Forums » General
Changes from 1.2.3.1:
- Re-introduced race tracks in Sedina B5, D5, E5, F5, G5, & H5
- Fixed more capital ship bugs:
- Turret fire no longer hits the turret itself while the
ship is moving
- Docking bay activation now has priority over wormhole
activation
- Fixed turret view getting stuck just after warp
- Fixed launch velocity/direction when undocking
- Storm exit point is properly generated when you undock
- Other capital ship changes:
- Hailing a capital ship will now stop it for 30 seconds
so you can dock to it (if you have permission to do so)
- The "distance" bar at the bottom of the HUD now shows
the capital ship's health while controlling a turret
- Firing arc of turret increased to 150 degrees
- If you're unable to take control of a turret, a more
descriptive reason is given
- The "bar" inside the ship is now the "ready room"
- Players are now kicked out of the ship if they lose
enough faction by shooting people with the turret
- Joystick control works differently (relative instead of
absolute) and keyboard control has been added
- Re-introduced race tracks in Sedina B5, D5, E5, F5, G5, & H5
- Fixed more capital ship bugs:
- Turret fire no longer hits the turret itself while the
ship is moving
- Docking bay activation now has priority over wormhole
activation
- Fixed turret view getting stuck just after warp
- Fixed launch velocity/direction when undocking
- Storm exit point is properly generated when you undock
- Other capital ship changes:
- Hailing a capital ship will now stop it for 30 seconds
so you can dock to it (if you have permission to do so)
- The "distance" bar at the bottom of the HUD now shows
the capital ship's health while controlling a turret
- Firing arc of turret increased to 150 degrees
- If you're unable to take control of a turret, a more
descriptive reason is given
- The "bar" inside the ship is now the "ready room"
- Players are now kicked out of the ship if they lose
enough faction by shooting people with the turret
- Joystick control works differently (relative instead of
absolute) and keyboard control has been added
" Re-introduced race tracks in Sedina B5, D5, E5, F5, G5, & H5"
....oh....my......god.......
THANK YOU DEVS!!!!11!!!one
....oh....my......god.......
THANK YOU DEVS!!!!11!!!one
/me is oh so happy, yes he is.
*six different race courses,
*they record the top 5 fastest times, the player, and the ship they flew
*it will also tell you your personal best time for the track
*inside the track there are checkpoints you can use to help you see if you are on a record breaking pace.
One of the courses is a maze, one has a station as a prop (note the station is not dockable)
*they record the top 5 fastest times, the player, and the ship they flew
*it will also tell you your personal best time for the track
*inside the track there are checkpoints you can use to help you see if you are on a record breaking pace.
One of the courses is a maze, one has a station as a prop (note the station is not dockable)
I want it to be dockable just for repairs
And it's H5
E5 is the maze, a1k0n said waylon made it, damn you waylon *shakes fist in frustration*
And it's H5
E5 is the maze, a1k0n said waylon made it, damn you waylon *shakes fist in frustration*
It's the same maze from 3.3. Not that I said that. *whistle*
Do the maze in a Warthog, with a lmine launcher; leave a breadcrumb trail to help you find your way through. Helps keep your record time secure, too. >:-}
i don't see why the cap ship has to stop for people to dock, i found docking while it was in moton to be no more dificult than docking while it was stationary, you jus sycronise your elative speed, come to stationkeeping and dock normaly.
otherwise good job devs, and thos eracetrack things sound interesing.
otherwise good job devs, and thos eracetrack things sound interesing.
Lord Q, docking was impossible on anything with non-turbo speed <65m/s. Annoying.
Thank you Devs! I tired out the race tracks and this is the first time I have no issues with any of the new features you added! Great job!
Yes, this is all very awesome. And don't get me wrong, I really like this patch too. But I have to take the role of the killjoy here. What about balance?? All this new stuff is awesome and we're all lovin it. But please don't forget that balance is still an issue.
The racetracks should be spread out a bit, not all in Sedina. At least one track in each of the nations' space so the newbies can see them. The maze (G5) ought to go in corvus imo.
" - Players are now kicked out of the ship if they lose
enough faction by shooting people with the turret"
*pictures a bunch of Vogons hauling Arthur & Ford off to the airlock*
enough faction by shooting people with the turret"
*pictures a bunch of Vogons hauling Arthur & Ford off to the airlock*
Ghost, if they focused soley on balance this time, then we'd get a bunch of complaints that no content was added. It's impossible to make everyone happy with each update, but the devs still try. They haven't forgotten about balance by any means. They've fixed a ton of things that needed work, some of which are kind of essential to making the big ships work. While they were at it, they dropped the race tracks in, which people have been begging for months and months. They will NEVER forget balance.
The racetracks are AWESOME!!! I even held the record in the maze (G-5) too until a1k0n ruined it... :(
One word : BALANCE.
(I hate to do this, but please.)
(I hate to do this, but please.)
Stop complaining... sheesh! this is a huge update, with tons of stuff, you want more still? come on! be patient, there are only 4 devs, and only 3 programers (if i understand correctly, you want more, pay for another dev, or more than $10 a month eh?
I haven't logged on for this update yet, but one thing worries me.
The CAP ship will stop if you hail it? What better way to destroy it!
Scenario: a pirate (or other "free-lancer") hails the ship to a stop. Enemy fighter moves it and beat the crap out of it. Free-lancer keeps hailing CAP ship to hold it still.
I've been able to dock the CAP ships while in movements with foiur ships so far, and that's because I haven't tried with other ones. They were the Prom Mk2 and Sky Prom, the Valk Rune and IDF Vigilant.
I consider myself a moderate pilot. There are certainly more apt pilots than myself out there.
So, what gives? I think 30 seconds pause for the cap ship is suicidal. Unless it can be made to stop only onces per sector.
--Mogul Velaio
The CAP ship will stop if you hail it? What better way to destroy it!
Scenario: a pirate (or other "free-lancer") hails the ship to a stop. Enemy fighter moves it and beat the crap out of it. Free-lancer keeps hailing CAP ship to hold it still.
I've been able to dock the CAP ships while in movements with foiur ships so far, and that's because I haven't tried with other ones. They were the Prom Mk2 and Sky Prom, the Valk Rune and IDF Vigilant.
I consider myself a moderate pilot. There are certainly more apt pilots than myself out there.
So, what gives? I think 30 seconds pause for the cap ship is suicidal. Unless it can be made to stop only onces per sector.
--Mogul Velaio
It stops if you have good faction standing.
Nice jobs devs
Good work on cap ship
a pacth every (around) 1.5 weeks is pretty good.
not a lot of games could say the same.
people just hope more contents sometime.
i prefer to see a changes every week than a big one every month.
Good work on cap ship
a pacth every (around) 1.5 weeks is pretty good.
not a lot of games could say the same.
people just hope more contents sometime.
i prefer to see a changes every week than a big one every month.