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Post by Gibbon on May 4, 2013 17:34:54 GMT
@ Jerico Good post there. I'll answer your questions in order 1. It is unhelpfully big i agree, for now just click on the tradelane itself and you can travel that way. If you know where you are going like say, California Minor to NY jumpgate, then just click on the gate, set the destination on the navmap and its all done automatically for you 2. VIP's, Passengers, Endangered Animals and a few other take up cargo space due to their environments. A VIP will have baggage etc which they travel with (see any diva travelling and you get my point) lol, and this is why they take up a bit more space. 3. Not a lot i can do there as you got a bit ahead of yourself and probably confused Fl lol 4. Yes i'm aware of this. I've had this issue a while now, it came from my last mod and ended up as a feature because i can't trace what's causing it. Hope that helps some [WAR]Man-of-War[P]Looking into these issues, currently testing the new version so i'll see what i can do
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 6, 2013 1:44:28 GMT
Hard to say which color aim crosshair should be. Any will do, except red. Blue maybe? Maybe two of them turning in opposite directions, one red and one blue?
Contraband issues for lawfuls:
1. pirate pilots should not be contraband for BH or police ID. Feels bad when police takes them. 2. but android go-go girls should be contraband (no matter I like them). And many other obvious black market goods should get contraband tag in code somewhere. 3. goods with contraband tag should be marked somehow on a list of goods (at market and in ship list). So you can't buy it or tractor it by accident. Contrabands are hot stuff.
Btw, I'd suggest hard time to any lawful caught with a load of contrabands. That char uses his licence in a bad, bad way, to pass by any check point and dock safe. That one should lose licence right on. Revoked by local authority, if you know what I mean. If it's doable, ofc.
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Post by Gibbon on May 6, 2013 7:59:22 GMT
Hi Pepe. The reason pirate pilots are contraband is because they are criminals, and either the BH want them or the Police do. This is why they are always looking for them, after all it's what the police do for a living Pleasure androids will never be contraband, not my problem what people do with them once they buy them, although i can think of a few uses lol. As to tagging contraband, the descriptions say it all so no tag required. If you don't want to tractor in contraband, just tractor items in individually, you don't always have to tractor everything in. As to the last point, only doable as a RP element which i won't put in because then there a re two rules, one for the npcs's and one for us, trying to keep it simple. Keep the ideas coming tho
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Post by [WAR]Man-of-War[P] on May 6, 2013 11:19:36 GMT
At Sigma19, found wreck inside planet Hiran. Let me grab loot that one!!!!!! License holder tougher? with somewhat of hull damage we lost the license... Gunboats turrets: any chance to make available 2 or 3 options to buy and mount? Its only have 2.0 rate with 1000 dps, a 3.0 (about 666 dps) or 4.0 (about 500 dps) would be nice. The missile turrets are fine. I know it come with a package, but if you change these turrets to drain lots of energy (and put a good powerplant on GBs) the fighters will cannot fire these weps. npcs spamming mines: when they come in group, if one drop a mine, most of all npcs are killed or get huge damage. The high missions are finished easily... The damage also is high on our shields...
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 6, 2013 19:28:05 GMT
Hi Pepe. The reason pirate pilots are contraband is because they are criminals, and either the BH want them or the Police do. This is why they are always looking for them, after all it's what the police do for a living Pleasure androids will never be contraband, not my problem what people do with them once they buy them, although i can think of a few uses lol. As to tagging contraband, the descriptions say it all so no tag required. If you don't want to tractor in contraband, just tractor items in individually, you don't always have to tractor everything in. As to the last point, only doable as a RP element which i won't put in because then there a re two rules, one for the npcs's and one for us, trying to keep it simple. Keep the ideas coming tho Hello, Gibbon. 1. What would happend if I had Police ID instead of BH? Would I have right for making my living, or would they take pilots from me anyway? I mean... if it needs major messing with code, than just say it dude and let it be! Police business... 2. I like Pleasure Androids my self, no moral problems with long legged blond big-bubbs toasters. My wife would probably buy a male model, so I can fly your game in peace at night, heh-heh. But their description misleads to BLACK market and CRIMINAL activities, so misleads to contraband. Maybe FAST GROWING market and BUSINESS activities words could make it right? 3. I still think contraband should be marked somehow in cargo list at a first glance. So no one could say he didn't know. Helps with new members, like me.
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 6, 2013 19:48:07 GMT
Oh, turn left/right and pitch up/down commands are not working on my new freighter. Ok, I can use mouse, but... Same is in turret view, which is bad when get surrounded by pirates.
Could you fix it please, freighter model is Hippo? Are other freighters OK with commands mentioned?
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 6, 2013 22:11:35 GMT
When buying Coyote ship in Manchester, Sheffield base sells me VHF shield. But Coyote uses LF shield.
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Post by Gibbon on May 7, 2013 8:59:46 GMT
pepeCoyote issue fixed Which Hippo are we talking about? I tested these and they all seemed to work ok. I always use the mouse and kb to fly, not seen anything unusual with this Regarding the pilots again, npcs are set to pick up certain types of pilots, so the npc police or bh pilots will search ANY other player or npc for them, they don't care who has what they are looking for A general heads up now regarding the cursor colour. I've changed this to yellow and it's a lot easier to see, so hopefully this will help us all when we're fighting. I've also increased the drop rates on credit boxes to make them worth getting. Work continues....
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 7, 2013 9:32:32 GMT
Actually, any ship's turn left/right and pitch up/down commands are not working. But it's not normal to use it with fighters, so I didn't tell you before. Now, with freighter I really miss it when in turret view. In turret view mouse can't control ship's direction, so using commands mentioned is... ehmm... ONLY way to turn left/right and up/down.
Nice to work on bugs with you, Pepe
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Post by Gibbon on May 7, 2013 9:54:26 GMT
The controls for u,d, l, r do actually work, but you need to define them as by default they are set to off due to the fact the ships are steered with the mouse. In turret view it's never been possible to steer and rotate your turrets, it's one or the other. I don't know any way to change that, doesn't mean it can't be done
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 7, 2013 11:13:30 GMT
The controls for u,d, l, r do actually work, but you need to define them as by default they are set to off due to the fact the ships are steered with the mouse. In turret view it's never been possible to steer and rotate your turrets, it's one or the other. I don't know any way to change that, doesn't mean it can't be done Thanks! It is doable for a turret view only ofc, as mouse rotates view and udlr than can do "turret steering" (TS) with no conflicts at all. But, if it's doable, doesn't mean you should do it It makes freighters and their turrets lethal, which could make game get out of balance. But, keep it on your mind please, just in case community asks for it.
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 8, 2013 21:08:49 GMT
Some more issues spotted, please:
- dockable planets are rotating too fast, imo. Makes me dizzy. Really. - Paralyzer missile (from wrecks) is too weak, weaker than class 7 Neutralyzer. Maybe slow it, turn guidance off and boost it to insane 20.000 shield only damage? So it could become useful like some anti-shield bomb, huh?
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Post by Gibbon on May 8, 2013 21:56:44 GMT
Will look into the missile issue. Planet spin has already been dealt with for the next version. Added turret zoom today so you can zoom in and out in turret view quite a bit now.
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vardek
Patriot Pilot
Posts: 42
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Post by vardek on May 8, 2013 23:35:09 GMT
Hi Gibbon Is there any chance of making at least some of the high paying missions NOT in Asteroid fields,I'm really getting fed up with bumping into the bloody things when I'm trying to earn a crust! Regards Vardek.
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pepe
Rhino Pilot
First sex consultant in Sirius
Posts: 59
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Post by pepe on May 9, 2013 10:01:19 GMT
Will look into the missile issue. Planet spin has already been dealt with for the next version. Added turret zoom today so you can zoom in and out in turret view quite a bit now. Thanks! But be careful about turret zoom limits. Targets get further and smaller, cursor stays as it is. Easier to hit. Zooming out "quite a bit" makes DEVASTATING AUTO AIM effect in Freelancer! It can really make players pissed off when some freighter or gunboat can't miss fighters. You can trust me in that. ZOOM MUST HAVE FAIR LIMIT. Point of zooming out is to see where you fly, not to auto-aim. Thing that Turret View really miss is choice of direction. When you are able to see where you fly (with some zoom), you really need that choice. That's why I asked about giving life to turn/pitch keys in Turret View mode. Oh... if you really make turn/pitch + zoom alive... think about any freighter models redesigned to turrets only. Personally, I'd start some Banana Beer business with that models
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