Shipwright Archive
Thread: Shipwright Technical Bugs list October 2005 (updated)
Reverse EngineeringEnergy Drain Stat - Reverse engineering doesn't add a %-based bonus to the final product on the energy drain stat. The analysis window will claim otherwise, but if you check the component's energy drain afterwards, it'll be the same as the lowest one that went in the tool. Fixed in Pub 24
Graphic issues with looted components - These are causing big problems for pilots who are asking shipwrights to reverse engineer component sets that include these weapons. If one of these are included in the reverse engineering process and a bugged one is placed in the tool first, the end result is likely to be unusable.
Riiz Combine "Slammer" Cannon: bugged/no graphics
Rendili "Prototype X" Disruptor: bugged/no graphics
(Unknown Manufacturer) "Rayslinger" Blaster: bugged/no graphics
Sienar Design Systems Experimental "Secret Ops" Blaster: bugged/no graphics
Sienar Fleet Systems "Elite Ops" Blaster: bugged/no graphicsIt may still be possible to put a Kuat Disk into the tool in place of a part when reverse engineering. This has allowed parts to be created with a "0" stat such as mass = 0, or energy drain = 0. I've had several confirmed reports of reverse engineered components with mass or energy drain set to 0. Some reports say the 0 effect is random and could end up as max dmg = 0. Still the lure of a 0 mass component and the loss of a kuat disk, is very compelling to some. I've had two PM's on this and advised both people to stay away from this activity. FIXED
Crafting
Droid brain upgrades- Mk I-V, end up at the same speed.
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Thanks!
Message Edited by IIscandar on 08-25-2005 10:39 PM
Message Edited by IIscandar on 10-17-2005 06:07 PM
Message Edited by IIscandar on 10-17-2005 06:08 PM
Qualdrin Mekanos
- Mk3 Concussion Launcher to light, 5.5k'ish rather than 14k'ish
- Shields only have 10 experimentation points rather than the 15 they deserve (due to the large number of experimentation fields)
- Some missles call for standard Radioactive - rather than JTL-Radioactive (will update name later)
- Item types with only 10 experimention point produce Moderate Success's/Good Success's (ruining the item) 20-30% of the time, where as items with 15 experimentation points produce Moderate Success's/Good Success's ~5% or less.
Message Edited by Tricki on 04-18-2005 07:45 AM
IejamMarnah wrote:
I have found that the last charge in a Component Analysis tool doesnt give you the name option. It defaults to the first item name without showing the change name box at all.
The last charge bug is a very ancient and disrespected bug, predating the empire by thousands of years...
The last charge not only doesn't give you the naming option, it has been reported to eat Kuat disks, sometimes eat components, and eat little gungans. Well, the last hasn't been reported, but we keep wishing. General recommendation, destroy the tool when you get down to one charge.
- Haven't done any crafting yet today to see if this has been fixed, but have the devs cleaned up our schematic lists (as we see them in our crafting tool)?
- Still pushing the issue of texture kits. The proliferation of all these kits just isn't worth it. I'm on the verge of discontinuing them. My shop is primarily Imperial anyways, so it isn't a lot of skin off my back. I really would like to see all the texture kits folded into a single kits. As a result, I'm cool with the kit itself being made more difficult to produce.
- Texture kits that require an asteroid chunk in its ingredients is just plain stupid. It makes it nearly impossible to manufacture--in fact, I haven't even tried yet. However, I'm not inclined to try since asteroid chunks don't stack. Just as a side note, has anyone dropped an asteroid chunk in their house--holy crap!
- Why can't we see what our cargo hold contains in space?
- Need to fix the effects of mining lasers and tractor beams. If we have the enabled the option to view our cockpit in space, and fire either of these, we see an effect that appears slightly inside our cockpit (streaking vertical from bottom to top).
- Tractor beams don't rotate when mounted in turret positions on POB ships and the Y-8.
- The Y-8 has a lot of problems--as a mining platform, it is totally ill-suited. It needs more hardpoints and those hardpoints need to be located in better positions.
More to come...need to get back to work ![]()
Tractor Beam Problem -- Explained
Certain guns do not physically show up on a ship when you add them. Instead, the gun placement is left empty and the firing effect is done from another gun slot. This means that often times you may have 2 weapon effects coming from the same gun. However, after some work with Tractor Beams, it appears that the gunfire is still calculated from its original weapon hardpoint, regardless of where it shows visually.
Among the weapons that do not show in their hardpoint is our crafted Tractor Beams. Tractor beams themselves not only do not show on the hardpoint, but their effect is displayed from EVERY visible weapon on your ship. This can be a bit confusing, as the actual beam is not coming from these locations, but rather comes from the hardpoint where the beam is residing. You cannot rely on those sparkly white "Tractor Marks" to guide you, as those only come from the visible beams.
This behavior explains why you can be trying to pull in an asteroid, and not have it respond, then it suddenly kicks in. The beam you can't see finally made contact.
I wasn't sure if this was truely a shipwright issue or a pilot issue, but as our crafted tractor beam was involved, I wanted to let you guys know. The quest reward tractor does visibly show up, but still emits from all gun placements.
In my testing, I used my Krayt ship. One thing I noted is that you can put your tractor in your turret slot (which you can't control as pilot), and you can still get the visual tractor effect from your main weapons. However, it will never draw in an asteroid, since the "real"beam would be coming from only the turret itself.
1) REing doesn't add a %-based bonus to the final product on the energy drain stat. The analysis window will claim otherwise, but if you check the component's energy drain afterwards, it'll be the same as the lowest one that went in the tool. Already mentioned here, but confirming it as a bug on all parts.
2) All droid brain upgrades, Mk I-V, end up at the same speed (presumably they're all acting like Mk I upgrades, but it's impossible to tell).
3) Stat rounding on weapons. I'm not sure if it's a bug or intended and it's pretty long to get into, but it's annoying.
Not sure you have the answer to this yet so I'll post it here. Land at any starport, when on the ground use the radial menu on your ship in the datapad and select "unload cargo" it then puts it in your inventory. I would assume that from that point they can be sold on the bazaar as any resource container.
Kilomania wrote:
Hi All,
Performed some asteroid mining and got my cargo holds full of stuff (1 large 1 small)but cant retrieve it from the cargo holds either on ship or when i unload the hold and it's in inv, there's no option either when dropped in my house. Only one option currently stands and that's sell it at a Space Mining Or Trade Outpost. There's no option on bazaar yet for mined resources either so i guess you have not added the retrieve option yet.
Did you forget to add the option to gather resources from cargo holds ????
No shipwright will be able to make the new stuff till you fix this, or post how the hell u get the stuff from the cargo holds and yes before you ask the holds are full i cant gather any more stuff till this is sorted MORE WAITING FOR FIXES......
btw on a better note, nice lead up to getting Y8, now lets have the rest
Kilomania