- Joined
- Oct 6, 2013
- Messages
- 100
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Earlier this week, I was testing out a new turret-heavy light battleship on the Tethys server (using the current build, 0.142b, with no client or server-side modifications). I went on a shakedown cruise for a few hours, taking out several dozen pirate ships. The pirates on Tethys use much better ships than an Isanth, including one that is a missile frigate. During the fights, I occasionally heard some hull "thumping," but no damage was apparent in my post-battle inspection. Another player I encountered near the end of the cruise also saw no damage to the ship or turrets. At the end of the test run, I docked at my faction base, did a thorough once-over of the ship, unloaded and organized my looted pirate booty... and then went to bed. ^_^
The next day I log in and find missile damage all over the place. The ship itself is fine, but the docked shuttles inside the shuttlebay are completely wasted, with several overheating. About half of the turrets have sizeable missile craters in them, and a couple are no longer operational -- even though they were all firing correctly the day before.
All of this damage appears to have occurred during the shakedown cruise the day before, but none of the blocks reflected that damage in my client until I allowed the sector (and the ship) to unload by logging out for a bit.
I ran a small-scale test in my Sandbox using a duplicate of the same ship which I had saved just before my cruise. The results were similar.... after a few battles, intentionally letting my test pirates get some hits in, there was no sign of any damage anywhere. I logged out for 30 minutes, and when I return I find a shuttle in the hangar overheating, one turret overheating, and two other turrets heavily damaged.
Some observations:
The next day I log in and find missile damage all over the place. The ship itself is fine, but the docked shuttles inside the shuttlebay are completely wasted, with several overheating. About half of the turrets have sizeable missile craters in them, and a couple are no longer operational -- even though they were all firing correctly the day before.
All of this damage appears to have occurred during the shakedown cruise the day before, but none of the blocks reflected that damage in my client until I allowed the sector (and the ship) to unload by logging out for a bit.
I ran a small-scale test in my Sandbox using a duplicate of the same ship which I had saved just before my cruise. The results were similar.... after a few battles, intentionally letting my test pirates get some hits in, there was no sign of any damage anywhere. I logged out for 30 minutes, and when I return I find a shuttle in the hangar overheating, one turret overheating, and two other turrets heavily damaged.
Some observations:
* The damage is not displaying properly nor applying properly until the ship/sector is unloaded/reloaded (ie, the next login).
> Could this be related to the current bug that does not properly save updated data, resulting in plexchests resetting their inventory (and poofing the new contents) and blocks "unbuilding" new work?
* All of the improperly displayed damage is missile-based.
> I am not certain, but I think it is just the heatseeker missiles. On Tethys, the pirate missile frigate uses heatseekers, but in Sandbox my test pirates use all three types.
* Overheating timers do not begin until after the ship/sector has reloaded (ie, the next login).
> On Tethys, I was active online for almost an hour, organizing inventory, before logging out. The 15-block shuttles in the hangar would have overheated in less than 30 seconds normally, but were still in the midst of their countdown when I logged in the next day.
* Turrets remain fully functional even with critical damage until the ship/sector is reloaded.
> In my Sandbox test, only two turrets were set as active, the rest were idle. Both functioned flawlessly for the full test run. After relogging, one of those active turrets was overheating, with both the weapons computer and Bobby AI destroyed.
* All damage is only to docked ships and turrets -- the parent ship itself remains unharmed.
> Could this be related to the current bug that allows turrets on the same ship to damage other docked ships/turrets with missiles? My turrets are all AMC-based, however, so missile damage would only be from enemies.
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