Mannschafts-Quartiere in Delilias Schwanengesang

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stb.rweckener
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Mannschafts-Quartiere in Delilias Schwanengesang

Post by stb.rweckener » Sun, 15. Jan 23, 18:50

Zum einen sieht der Eingangsbereich zu den Quartieren eher aus wie bei einem Mamut und nicht wie bei einem "normalen" Syn. Zum anderen ragt beim "oberen" Ausgang ein Teil der Schiffshülle in den Traporaum. Ist mir heute erst aufgefallen, kann sein das das Prob bei mir schon immer ist, min jedoch seit 14 Tagen...

Edit: mein Püppchen 7J (heißt nicht Susi) läuft gern auf Schiffen und Stationen herum und meint dass Problem bestünde schon seit vor dem Winter. Also bevor es im Dezember kalt wurde...

Ich bin der Meinung, dass für die Quartiere der falsche Vorraum zugewürfelt wurde. Alle L Schiffe die ich hab, haben in den Vorinnenräumen wie bei den Quartieren immer nur eine Ebene und nicht 2. Das habe ich nur auf Stationen oder in XL Schiffen...

Uwe Poppel
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Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by Uwe Poppel » Sun, 15. Jan 23, 23:30

Da ich voraussehe, dass du unmodifizert spielst :wink: , bitte ein Bild und möglichst auch einen entsprechend passenden Spielstand hier bereitstellen.
Vielleicht kann dann Lino dort was reparieren (für alle Spieler natürlich, nicht nur für dich... :roll: ).

stb.rweckener
Posts: 889
Joined: Sun, 1. Apr 12, 09:20
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Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by stb.rweckener » Mon, 16. Jan 23, 00:41

Danke Uwe das :wink: war nicht unangebracht... ich werde selbst im Save mal schauen, was der Unterschied zu meinen anderen 6 Syns (die Vorräume sind ja immer unterschiedlich) ist... dadurch das ich modified (und spass dabei) spiele, ist es leider bei bei mir auftretenden Probs nicht so einfach der breiten Masse zu helfen

und ich poste das Problem nicht wegen mir...

Ich melde mich wenn ich den Fehler behoben habe, aber ich vermute, dass selbiger bereits vor den Modifikationen bestand... Ich spiele die Storrys generell ohne Mods durch, selbige nutze ich erst danach, dass ist aber bei diesem Save bestimmt auch schon wieder 500 h her...

ggf. ist hier bei der Erstellung/Zuordnung des Schiffs eine fehlerhafte Zuordnung des Innenraums (CrewQuartiere) entstanden... Mal sehen ich werd mir die Tage das Save vornehmen...

stb.rweckener
Posts: 889
Joined: Sun, 1. Apr 12, 09:20
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Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by stb.rweckener » Tue, 17. Jan 23, 18:00

OK hier mal ein Bild: https://ibb.co/album/JR0WZt Bei Crewquartieren der Vorraum über 2 Ebenen, obere Ebene Blick auf den offenen Traporaum.

Ich kann annehmen, dass der Fehler nicht Systemspezifisch ist (Auf meinem 2. Rechner, Komplet AMD, 1. Rechner Intel + NVidia bei beiden alle Treiber aktuell, gleicher Fehler)

Man kann den Traporaum problemlos betreten, beim Rausschauen ist der Fehler nicht zu sehen. Eine Analyse des Saves mit einem Vergleich mit meinen anderen insgesamt 7 Syns, in denen der Vorraum der Crewquartiere jeweils nur eine Ebene hat, führte zu keinem Ergebnis. Bei meinem einen Mamut, der den gleichen Vorraum hat wie das Problemschiff gibt es den Anzeigefehler nicht. Ich konnte leider nicht herausfinden wo die Crewquartiere definiert sind... Hier mal der Auszugsweise Saveinhalt:

<connection connection="ships">
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<listener listener="[0x5680c]" event="killed tempcomponentremoved"/>
<listener listener="[0x6bf52]" event="killed"/>
<listener listener="[0x6bf53]" event="killed"/>
<listener listener="[0x6bf54]" event="killed"/>
<listener listener="[0x6bf5a]" event="boostdisabled"/>
<listener listener="[0x72e93]" event="killed"/>
</listeners>
<events>
<event event="updateengineparameters" time="1635616.77"/>
<event event="updatebuild" time="1635620.284"/>
</events>
<movement forcerotation="1" forceposition="0" class="navigation">
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<read space="[0x6bf44]" avoidbigobjects="1" avoidsmallobjects="1">
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</position>
<targetpoints/>
<flightcontrolmodel type="linear"/>
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<render>
<parameter value="4279043092" name="letter_color" type="color"/>
<parameter value="4279967267" name="number_color" type="color"/>
<parameter value="assets\fx\gui\textures\factions\faction_player" name="diffuse_map" type="texture"/>
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<parameter value="assets\fx\gui\textures\factions\faction_player_glow" name="color_glow_map" type="texture"/>
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<source missioncue="637315" mission="1" class="script"/>
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<engine ware="mod_engine_forwardthrust_01_mk3" forwardthrust="1.1646" strafethrust="1.11267" rotationthrust="1.2243" boostthrust="1.48137" travelthrust="1.24384"/>
<paint ware="paintmod_0123"/>
<ship ware="mod_ship_mass_01_mk3" mass="0.833334" drag="0.859218"/>
</modification>
<gravidar/>
<fleet name="Flotte 19"/>
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<param name="holdfire" type="integer"/>
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<param name="attacker"/>
<param name="skipalignment"/>
<param name="fidget" type="integer"/>
<param name="debugchance" type="integer"/>
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<syncpoint state="reached"/>
<param name="destination" type="list" value="56505"/>
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<param name="precise" type="integer"/>
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<param name="noattackresponse" type="integer"/>
<param name="lookat"/>
<param name="debugchance" type="integer"/>
</order>
</orders>
<software wares="software_dockmk2 software_scannerlongrangemk2 software_scannerobjectmk2 software_trademk1"/>
<control>
<post id="defence" component="[0x6bf52]"/>
<post id="tradecomputer"/>
<post id="aipilot" component="[0x6bf54]"/>
<post id="playerpilot"/>
<post id="engineer" component="[0x6bf53]"/>
</control>
<people>
gekürzt
</people>
<alert level="red"/>
<shields>
<group>
<modification ware="mod_shield_capacity_02_mk3" capacity="1.12426" rechargedelay="0.894234" rechargerate="1.10319"/>
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<weapon ware="mod_weapon_damage_01_mk1" damage="1.15688"/>
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<weapon ware="mod_weapon_damage_01_mk1" damage="1.10678"/>
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</group>
<group group="group_mid_right_down_1" value="2000000">
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<weapon ware="mod_weapon_damage_01_mk1" damage="1.05009"/>
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</shields>
<ammunition>
<available>
<item macro="env_deco_nav_beacon_t1_macro" amount="25"/>
<item macro="weapon_gen_mine_02_macro" amount="25"/>
<item macro="weapon_clustermine_01_macro" amount="25"/>
<item macro="missile_heatseeker_light_mk1_macro" amount="6"/>
<item macro="missile_emp_mk1_macro" amount="4"/>
<item macro="missile_heatseeker_heavy_mk1_macro" amount="2"/>
<item macro="missile_dumbfire_light_mk2_macro" amount="9"/>
<item macro="missile_dumbfire_heavy_mk2_macro" amount="8"/>
<item macro="missile_smart_heavy_mk1_macro" amount="2"/>
<item macro="weapon_gen_mine_01_macro" amount="25"/>
<item macro="weapon_gen_mine_03_macro" amount="25"/>
<item macro="eq_arg_satellite_02_macro" amount="24"/>
<item macro="countermeasure_flares_01_macro" amount="20"/>
<item macro="eq_arg_satellite_01_macro" amount="25"/>
<item macro="eq_arg_resourceprobe_01_macro" amount="25"/>
<item macro="ship_gen_xs_repairdrone_01_a_macro" amount="8"/>
<item macro="ship_gen_s_lasertower_01_a_macro" amount="25"/>
<item macro="ship_gen_xs_lasertower_01_a_macro" amount="25"/>
</available>
</ammunition>
<weapongroups>
<primary active="0">
<entry>
<weapon id="[0x6bf46]"/>
<weapon id="[0x6bf47]"/>
<weapon id="[0x6bf48]"/>
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</primary>
<secondary active="0"/>
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<locked nextchecktime="1631740.528"/>
<economylog cargo="1110086.565" offer="1110086.565"/>
<account id="[0x157]" own="1"/>
<dockdoors closetime="1582035.46"/>
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</connection>
<connection connection="con_cockpit" macro="con_cockpit">
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<offset default="1"/>
<render>
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<parameter value="assets\fx\gui\textures\factions\faction_player_glow" name="color_glow_map" type="texture"/>
</render>
<connections>
<connection connection="entities">
<component class="computer" macro="character_defence_computer_01_macro" connection="parentconnection" code="LKW-816" owner="player" known="1" read="0" id="[0x6bf52]">
<listeners>
<listener listener="[0x6bf45]" event="killed"/>
</listeners>
<traits flags="remotecommable">
<skill type="morale" value="6"/>
</traits>
<entity type="officer" post="defence"/>
</component>
</connection>
<connection connection="entities">
<component class="computer" macro="character_engineer_computer_01_macro" connection="parentconnection" code="EDV-650" owner="player" known="1" read="0" id="[0x6bf53]">
<listeners>
<listener listener="[0x6bf45]" event="killed"/>
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<skill type="morale" value="6"/>
</traits>
<entity type="officer" post="engineer"/>
</component>
</connection>
<connection connection="entities">
<component class="npc" macro="character_argon_female_cau_pilot_01_macro" connection="parentconnection" name="Andria Pareii" code="BWC-215" owner="player" known="1" read="0" page="10108" id="[0x6bf54]">
<listeners>
<listener listener="[0x6bf45]" event="killed"/>
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<offset>
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<traits>
<skill type="boarding" value="11"/>
<skill type="engineering" value="3"/>
<skill type="management" value="4"/>
<skill type="morale" value="12"/>
<skill type="piloting" value="15"/>
</traits>
<entity type="officer" post="aipilot"/>
<blackboard>
<value name="$StateMachine" type="cue" value="131893"/>
</blackboard>
<npcseed seed="4001953563"/>
<connections>
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</connections>
</component>
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stb.rweckener
Posts: 889
Joined: Sun, 1. Apr 12, 09:20
x3ap

Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by stb.rweckener » Wed, 18. Jan 23, 00:04

@ Uwe bzw. ein falls ein anderer Moderator oder Dev. mitliest mir geht es hier nicht um den Fehler bei mir sondern eher darum, dass mal in den Parametern bei der Zuweisung der Räume geschaut wird und ein dort bestehender Fehler für die Zukunft behoben wird...

Ich kann mir auch locker vom Hocker einen neue Syn bauen, in Delilias Schwanengesang umbenennen und das Original ausschlachten und verschärbeln... Ich muss nur auf die Lackierung achten und meinem Püppchen erzählen, dass ich den Fehler beheben konnte, denn ich werde ihr das sonst nicht unterjubeln können

(ist ihr Lieblingsschiff)... 8)

Uwe Poppel
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 3053
Joined: Sun, 4. Sep 05, 03:03
x4

Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by Uwe Poppel » Wed, 18. Jan 23, 02:55

Auch noch das Lieblingsschiff... :roll:

Na dann muss Lino doch mal ran und bis 6.0 den "Schatten" entfernen.

stb.rweckener
Posts: 889
Joined: Sun, 1. Apr 12, 09:20
x3ap

Re: Mannschafts-Quartiere in Delilias Schwanengesang

Post by stb.rweckener » Wed, 18. Jan 23, 12:04

Danke im Voraus. Ich warte mit meiner Bugumgehungsmethode noch etwas. Ich wollte jetzt e erstmal auf die Bremse treten, aber schön wenn sich auch um solche "Kleinigkeiten" gekümmert wird...

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