Hard Light Productions Forums
Hosted Projects - FS2 Required => FreeSpace Conversion => Topic started by: SuperCoolAl on April 12, 2006, 08:42:29 am
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A few bugs I've noticed in some missions:
Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.
Playing Judas- It's nigh-on impossible to get a scan of the Eva, for the same reason that it jumps in faster and covers the distance to it's jump out point in about 30 seconds (which the player has already spent trying to catch up to it). It's also difficult to find the scan point on that ship. Also the ship type of the Eva is visible as 'SD Demon (scan),' it should probably have an Alt Name. The same probably applies to the Lucifer.
There's probably more I can't remember right now, I'm going to go finish the campaign now...
Oh yeah, it's very hard to shoot a Satis, guns pass right through the rear, and also the rear turrets on the Aten (for example the Ramses) are very hard to hit. These might be SCP bugs though.
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It's not just the Satis. the latest SCP has a few collision bugs. Fortunately, a Harbinger works just fine for that, though. ;)
Also, the ships should just be renamed in the tables to SD Demon#scan and SD Lucifer#scan.
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Some more I remembered:
Doomsday- Directives show Rama wing as destroyed when they are not.
Last Hope - The 'jump in fast problem' means Isis Repair is quite far away from the Hope when it arrives and so takes a while to dock. I even had the Hope saying 'Repairs nearly completed, just a few more minutes' when Isis Repair hadn't even docked!
Running the Gauntlet - For some reason the Zenith showed up:
(http://img128.imageshack.us/img128/8774/screen00000nn.th.jpg) (http://img128.imageshack.us/my.php?image=screen00000nn.jpg)
One hit finished her off though, I had destroyed it in the previous mission.
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Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.
It did that in FS1 too.
Oh yeah, it's very hard to shoot a Satis, guns pass right through the rear, and also the rear turrets on the Aten (for example the Ramses) are very hard to hit. These might be SCP bugs though.
We didn't supply models for the Satis or Aten, so that's either a SCP or FSU bug.
Also, the ships should just be renamed in the tables to SD Demon#scan and SD Lucifer#scan.
We considered that, but they wouldn't show up in retail FRED.
Last Hope - The 'jump in fast problem' means Isis Repair is quite far away from the Hope when it arrives and so takes a while to dock. I even had the Hope saying 'Repairs nearly completed, just a few more minutes' when Isis Repair hadn't even docked!
Happens in FS1 too.
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We ought to fix them, then.
Another issue I'd like to fix is to make the Galatea invulnerable just before it jumps out in the mission with the asteroids and expand the safe zone around the node. Too many times it's been at about 50% hull, they say they're jumping out, and they slam into a bunch of rocks on their way out and get reduced to 32%.
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Aside from some of the others noted above, the one bug that got to me was in the final mission, the Ursas did nothing except circle around where they started. As it is really hard to kill the Lucy without Ursa support, while contending with the clouds of Manticores and Dragons it spits out, this may be worth looking into.
EDIT: Just remembered another one. In the mission where you havle to escort all the ships between the three jump nodes (right after the Galatea bites it, IIRC), the ship selection and weapon loadout screens were borked. I could only select two craft of the same type, though it looked like every FS1 fighter and bomber was represented. Also, I could only select secondary weapons, no primaries. Every primary was listed, they just had 0 in inventory. Playing that mission only using Phoenix 5s and Interceptors was an interesting twist, even though I had to use unlimited ammo to pass the mission.
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Those sound like SCP or mod bugs, not FSPort bugs.
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I am using FSPort 3.03, and I am unable to get past this mission. I have disarmed, and taken out, every system on the Rameses. I have destroyed all the cargo, and every enemy fighter which shows up. I have even 'lost' this mission five times, and tried to skip it....to no avail.
I am using the CVS version 4/21/2006 of the executable.
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When you "Lost" the mission, what was the message in the debriefing?
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The SC Taranis did jump in and destroy the Ramses, didn't it? If it didn't than you need to wait for it, and you can rack up ~20 Scorpion kills while your at it by waiting for them to jump in after the Ramses is destroyed.
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When you "Lost" the mission, what was the message in the debriefing?
I actually 'lost' this missions 5 times by getting killed. So far, I have been unable to trigger a win, or loss, otherwise.
Next time I play, I will pull back, and see if the Taranus destroys the Rameses.
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I used to get that kind of situation when playing Port 2.3. None of the Shivan ships would fire on the Ramses. You can trigger the Ramses self-destruct if you go after the Taranis. IIRC, as soon as you either disarm the Taranis or get within 10% of disabling or destroying, the Ramses will self-destruct and the Taranis will depart. Its not easy to disarm the Taranis, as its always orbiting the Ramses, so you have to constantly adjust your aim.
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If you've used ignoring order, try to order all ships to attack Ramses. "Ignore my target" order is respected by all ships and capships, even these hostile. I've tried that solution in FS1, but that "bug" is present in FS2 too, so I think that it'll work in FSPort.
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I used to get that kind of situation when playing Port 2.3. None of the Shivan ships would fire on the Ramses. You can trigger the Ramses self-destruct if you go after the Taranis. IIRC, as soon as you either disarm the Taranis or get within 10% of disabling or destroying, the Ramses will self-destruct and the Taranis will depart. Its not easy to disarm the Taranis, as its always orbiting the Ramses, so you have to constantly adjust your aim.
That's how I did it. After destrying the cargo, I attacked the Taranis engines, and at 10%, the Ramses blew up.
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A few bugs I've noticed in some missions:
Tenderizer- The Galatea jumps in too close to the node, as jump-in speeds were increased in FS2 it overshoots the node and spends the rest of the battle turning about it's axis before jumping out without being lined up with the node at the end.
How did you get past this. I don't remember the Maular jumping in so close to the Galetae in the retail. I sit, and wait with Stileto missles to destry engines, but they don't disable it in time. This seems to be impossible to pass without a cheat, or something.
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I've done it. Order all of your wingmen to attack it... don't even worry about trying to disable it. 2/3rds of a squadron firing Hornets will knock it out in seconds, litterally-- this is assuming A: all your wingmen are alive and B: they'll drop what they're doing for once.
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I've done it. Order all of your wingmen to attack it... don't even worry about trying to disable it. 2/3rds of a squadron firing Hornets will knock it out in seconds, litterally-- this is assuming A: all your wingmen are alive and B: they'll drop what they're doing for once.
I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.
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"Ignore my target" order is respected by all ships and capships, even these hostile.
:eek2:
what?
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They probably just made a mistake.
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I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.
Try it again, bug use a debug build, and post whatever error messages (if any) it gives you.
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to Gregster2k:
When I was doing that mission with cruisers (FS1), I've ordered my wing to ignore Ramses. Taranis has jumped in, but he attacked the Aten only after my "attack my target" command.
EDIT to post below: It was FS1, but that "bug" isn't fixed in FSOpen IIRC.
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What build was that?
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I had some other wingman help destroy the engines, and it stoped it right before crashing into the Galetae. Now when I'm in the mission where I have to destroy the 4 freighters without destroying the cargo they are carrying, the game crashes to desktop right after command tells me to destroy the freighters. Does it everytime at that exact point.
Try it again, bug use a debug build, and post whatever error messages (if any) it gives you.
i have the same problem. i tried the debug build, but as soon as the game crashed the debug spew closes. also, it doesnt crash after it tells you to destroy the freighters. it crashed once the game time hits a certain mark
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The debug spew is also stored in a file with the exe called "fs.log" open that up. Also, if there was an error logged to clipboard, open a blank notepad and select "Paste" from the menu and post that too.