a new chassis.
Y-wing maximum accel value for maneuver is 80. So that's why you're seeing the change.

The MAXIMUM values should never change. If you have a 51.2 pitch/roll/yaw, and you install it in an interceptor, it will stay 51.2. If you put it in a Y-wing, it'll stay at 51.2.
The difference is how fast you get to that maximum turn-rate (so with an interceptor class, it's immediately-full-speed, and immediately-full-stop when you let go of the joystick. IN a bomber class, when you push the stick over it slowly starts to turn, accelerating until you're turning as fast as you can. Let go the stick, and you 'coast' further in the turn until the turn slows to a stop.
It's all a function of maneuver.

The other thing that changes is speed. The rated speedx10 is your full space speed, but only in an interceptor class. In an X-wing, it's roughly 5 rating lower (rating 60 engine = 550 space speed). In a bomber class, it's roughly ten lower (rating 60 engine = 500 space speed). In a Z-95 it's a small penalty, but I don't remember the exact number.



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Ovakito
Tue Nov 02, 2004 1:41 am
#116



GonkSevenT3 wrote:


Khristen wrote:
Novice Pilot and a Tier 2 pilot grouped and went into space from Coronet in our respective fighters. We couldn't see each other and got "out of range" on the grouping window.



My understanding here is that space is instanced for novice pilots until they train in their first skill box after their initial 4 missions.





Confirmed, i had that issue until i finished my missions.



Ovakito, Gorath-
Master Pikeman
Commando-2-0-4-0
Rebel Pilot- 3-3-3-3
EuroTrash
Tue Nov 02, 2004 1:49 am
#117



ajac09 wrote:
Not wrong lok is available becasue thier is alot of business on their the theme park is thier so theirs a reason. Its not a bug and never have been in beta it was told it was that way for a reason so get used to it. Use ur ship for more then free traveling between planets.





rofl I guess we could come up with a justification for every planet like that... It should be Dat not Lok because the Village is there. It should Dant because MO is the best place to find a Solo Group.... "It's Lok because there is a lot of businesses there" ROFLMAO

I guess you're the authority on everything that was ever said in Beta too?
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