Forums » Bugs
I don't know whether this has already been posted, but I'm willing to bet that it has. However, just in case it hasn't, here's the problem: the only dock in s9 that currently works is the one facing s8. None of the others am I able to dock in.
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Docks in sector 7 are now failing too, it's like a virus slowly spreading. Eventually all docks will stop and no more docking for anyone lol.
Maybe it's a 'fix' for the valks running away and docking.. lol.
That is kind of weird, though. No updates, just the docks suddenly cease to work. IS there some problem with the servers?
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I did submit a bug report on this shortly after it was discovered in 9.
If it's any help, the failure of the docks coincided with a fireworks (mines) display in the sector (about 1200m from the station).
(maybe a problem with the force code but I can't see how, with the distance and the fact that stations don't appear to be effected by the forces of explosions.)
OK...that's enough...smoke appearing above my ears....
If it's any help, the failure of the docks coincided with a fireworks (mines) display in the sector (about 1200m from the station).
(maybe a problem with the force code but I can't see how, with the distance and the fact that stations don't appear to be effected by the forces of explosions.)
OK...that's enough...smoke appearing above my ears....
I think it's the same problem that happened in sector 11 a while back. We're working on a permanent fix for this.
No ray, closing all the docks is not an applicable solution...
raybondo is a dev?
I think he part of the Ram-The-Station-'till-It-Behaves team..
does the station that the s46 race track that is around have this bug too? cause i can't dock in any of the 4 docks
Devs:
Incarnate, manager and sound person. (sectors too, i think)
a1k0n, bot and server person.
Vlad, graphics person. (also made GTS)
raybondo, fixes stuff.
Probably forgeting some other stuff too.
Incarnate, manager and sound person. (sectors too, i think)
a1k0n, bot and server person.
Vlad, graphics person. (also made GTS)
raybondo, fixes stuff.
Probably forgeting some other stuff too.
Yay! Go bashing Raybondo! oops, I mean GO bashing the station!
List Of Docks Curerntly on "Strike":
s9 (3 docks offline, 1 online)
s11 (Dock delayed or nonfunctional)
s7 (Reports massive docking delay)
s5 Outpost (reports docking delay of 20 sec.+)
s4 (reports 1 dock offline, others delayed)
These are reports I've heard ingame and outside and several I've expierenced myself, such as the s11 and s9 problems. I heard from an Itani that s4 is starting to fail as well.
Docks Behaving Without Error:
s13 (reports normal function)
s12 (reports normal function)
s5 (reports normal function)
s2 (reports normal function)
List Of Docks Curerntly on "Strike":
s9 (3 docks offline, 1 online)
s11 (Dock delayed or nonfunctional)
s7 (Reports massive docking delay)
s5 Outpost (reports docking delay of 20 sec.+)
s4 (reports 1 dock offline, others delayed)
These are reports I've heard ingame and outside and several I've expierenced myself, such as the s11 and s9 problems. I heard from an Itani that s4 is starting to fail as well.
Docks Behaving Without Error:
s13 (reports normal function)
s12 (reports normal function)
s5 (reports normal function)
s2 (reports normal function)
Yea sc11's was quite interesting today as several times it would dock instantly and the other times you could be hitting enter and it would take 10-15 seconds to go in. This was with a ping of like 30-40.
Well, Im not so happy to report, the dock on the LEFT side of the station (comming head on from deep space) the one facing towards s13, is non-functional for me. Maybe it's my computer but this is suspiciously like the station Bug we have going here!
Ray does more than fixing stuff, since he wrote most of the game you run on your computers.
We fixed the underlying problem, but I don't remember whether we ever made a client-side update. Apparently not. I'll tell you what the problem is after we fix it and restart the server later today. It's pretty funny.
We fixed the underlying problem, but I don't remember whether we ever made a client-side update. Apparently not. I'll tell you what the problem is after we fix it and restart the server later today. It's pretty funny.
Define Funny?
The Devs are some mean kids sitting on an anthill with a magnifying glass and we're the ants. They could fix our lives in five minutes if they wanted but they'd rather burn off our feelers and watch us SQUIRM!
Naw, the Devs are cool. So, what makes it funny?
The Devs are some mean kids sitting on an anthill with a magnifying glass and we're the ants. They could fix our lives in five minutes if they wanted but they'd rather burn off our feelers and watch us SQUIRM!
Naw, the Devs are cool. So, what makes it funny?
The fact that Serco supplies "lubricant" widgets to the stations that still work should tell you what the problem is...
i think the dock in s9 that works is starting to delay cause it took 10 secends for me to dock
Okay. This is now fixed, not necessarily for good, but at least this particular trigger of the greater problem is fixed. I will now explain.
The reason some docks work and some do not isn't fully understood by us, but has to do with bad rounding in the octree code when the octree becomes sufficiently large. We will soon get rid of this octree code in favor of a more effecient data structure for the problem it is used to solve.
The trigger which made the octree insanely large in this instance is what's funny: a) teammates can not blow up friendly mines, and b) we added forces to explosions. Mines have a very small mass. Friendly explosions happen to apply a large force without destroying the mine.
So when you drop off a mine near a station, and a teammate shoots a rocket near it, the mine will seem to disappear without exploding. In fact it's taken off at nearly light speed, and never ever stops.
We fixed this simply by not applying forces to friendly mines.
The reason some docks work and some do not isn't fully understood by us, but has to do with bad rounding in the octree code when the octree becomes sufficiently large. We will soon get rid of this octree code in favor of a more effecient data structure for the problem it is used to solve.
The trigger which made the octree insanely large in this instance is what's funny: a) teammates can not blow up friendly mines, and b) we added forces to explosions. Mines have a very small mass. Friendly explosions happen to apply a large force without destroying the mine.
So when you drop off a mine near a station, and a teammate shoots a rocket near it, the mine will seem to disappear without exploding. In fact it's taken off at nearly light speed, and never ever stops.
We fixed this simply by not applying forces to friendly mines.
lol, wow, lightspeed mines eh... perhaps this could be used to an advantage...
aim up at serco ship across sector
drop mine
angle ship correctly
get teammate to flare you
watch serco ship, 15,000m away explode instantly
asphy
=p
aim up at serco ship across sector
drop mine
angle ship correctly
get teammate to flare you
watch serco ship, 15,000m away explode instantly
asphy
=p