Functional (non-crash) bug list: Updated 21 Jan 2004 (v1.2)

Ask here if you experience technical problems with X³: Reunion, X²: The Threat, X-Tension or X-Beyond The Frontier

Moderators: timon37, Moderators for English X Forum

Post Reply
User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Functional (non-crash) bug list: Updated 21 Jan 2004 (v1.2)

Post by Reven » Wed, 10. Dec 03, 07:59

Last Update: 21 Jan 2004

This is a list of functional bugs (bugs that relate to game functionality and not game stability) reported by players in this and other threads. Please feel free in this thread to comment on existing bugs or report more.

Additionally, I have a list of "oversights". These are items that, while not necesarily bugs, are functionality that either doesn't make sense, or is missing.

The color code is as follows:
  • The bug exists in the current game version
  • The bug existed in a previous version, and it is not yet known if it exists in the current version
  • The bug has been corrected in some patch. The patch which corrects the bug will be listed individually.
There will not be any controller-related bugs here. I have outlined all the controller-related issues in this thread, and this topic has been hashed out quite enough.

Please note: this thread is NOT for complaints. It is for dispassionate discussion of game bugs and quirks.

Functionality Bugs
  1. 'R' list (owned items): If you are on a tab with more than a screen of information, scroll to the bottom of the list, then switch to a tab where there is less than a full screen of items, then the list is scrolled off the top of the screen even though it would all fit without scrolling. Also, the indicator on the right that shows where you are in a scrollable list dissappears, so there is no visual indicator that you are scrolled down. To the eye it just looks like all your bases have dissappeared, for example.
  2. When the ecliptic projecter is activated while in a turret, the ecliptic is projected wrongly. The ecliptic seems to be projected parallel to the normal of the turret rather than on the actual ecliptic of the sector.
    Update: The ecliptic is not projected parallel to the normal of the turret, as I first thought, but is projected as if the turret were facing the direction the ship is pointing.
    Update 2: This is listed as fixed in patch 1.2, but is not. The projector works in 1.2 the same as in 1.1 or 1.0
    Update 3: The readme for the 1.2 patch was actually mistaken as to what Ecliptic Projector issue was corrected. The issue corrected was not the turret display, but the one listed here as Oversight #1 here (turning off after jumps).

  3. The Gamma PAC weapon is "lighter" than it's little brother, the Beta PAC. Turrets are supposed to (presumably) turn faster with smaller weapons. However, a turret will turn faster with the larger Gamma PAC than with the smaller Beta PAC. This has been verified with a stop-watch.
  4. If a new base is deployed by communicating to a TL while you are docked in a base, then there is severe corruption of the base deployment cut-scene. The likely cause is that the cut-scene should switch to a view external to the base, but it doesn't.
    Update: This has been fixed as of version 1.1

  5. When viewing the console of another ship in one of your monitors, the console will show the number and type of missiles that YOUR ship has currently active.
  6. Turret's point themselves directly at a target who's lead indicator is far away from it. It is as if the turret and the guns in the turret are not together. The turret itself is pointing directly at the ship, while the turret's guns try to lead the target. Because of this, a turret cannot engage a target that is below its horizon, even if the target's lead indicator (where you need to shoot to hit the target) is above its horizon. More info here.
    Update: Part of this is intended behavior. The "decoupling" of the gun from the camera is intended. This is actually a feature, since guns of different shot speeds in the same turret will aim themselves independantly, so they all need to be independant of the camera. Part of this is an error in my observations, as objects that are below the horizon will continue to be tracked, and will be shot at if their lead indicator rises above. My apologies to Egosoft for the mistake in my observations.

  7. Independant from the above bug, a turret will not always shoot towards the lead indicator. The amount of error is dependant on the vectors of the shooter and the target, and is quite pronounced. So much so that turrets without scatter-weapons have a hard time hitting massive (and slow) enemy capital ships or TL's even at close range. The odd thing is that the lead indicator seems to correctly indicate where a turret should shoot, but the turret AI is not shooting in that direction. The turret AI is, therefore, seems to be using different target lead calculations from what the lead indicator is using. More info here.
    Update: I've been in talks with Egosoft on this (big thanks go to KlausM for taking the time). There is a bug with a turret's target lead indicator where it doesn't take into account the shource ship's velocity correctly. This is verified by them. However, they are suggesting that this doesn't affect automated firing from that turret. I'm not 100% convinced that there isn't still a problem with turret aiming, but I am setting this to amber for now and will do some in-depth testing to look into it.

  8. When an M5 undocks from an M6, the M6 loses its autopilot settings and stops.
    Reported by scribble and verified.
    Update: This is intended behavior, and not a bug.

  9. *** REMOVED *** This item is now listed as oversight #8.
  10. Police licenses are destroyable by enemy fire or collision damage. As these are not physical objects, but rather a purchased "authority", they should not be subject to damage.
    Update: Listed as fixed in patch 1.2. Fix not yet player-verified.

  11. In SETA mode when the ship is trying to go through a jump gate, sometimes it will go back and forth through the gate many times as though it is not hitting the "trigger" point to actually jump. In non-SETA mode it will jump fine.
    Reported by ironwill96 and verified.
    Update: This is not a bug, but caused by SETA set to too high a value for your CPU to handle. Turn down the SETA multiplier in options (SHIFT + O)

  12. BBS Lottery: Sometimes this item does not display the previous winning number, but instead displays the variable placeholder.
    Update: This was reported by Egosoft as fixed as of version 1.1, however, there are also reports by players of this behavior still appearing in 1.1.
    Update 2: Egosoft has confirmed that this bug is still in 1.1. The "bugfix had a bug" :). Thanks to BurnIt! for the update.
    Update 3: Fixed in version 1.2.

  13. This is now listed as Oversight #9
  14. Shields will sometimes be recognized only as a ware, and not as a ship upgrade.
    Reported by ShanghaiDilly and verified.
    Update: This has been fixed as of version 1.1

  15. If you are too close to a small asteroid when a mine is deployed there, your ship can end up getting stuck inside the mine model. More info here.
    Reported by rslifka and verified.

  16. Many people are never hearing in-station audio announcements. More info here and here.
    Reported by Dutchman and Malex
    Update:Fixed in version 1.2

  17. In some cases, the rank progression "percentage" indicator seems to freeze at 0%. The rank may continue to rise, though it is not displayed on the personal stats screen.
    Reported by Scoob and verified.
    Update: This has been fixed as of version 1.1

  18. Transparent menus show guages underneath them, but the guages never update once the menu is in place. The cockpit's "flashy-blinky-lights" update through the transparent menu just fine.
    Update: I have determined that it is not a transparency issue as I first thought. It is simply the fact that no in-ship guages are updated when any menu is displayed. This can be determined as in some cockpits, some guages are not "covered" by menus, and they do not update when any menu is displayed.

  19. If a station you own is under attack, it will flash red on the station list, sector map and, if you are flying a ship in range, on your gravidar. If you destroy that station's attackers, it will cease to flash red on the sector map and station list, but will continue to flash red on the gravidar. It will do this until the sector is left and re-entered, on until you dock (in a non-capital ship) and undock.
    Update: Oversight #9, which is similar to this bug, is listed as fixed in version 1.2. Status of this bug is "unknown" until it can be verified if it still exists in 1.2.

  20. If any factory in the entire X universe produces a resource at or under your maximum "buy" price, then your factory's transports will never buy that resource from any trading station, even if the trading station is closer and cheaper. More info here and here.

  21. In a multi-monitor setup, a cutscene will span both physical monitors.
    Reported by GnatB

  22. In a multi-monitor setup, on initial load the initial menu is centered between the two physical monitors. Once you select a submenu, it stretches across both physical monitors. Once you exit the menu and come back to it, it is on the primary menu as per oversight #5.
    Reported by GnatB

  23. Respawned capital ships appear in the shipyards and never move from there.
    Reported by Azzkicka

  24. Unarmed ships that are attacked will run when in out-of-sector combat, but not during in-sector combat.
    Reported by Azzkicka

  25. If an enemy ship surrenders and you pick up the astronaut, your ship will continue to flash red in the sector map (and cause the sector to flash red in the galaxy map) until your ship docks.
  26. If a Xenon ship surrenders, your ship will continue to flash red in the sector map even though Xenon ships don't release an astronaut on surrendering.
  27. Commanding a ship to attack a station has no effect / Stations appear on the list of automaticly-attackable targets for the "Combat->Attack' command (one or the other is a bug, depending on what was intended by Egosoft)
    Reported by Tiberian Commander and verified.

  28. When configuring multiple ship purchases at once, the game does not correctly calculate how many of each ware is available in the equipment dock. This leads to being able to buy more items than are available, and also to some free money exploits.
    Reported by Tiberian Commander and verified.

  29. Live cargo (slaves) can be transferred to a ship without cargo-bay life support without any ill effects.
  30. Some missions (namely bounty-hunter missions) do not appear on the BBS for any player who started their game prior to the 1.1 patch and then converted the save-game. They only appear for players who start a new game under 1.1.
    Update: Not officially listed as a 1.2 bug fix, but as Egosoft asked for player-supplied game save files prior to 1.2's release, this may have been fixed.

  31. Free money exploit: Go to a ship-seller where the cheapest ship is not on the top of the list. Make sure you have just enough money for 10 of that ship. Select that ship, and make the purchase quantity 10. Now select the "I" (information) screen, and escape out of it. The ship purchase selection will now be on the ship that is at the top of the list. Purchase the 10 of those more expensive ships, and your cash will be set to zero. You can now re-sell those 10 ships for free money.
    Reported by Logan321 and verified.
    Update: Fixed in version 1.2

  32. Some users report music corruption in some song files. Corruption persists despite ensuring the only mp3 codec enabled is the correct Fraunhofer Advanced v1.9. More info here
    Reported by CoreInversion
    Update: Only appears on one or two machines. Probably not a game-related problem.

  33. Strange effects occur if a ship docks while you are attempting use a transporter to transport to it. It appears that the ship "docks" inside the player object. More info here
    Reported by doctorlucky

  34. Free commodities exploit: Command a subcraft to dock with its mother ship (M6, TL, M2, M1) and then enter into the "Freight beamer" screen. Select all of one commodity, and when the subcraft docks, that commodity will be duplicated. More info here
    Reported by Logan321 and verified.

  35. Events in a remote sector occur differently if they are observed through the sector map than if they are not observed. More info (including a link to download a save game that illustrates the bug) is in this thread.
    Verified by brucebia.

  36. A nebula which obscures something from the scanners of your ship but not another ship that you own in the same sector will still cause that item to dissappear from the sector map/gravidar. The obscuring code does not allow for the fact that another ship you own might be able to see something, even if you can't. More info here
Functionality "Oversights"
  1. The ecliptic projecter is turned "off" after warping. It must be turned on every time you enter a sector. This is annoying and different from XBTF & XT. I can't call this a bug, as it may be intended, but if it is intended, I can think of no reason why it should have been.
    Update: This has been "fixed" in the 1.2 patch.

  2. SETA mode should terminate if a ship you own is attacked. As the majority of actual game-time is in SETA mode, having it not terminate essentially eliminates the possibility of ever going to the aid of one of your ships that is attacked. By the time the notification is given, it may be too late to assist the ship.
  3. "Navigate->Fly to sector" keeps the autopilot on after you arrive in the destination sector, while "Navigate->Move to position" silently turns off autopilot when it completes. For consistency, when the autopilot reaches the logical end of a program, it should always be left in the same state. Additionally, it would be nice if an "autopilot deactivated" message was played whenever the autopilot turns itself off.
  4. When a weapon or shield is destroyed, the message played is "<weapon name> has been damaged", whereas with every other type of equipment it uses the word "destroyed". As weapons are not repairable, it should say "destroyed" with them as well so as not to confuse players. More info here.
  5. In a multi-monitor setup, you cannot select which physical monitor to display a menu on. It is always on the primary monitor.
    Reported by GnatB.

  6. AI/Autopilot only seems to do collision avoidance for obstacles directly in a ship's path (the current vector the ship is pointing at). This is a problem when the AI/Autopilot decides to turn. It doesn't "shoulder check", so to speak, and it turns without checking if its destination vector is clear. This is especially a problem when undocking from large stations and hitting autopilot right away. If the new vector for the autopilot is "behind" the ship, it will take the ship into a radical course change. This can cause the ship to ram the station before the turn is complete, and thus before the autopilot can do collision avoidance. It should be fairly easy to, in combination with the turn speed of the ship, check the destination vector of the ship prior to a turn being executed, and perform "preemptive" collision avoidance.
    Reported by Incarna and verified.

  7. Ships under AI control will never use a jump-drive.
    Reported by Azzkicka et al
    Update: According to Egosoft, scripting will soon be able to control the jump drive. This means that this issue will be resolved.

  8. Any time a player takes control of a ship, that ship's "home" setting is lost.
    UPDATE:This was originaly Bug #9 on the above bug list. It has been confirmed that this is, in fact, intended behavior with the explanation that a player's ship "doesn't need a home". While this is technically true, it is also annoying for the software to make those decisions for me and delete a player's settings. Rule of thumb for software is that an explicitely set user setting is always more valid than what the program "thinks" is appropriate. When a user takes control of a ship, the setting should be suspended but preserved.

  9. Stations that have >0 resources, but not enough resources for their next "batch" of product will not flash yellow indicating they are out of resources.
    Update: Egosoft has claimed this is intended behavior in this thread. While I would usually accept this, the given explanation does not make sense on two counts. 1) They say that it might not blink yellow if goods are incoming, however a station that has zero resources will blink yellow even if its automated freighters have resources that are incoming. Verified with a solar power plant and crystals. 2) A station that cannot produce due to not having ENOUGH resources will sometimes blink yellow on the Gravidar, but not on the 'R' list or on the sector map. Therefore this indicates intended behavior contrary to the given explanation.
    More info here.
    Another Update: Mr. Handby continues to insist that this is intended behavior. I still think there must be some misunderstanding somewhere, as I cannot believe this would be intended - in XBTF, it worked the "right" way. But, if they say it's intended, it's intended.
    Update 3: I posted another thread about this issue to collate all the observations in one place. Mr. Handby has promised that the issue will be looked at. Thanks!
    Update 4: Fixed in version 1.2. Thanks goes out to Egosoft for taking the time to do this.
    Reported by reljam and verified.

  10. The "show as enemy if enemy to me" behavior doesn't make total sense on two counts: 1) It has no "in-character" basis. How can you tell if someone doesn't like you unless they actively target you, or you are otherwise the recipient of weapons fire? 2) It makes it so that non-hostile pirates (those pirates who would otherwise not attack you) are attacked. Thus, the behavior has negative functional and negative in-character effects.
    The suggested behavior would be to have the setting cause only ships that actively target and/or fire upon you to show up as an enemy.
Log:
28 Dec 2003
  • Added bug reports numbers 27, 28, and 29.
30 Dec 2003
  • Added bug report number 30.
  • Added log so viewers can tell what has changed at each update
1 Jan 2004 (Happy New Year)
  • Added ship-buying free-money exploit to the bug list (#31)
  • Added "show as enemey if enemy to me" behavior to oversight list. (#10)
  • Removed a duplicated bug (ack - a bug in the bug list)
  • Updated bug #12 (Teladi Lottery winning number bug) to red.
4 Jan 2004
  • Added bug #32
  • Cleaned up a few formatting glitches.
  • Added an update to oversight #9. Thanks to JonHandby, who has promised the issue will be looked into.
5 Jan 2004
  • Removed bug #32 (invisible confirmation dialog for "delete all logbook entries) which was not a bug. It was, in fact, stupidity and perhaps severe myopia on the part of this list's author. :)
7 Jan 2004
  • Added bugs #32, #33, & #34.
15 Jan 2004
  • Added bug report #35.
16 Jan 2004
  • Added bug report #36. Only 28 more to go and this thread gets in the top 10 active threads. Woo hoo!
17 Jan 2004
  • Updated all bugs and oversights reported as fixed in 1.2 (and some that weren't if it made sense) to orange pending verification that they are fixed; except for...
  • Bug #2 (Ecliptic projector) updated to reflect that while noted as fixed in 1.2, it was unfortunately not fixed.
  • Updated bug #8 to green as it is intended behavior. This change should have been made long ago.
  • Updated bug #32 to green, as it occurs in so few machines that it is likely not a game-caused problem.
18 Jan 2004
  • Updated bug #2 - turns out the readme was mistaken as to which ecliptic projector issue was fixed.
  • Updated Oversight #1 to green. This is the ecliptic projector issue that patch 1.2 fixes. At least we still get to turn something green. Yay.
  • Updated Oversight #9 to green. This has been verified fixed. Yay yay!
  • Added an update to oversight #7 indicating that Egosoft has promised to fix this. Yay yay yay!
  • Updated bug #31 to green as it too is fixed in version 1.2.
  • Updated bug #6 to green as it was partially an error in my observation, and partly intended behavior.
21 Jan 2004
  • Added updated information to bug #7 (turret missing target). Thanks to KlausM at Egosoft for his time on this.
  • Bug #10 (police licenses destroyable) updated to green. Couldn't make this happen since 1.2.
  • Bug #12 (incorrect display of previous winning lottery number) updated to green.
Last edited by Reven on Thu, 22. Jan 04, 01:49, edited 54 times in total.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Wed, 10. Dec 03, 08:39

Found a new bug to do with monitors. When using a monitor to display the cockpit of another ship, that remote ship will show in its display the number and type of missiles that the main ship has.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Wed, 10. Dec 03, 12:00

I'm adding turret-aiming AI as a bug. On player-owned ships, turrets that are controlled by AI do not aim properly.

To see this, you need a capital ship... an M6 (Corvette class) Split Dragon is what I used. Load the turrets up with weakish guns... say one Gamma PAC per turret. Set up each turret to protect the ship, and set up your two monitors to display the turrets. Next, approach a Khaak cluster and break it apart. Fly the ship straight and level at about 100m/s and watch the turret windows. I myself made several recordings and took screenshots. I had planned on measuring, but the problems are visible enough to not need it.

You will observe the following:
  • A turret will center itself (point) directly at a target, and not the target lead indicator. The shots do not go in that direction, but the turret points that way. This means that a turret will never fire at a ship that is below its horizon, even if the target's lead indicator (where you need to shoot to hit the ship) would be above the horizon.
  • The shots clearly do not go towards the lead indicator. There is an error that is greater than can be accounted for in the built-in weapon error. That is, even when firing your main gun straight ahead, the shots wander slightly off the direction you are shooting. However, the error in turret firing is not that. How much off the lead indicator the turret fires seems to depend on the vectors of your ship and the enemy ship. And sometimes it's hard to tell that the shots are going off. But, if you make a recording like I did, at times it is blatantly obvious.
The problems with the turrets are making player-owned capital ships problematic. Players are gravitating towards PPG weapons in masses because the consensus is, without scatter-weapons, a turret can't hit the broad side of an M2 at 500 meters. The reality is, that this is completely correct. Take a recording of an engagement between a Corvette and an M2 with one monitor set on a very zoomed-out external view and you will see that even with MASSIVE enemy ships traveling at relatively slow velocities, a player's turret will miss far more than it hits, even when both ships are not turning.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

WetWarev7
Posts: 528
Joined: Mon, 10. Nov 03, 19:11
x3tc

Post by WetWarev7 » Wed, 10. Dec 03, 15:51

I had noticed that when I am accessing the cockpit view of one of my ships, and I control it for a while, then switch back to my ship's control, any control changes made to my ship affect the other as well, unless I give that ship new orders. This may be intentional, allowing you to control all ships as one while flying in formation, but have not tested this with more than one ship.
My X2 mods:
Pirate Scanner(X2)
Have Scanner-Will Travel(X2)
WetWare's Ship Tweaks(X2)

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Thu, 11. Dec 03, 00:39

This can hardly be intentional, as differences in flight characteristics would soon cause the formation to fall apart.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

ScribbleJ
Posts: 362
Joined: Fri, 28. Nov 03, 07:53
x3

Post by ScribbleJ » Thu, 11. Dec 03, 01:00

These are all good complaints. I'll add that my M6 forgets what it's autopilot was set to do if I undock in the M5...

User avatar
Zalamander
Posts: 68
Joined: Wed, 29. Jan 03, 14:03
x3

Post by Zalamander » Thu, 11. Dec 03, 01:00

Mouse control is a shame.

It's not even close to how good it was in the previous X games.

-If draging the mouse very slow the ship will still accelerate the turn and make a turn in full speed no matter how slow I move the mouse.

-When tunring with the mouse and stops turning (stops moving the mouse) the turn ends instantly. This is also very annying, the most annying part of the X2 mouse control. In prev X games when not moving the turn deaccelerated slowely again til it stopped instead of making a instant stop.

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Thu, 11. Dec 03, 01:06

scribble wrote:These are all good complaints. I'll add that my M6 forgets what it's autopilot was set to do if I undock in the M5...
Thanks, I'd forgotten this one. Additionally, the M5 forgets it's home if it's set to the M6 every time it docks.

Regarding mouse control... I agree, but there is another thread I started for controller-related issues. That thread is not just for controller bugs, but for controller annoyances too.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

Sarpedon
Posts: 60
Joined: Thu, 18. Sep 03, 23:09
x3

Post by Sarpedon » Thu, 11. Dec 03, 01:12

If you set autopilot to dock at a gate, after coming through the gate on the other side, autopilot remains on, even if you dont have another target set. I often target a gate that is 90km away, turn on autopilot, and turn on SETA (or not, depending on how much time i need to do whatever it is i'm doing when i traverse across the galaxy) Once I come through the other side, my ship keeps flying wherever it pleases at the whim of autopilot. Autopilot should be turned off once you reach your final destination automatically.
Death before Dishonor.

User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by moggy2 » Thu, 11. Dec 03, 01:40

Sarpedon wrote:If you set autopilot to dock at a gate, after coming through the gate on the other side, autopilot remains on, even if you dont have another target set. I often target a gate that is 90km away, turn on autopilot, and turn on SETA (or not, depending on how much time i need to do whatever it is i'm doing when i traverse across the galaxy) Once I come through the other side, my ship keeps flying wherever it pleases at the whim of autopilot. Autopilot should be turned off once you reach your final destination automatically.
So you want it to just stop where it comes out of the gate? It wouldn't be long before someone ran into the back of you in that case.
The auto pilot takes you to a safe distance from the gate then put's it into idle. It's the idling at half speed rather than 0 that's annoying.

Sarpedon
Posts: 60
Joined: Thu, 18. Sep 03, 23:09
x3

Post by Sarpedon » Thu, 11. Dec 03, 01:53

No, I want autopilot to shut off and then my ship continue flying in a straight line at 38 km/s or whatever speed its on once it leaves the gate. I guess it's not that big of a deal, but it kind of annoyed me.
Death before Dishonor.

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Thu, 11. Dec 03, 03:06

Sarpedon wrote:No, I want autopilot to shut off and then my ship continue flying in a straight line at 38 km/s or whatever speed its on once it leaves the gate. I guess it's not that big of a deal, but it kind of annoyed me.
I would suggest this would be desired behavior. If the ship is left moving, though, when the autopilot deactivates, there should be an audible message. Just a simple "Destination reached" or even just the "Autopilot deactivated" message would be great.

I've also found another bug. Some things that it does not make sense should be damageable can be destroyed by collisions/ship damage. For example, your police licenses. I was fighting the Xenon and got a message "Teladi Company Police License... Destroyed". I guess the Teladi must secretly like the Xenon. :)

Things like that should not be subject to damage. They are not items, so much as authority. A laser can't destroy my authority.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by moggy2 » Thu, 11. Dec 03, 04:30

Sarpedon wrote:No, I want autopilot to shut off and then my ship continue flying in a straight line at 38 km/s or whatever speed its on once it leaves the gate. I guess it's not that big of a deal, but it kind of annoyed me.
I would suggest that this isn't really a bug, more of a difference of opinion, and one that's easily rectified once the scripting is enabled.

I certainly wouldn't want it to do what you suggest. With the auto pilot off there would be nothing to stop the ship crashing into something, or take evasive action if it was attacked, if I haven't returned from making a cuppa by the time the ship jumped.

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Thu, 11. Dec 03, 04:40

No, it's not a bug, and I didn't add it to the original message's bug list. I am going to add it to the lapse list, but not for the reason you might think.

The "Navigate->Move to position" command silently turns off the autopilot when it completes. The issue I am most concerned with is consistency. One navigation command shouldn't exit autopilot on completion while another does. You shouldn't have to remember the state each command leaves the system in - it should be consistent.

I think that it is important either "fly to sector" needs to turn off its autopilot at the end, or "move to position" needs to leave it on. My personal oppinion is that it is probably the best idea is to take it to a "safe" spot, stop, and turn off the autopilot. I also think that every time the autopilot turns itself off it should be accompanied by a "program complete" or "autopilot deactivated" for added clarity.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Fri, 12. Dec 03, 03:34

I've done more looking at the turret issue and it looks like the turrets simply don't take into account the forward velocity of the ship they are mounted on when they fire. They are taking into account the velocity and vector of the target ship, but not the source ship.

Again, I would appreciate it if other people would check into this and verify this independantly.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

ironwill96
Posts: 6
Joined: Fri, 12. Dec 03, 07:28
x2

SETA use and jump gates..

Post by ironwill96 » Fri, 12. Dec 03, 07:35

Not sure if this has been mentioned yet elsewhere, but my ship will have problems quite often when in SETA mode entering a gate. It will keep trying to turn around, re-enter the gate, and then turn around and re-enter over and over. If I turn off SETA mode, it enters the gate just fine. It is like it is not "touching" the entry trigger long enough to cause it to gate me. This only started happening after I got my top speed above 400 in my M5 (it is at max - 490 now). I also once saw a bug where it did not load the previous winning lottery numbers (had a placeholder variable instead). Other then that, I have had no crashes or obvious bugs over 30 hours of gameplay.

System:
Windows XP Professional
Athlon XP 2400+
Geforce FX 5600 Ultra 256mb

User avatar
Reven
Posts: 1133
Joined: Thu, 10. Jul 03, 07:42
x4

Post by Reven » Fri, 12. Dec 03, 18:51

Yes, I've encountered both of these problems myself. I need to write these things down when I encounter them so I remember to add them to the list.

I noticed on the lottery number bug that when it occured, there were two lottery entries in the BBS at the same time. No sure if this is relevant.

Please, keep them coming. I'd like to make the list as inclusive as possible - best way to get things fixed is to itemize them properly. :)

Also, I would REALLY appreciate it if people could try out what I've done to test the turret issues. I'd like to get more input on this.
You were warned... pirates will be hunted down like vermin.

Ex Turbo Modestum

Mehrunes
Posts: 645
Joined: Wed, 3. Dec 03, 03:10
x4

Re: SETA use and jump gates..

Post by Mehrunes » Fri, 12. Dec 03, 21:38

ironwill96 wrote:Not sure if this has been mentioned yet elsewhere, but my ship will have problems quite often when in SETA mode entering a gate. It will keep trying to turn around, re-enter the gate, and then turn around and re-enter over and over. If I turn off SETA mode, it enters the gate just fine.
I've only had my ship turn around after flying through the gate when I have SETA set higher than my system can handle. Try lowering it to a value that runs relatively smooth.

pjknibbs
Posts: 41359
Joined: Wed, 6. Nov 02, 20:31
x4

Post by pjknibbs » Fri, 12. Dec 03, 23:08

Moved to Support at Reven's request.

ShanghaiDilly
Posts: 84
Joined: Thu, 27. Nov 03, 18:34
x2

Post by ShanghaiDilly » Sat, 13. Dec 03, 03:09

Great list. Here's some more.
  • If you leave your cargo in a docked Mammoth for too long, your cargo (SPPs, etc.) will disappear. Documented here:

    http://www.egosoft.com/x2/forum/viewtopic.php?t=15541
  • If you assign one of your monitors to your TS that has its home set, then while your TS is conducting its orders make the monitor for the TS the active monitor, the TS' home will be unassigned.
  • Audible and text warnings mysteriously stop working. This happened early in the game for me when pirates were attacking my SPP. I annoyed them enough that they turned their attention to me, then I left the sector. They returned to attacking my SPP, but I never got another
    warning and have not received a warning since then no matter what property of mine is being attacked.

Post Reply

Return to “X³: Reunion, X²: The Threat, X-T and X-BTF - Technical Support”