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Topics - TJJ

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271
- Pick up part of a cargo pile (shift+LMB+drag right)
- Bug: Notice the "Cargo:" bar doesn't update.
- Sell pile to station; "Cargo:" bar still doesn't update
- confirm transaction; "Cargo:" bar still doesn't update
- change to a different menu tab, or even back out to the station's main menu; "Cargo:" bar still doesn't update

- problem goes away if you pickup any item in your inventory, or leave the station.

Note.

Also occurs when jettisoning partial stacks of an inventory item.


Screenshots below demonstrate the problem:





272
As per title.

It's the polite thing to do for desktop applications to mute themselves when they're minimized.

Win 7 - so yes, as a workaround I suppose I could use the system mixer to mute the specific app. manually - but who wants to do anything manually! :D

273
Just had a pretty close fight against a large hegemony defence fleet in which I lost everything but my Conquest.

Anyhow, the fight dragged on long enough for me to expend all (but 1) of my Gauss cannon and hyper velocity driver rounds. (even with expanded magazines!)

I recall reading somewhere that the AI auto-fire won't fire your very last missile salvo (though I'm not sure why anyone would want such behaviour).
Does this abnormal behaviour extend to all other ammo-based weapons too? If so, can someone explain the thinking behind it?

274
Although you are provided with a button to refit the randomly generated fleet, if you do so your alterations will be lost when the fleet is rerolled upon retuning to the mission selection screen.

275
I've always gone for alternating with the thinking that it'll prevent the firing multiple turrets at a single missile, but I have no idea if it makes the blindest bit of difference.

Does the AI even respect the alternating/linked firing mode for weapons?

276
I guess the key input isn't being consumed by the weapon group setup screen.

277
For sustained engagements the IR pulse is clearly superior to the AM blaster, as it has:

-Better overall DPS (106 vs 98)
-Higher flux efficiency (0.697 dps/fps vs 0.671 dps/fps )
-Longer range (500 vs 400)
-Infinite ammo (vs only 20 shots)
-lesser ordnance point cost (6 vs 9)
-lower peak flux (AM blaster's high peak flux leads to accidental overloads more frequently)

For hit & run engagements the new burst mechanic of the Burst PD laser make it superior to the AM blaster, as it has:

-Better DPS (184 vs 98)
-Higher flux efficiency (0.785 dps/fps vs 0.671 dps/fps )
-Longer range (500 vs 400)
-Infinite ammo (vs only 20 shots)
-lesser ordnance point cost (8 vs 9)
-lower peak flux (AM blaster's high peak flux leads to accidental overloads more frequently)


For hit & run, take the Burst PD laser
For knife fights, take the IR pulse

What's the intended purpose of the AM blaster?

278
As per title.
I just had a barrage of Pilums fired by my own fleet flame out and drift right into the flank of my Conquest; none of my burst PD mounts fired a shot.

Given that friendly flame-out ordnance is no more or less dangerous than enemy flame-out ordnance, perhaps PD should make an effort to shoot it down?

Incidentally I'm loving burst PD! The charge-up mechanic makes it really really effective.

279
General Discussion / *Shakes fist* at java.lang.Random
« on: May 01, 2012, 05:08:31 PM »


On a side note..... I only lost 1 crewman yet both Thunders were destroyed.

Is this a new bug, or do pilots now have a % chance of surviving?

280
- dock when out of supplies
- go to fleet (buy/sell) screen, note ships under repair correctly report 'out of supplies'.
- go to inventory & purchase supplies
- BUG1: return to fleet (buy/sell) screen, note ships under repair incorrectly still report 'out of supplies'.
- return to station's main menu & select repair option. Note supplies are debited.
- BUG2: undock from station and go to fleet screen, note that the repairs had no effect.
- re-dock at station and perform repair again. Note supplies are debited again.
- undock, and check fleet screen. repairs are this time successful.

I would guess that bug2 is a consequence of bug1; the failure to update the supplies status(bug1) is somehow interfering with the repair logic(bug2).

281
This seems like a fundamental logic bug as it can happen pretty much anywhere in the menu system.

An easy to reproduce example is on the refit screen; press 'a' and 'f' simultaneously.
Both key presses will be actioned, resulting in the ship mods window being shown at the same time as the underlying menu switching from 'refit' to 'fleet'.

Another example is on the cargo screen; click on an inventory item to pick it up, and ~1ms later press 'f' to switch to the fleet screen.

I expect there are instances where this bug could cause unintended side-effects, perhaps even crashes.

282
Doesn't work in the following screens:

Main Menu->Missions
Main Menu->Tutorial (sub-menu)


283
As per title.

I had a ship with 3 weapon groups defined, all set to auto-fire.
Switched to undefined weapon group 4 (so autofire would kick-in) and an arc from the previously selected group (which was an alternating fire group) remained visible.

284
The "all" deployment button is a useful shortcut for small skirmishes.
However for larger engagements it becomes redundant.

Instead of disabling it when there are insufficient fleet OP to deploy everything, I suggest that it's label is changed to something like "All Possible" and it deploys ships from your fleet pool in their natural sequence.

285
Suggestions / Specify strength of force when giving orders.
« on: April 29, 2012, 12:34:44 PM »
I often find myself wanting slightly more granularity when giving orders.

For instance:
I want a stray wing of enemy drones destroyed.

If I order an Intercept, only 1 wing of my own drones will be sent and it's a coin-toss as to who wins.
I therefore have to waste multiple order points by specifying the precise ships I want to intercept it to ensure an easy kill through overwhelming odds.

My suggestion is that all orders should have an (optional) sub-menu that allows you to specify how much force you want to devote to carrying out the order.

Here's a mock-up.


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