It would be good if capital ships would stop spinning when a fighter crashes into them.

1.63 BUG REPORTS
- Gunny
- Thread is marked as Resolved.
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I organized personal test of Coalition torpedos - for the purpouse i took two chars online at same time - a bomber and a train. I think there are several things that dont match the paper specifications of the torpedos and i guesss thats bugs:
1) Without locked on target torpedo flys ~ 3,5K distance then it blows alone (specs says torpedo have range of 7,5K) - i measured that by flying next to the torp; if locked on other ship as example i guess cause of the "non-straight" trajectory it flys about 3K in direction to the target and again blows alone;
2) fired upon stations line Newark station torpedo blows when distance between it and the stations become 0M (i measured that by flying next to it then when it blowed next to me i was on 0M of the station despite in real there was ~500m or less to the station) - despite that station takes the damage i gues cause of the explosion range. As example sunslayer torpedo does hit the station in real (physically).
3) looks nearly impossible to blow the torpedo using CD from distance like 1K but i havent tried that in close - the hornet just pass near it and go on but dont blow
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Originally posted by SANDS_OF_TIMEIII
sector/quadtrant turns hostile for no reasonVerified... I was trading in Manchester and I was alone in the middle of nowhere in an ice belt without NPCs around. A lone Outcast dagger found me and flew by. It was neutral for a moment and then when hostile... I checked and there weren't any other NPCs around to have caused it.
Also, I don't know whether or not it's a bug, but the missile launchers from the old alliance wep set are missing and munition weps can't damage capship shields ^^.
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Here is it, after being mess! i found that ACE MegaCodecs Pack make Freelancer audio crash, it make the comm. freeze.
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Just report the entire mod lmao, This crap happens every time a new and improved version escapes (Released is not the word rofl)
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oh man, please.. You say i don't defend you and i u got me thinking about what you said, but how you want me to stand by you if you won't even listen to me?
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Ruivo Im sick of OP posting lies and bullshit about me and PiA the man just talks outta his arse
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No further words from me...
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When you enter sol thru Hyperion (in the warp anomaly), and try to dock with the Neptune Warp Gate, it goes far from the Wapr Gate, it goes oposite fron that direction, and there is no clue of this warp gate.
i think it form part of a passed post, called missing jumholes, well in this case is missing Warp Gates. -
When flying too close to shielded DK motherships, your own ship gets stuck, and begins to spin at high speed.
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Post only Bugs...
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EDIT: Due to previous post by Corsair Zombie being changed, this one is no-longer required.
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chit happends...
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Here's the thing... this is the thread for bug reports. The rift is in C4 but this thread has been completely hijacked. Could somebody delete the last 12 posts so that this thread can go back to its original purpose?
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loved to.
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Originally posted by Gunny
Attention to AllThis thread is for posting the KNOWN BUGS in 1.62, so they can be fixed for 1.63.
Please no spam or conversations here, just post the bug, with the following information:
1. BUG
2. SYSTEM
3. STATION, PLANET or SHIP where the bug is.
4. SECTOR/LOCATION where the STATION, PLANET or SHIP is in.Exact information is needed. If you need to verify the bug you found, take another player with you to assist.
Fine don't respect me, but please respect Gunny. This thread is here so that we can get a bug-free 1.63 mod. If you use search features on the forum you can find the answers to your questions, but plz don't spam this kind of thread.