10/15 release bugs

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    I noticed a few:

    The directions are kind of messed up again. Ships are now not always facing the same direction after passing to new sectors.

    SDBB Missiles were firing, then froze in mid flight between sectors. They just stopped, and are still visible as glowing white dots. After that, all missiles of all kinds fired are now invisible.
     
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    Same here - my first volley of BB missiles fired normally, except they didn\'t appear to hit the target, and instead just circled the target endlessly. When I moved closer, it seems that the ships themselves, while having an icon, had not spawned physically and there was nothing for the missiles to hit. After that, my missiles have all been invisible, but can be seen sitting in place when I get to the sector border.
     
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    I\'m seeing massive CPU load on single player. The game lags up and then so does my entire computer, causing me to wait up to thirty seconds just to get Task Manager to show up. I expected it was RAM, then I checked and it\'s the java executable process and an svchost.exe process hogging all of the _CPU time_, 100%, both cores. Loaded up SpeedFan and my CPU and cores are running very hot, too, about 20 C over the rest of the computer components. This seems bizarre and must have been introduced in the latest patch, because it certainly wasn\'t doing this last weekend.

    It\'s really strange. I can\'t even begin to guess what\'s causing it. (I\'m a rank amateur programmer, and I know it!)

    My husband has also seen his salvaging laser just... go invisible. It\'s clearly still THERE, as blocks keep vanishing from the screen and popping into his inventory, but it just... stops. Same with missiles.

    Also, I\'m currently playing single player because the server software appears to be a hog on resources -- we set up a server on my husband\'s computer and it just becomes unplayable for him if I join the server. Now the game frequently becomes flat unplayable, single- or multi-player.

    Thanks, and good luck to the programmers. It\'s got to be a nightmare to comb through that huge batch of Java code.
     
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    Another bug I discovered today is turrets will stop firing for no reason then pick up again sometimes. It seems like the previous version was more stable. I also experienced the lag either big or numerous small AI ships which appeared to be fixed in the previous release. The game pauses every 2 seconds then starts for 2 seconds, and repeats. In the case of the numerous small ships, it does not stop doing this even after many of the enemy AI are killed.
     
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    CPU Over useage and Salvage beam disappearing


    I can confirm both of these are happening on My system as well. Since patch, Most things are struggling to render in. Planets, Stations, Etc. At first I thought it was because I was zipping around in high-speed ships, not giving the program enough time to render everything. Then I hopped in My big slow gunship, and the program\'s still having trouble building structures and terrain quickly. Have seen cpu usage peg 98%. I have an I52500K quad-core cpu at stock 3.3 ghz, 16 gigs ram, an Nvidia gtx 560 gpu, and both My OS and Starmade are loading from a Samsung 256gb SSD. I have not suffered any system-wide lockups or lag though, just trouble in game.

    I can also confirm the salvage beam going invisible. I have a 20-block salvage cannon on the shoulder of My gunship, and was just stripping down some ganked pirate vessels, and yeah, I was firing an invisible gun.

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    Unrelated to the above, I have another issue. Since a few days ago, trading guild ships not only have started to pass by My station constantly, but get stuck in the area and go dead. No movement, They don\'t respond if you ram them, they just hang in space like a bunch of spiders. I have had eight \"dead\" trading guild ships surrounding My station, a ninth one just got caught today I think, and there\'s more of the little weirdos coming through My space all the time. I\'m worried they\'re going to build up and lag the snot outta My little chunk of space.

    Another quirk I found is setting the draw range all the way up to 200 creates this weird bug where if you right-click a block to take it, there will be a large delay before anything happens. In space or on planet.
     
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    CPU usage is a big issue indeed.

    My friend and me have virtually indentical rigs, only him having an i5-3570k (4.1GHz OC) while i got an i7-2600k (4.2GHz OC), both GTX770 4GB (+100MHz on core OC), Vertex 3 SSD, him 16GB ram, me 8GB, both win8 x64 pro.

    I get solid 60 (because i vsynced), while he gets ~20 fps in the SAME area..

    His CPU usage is around 80%, while mine is 20%..



    My screenshot with FPS and CPU usage: http://i.imgur.com/4edaoXA.jpg (don\'t mind the clock speeds here, they are false reported)

    His with FPS: http://i.imgur.com/YJWHBNu.jpg



    On his PC i have tried everything, from reinstalling the game to a full uninstall (with driversweep) and update of drivers, but nothing seems to fix this..

    Mind that this is ONLY when being in this area, outside of this his CPU usage goes back to normal.. Normally i would think that this is due to the area, but since i don\'t have it..
     
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    This happened a couple times to me. If you do the following:

    1. Activate a faction module on a ship with docking modules which already have ships docked to them

    2. Get into a docked ship which does not have the faction module activated.

    3. Undock the ship

    This seems to cause Instant Death. When back in the game though magically all ships that are docked to the larger ship have their faction modules activated.

    I\'m not sure if this was a result of trying to make it so a faction module once activated activates the faction modules of all ships and turrets docked to it.