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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by TMaekler on October 20, 2021, 11:12:12 AM »
For C# Steve had changed the hard 10% Fuel for Fuel Ships to a number you can enter for each ship. Especially for really big ships, it made no sense that they kept millions of liters of fuel for themselves. Maybe also something for Quasar?
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on October 20, 2021, 08:25:03 AM »
I'm not certain that is the same issue as in the case with torpedoes the missiles are not possible to detect at all the previous increment ( as they weren't even launched which is 100% predictable ), and in my case detection depends on how close they randomly happen to end up in their movement the increment before impact ( within or outside of sensors detection range ) which feels like a pretty strange and unpredictable behavior.



Unrelated to above I ran into some more bugs with Carrier ops:
- Seems like automatic Hangar reloads did reload the launchers, but did not transfer the actual ordnance from the Carrier Mothership to the Fighter.
- When launching a Fighter Squadron from F7 it's not converted into a separate fleet.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by nuclearslurpee on October 19, 2021, 08:19:01 PM »
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.

I think this was in VB6 and was one of the bugs/features that C# fixed. I would say that this should probably be fixed in quasar as well.

Isn't this the same bug/behavior that allowed people to make "torpedoes", i.e., missiles meant to close a short range in <5 seconds so they wouldn't trigger PD fire? If so, maybe it should be considered a "feature" since I think for some the torpedoes were part of the endearing VB6 flavor.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Droll on October 19, 2021, 08:09:07 PM »
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.

I think this was in VB6 and was one of the bugs/features that C# fixed. I would say that this should probably be fixed in quasar as well.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on October 19, 2021, 04:26:57 PM »
It looks like Point Defense won't fire unless the sensors were able to detect the missiles in a previous time increment before they intercept their target.

Not sure if this was the case in VB6 Aurora, perhaps it was, but it's still quite annoying when it happens due to advancing time and getting your ships blown up despite having overwhelming PD firepower.

When I reversed course with the fleet and stepped 5 second increments they were able to spot the incoming missiles and kill them when their speed / distance combination were able to detect them in the previous 5 second increment.
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Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by TMaekler on October 19, 2021, 03:08:25 PM »
Copied from a suggestion I made for C#:

When your empire grows a lot, setting up routes becomes a bit tedious. Especially when the galaxy becomes more like a cross-grid where you can go from one point to another by several routes, not remembering which one is the quickest. I thought to circumvent this by saving a route order template with just the jump points - but that of course doesn't help because you have to save it in the destination system - to which you have no access in the source system.

Is there a way to make this possible?
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on October 17, 2021, 08:54:07 AM »
V178: When plotting a course with tankers into another system, if that other system has Lagrance points the calculation routine does not add the LPs automatically. If you do the same when the ship is already in system, it works.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by alex_brunius on October 16, 2021, 05:36:43 PM »
Based on what I can see using the "Unload Ordnance to Colony" Action on a Carrier fleet with both Carriers and Fighters loaded with missiles their ordnance seems to simply vanish into thin air.

This was tested on a colony both with and without Missiles in the stockpile and in both cases they never arrive at the colony. Missiles were in a missile series.

In one test using a combination of load/unload actions also managed to vaporize a stockpile of thousands of missiles from the colony itself ( despite there not even being room for that many missiles on the fleet ).

I normally use these actions to upgrade missiles to a new model for the whole TG, so them not working properly is a small inconvenience for Carrier Ops ::)
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on October 16, 2021, 08:39:37 AM »
V178: In the "Individual Unit Display" there are some 000 missing in the fuel display of the population (see red lines)

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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on October 15, 2021, 03:48:14 PM »
V178: When you already have a move command in a fleet to jump between two LPs and you next want to move to a waypoint the automation adds another jump command between the LPs if the fleet is still on the far side of the LPs.
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