Another few days, another report....
Adder Ship - Shadow is buggered
Seems only a few parts of that Ship cast a shadow, possibly only dynamic (retractable or otherwise moving) parts.
Landing Gear Retracted :
Landing Gear Deployed :
(might not be a factor but maybe noteworthy - Ship was carrying Mirrored Surface armor)
Economy Engine - delivering even large quantities of goods does nothing for the Demand figures in a Commodity Market
While buying commodities correctly reduces the available supply - upto and including completely drying it up, the same is not valid when selling Commodities to a Commodity Market.
Even when when the Demand is a low figure (i.e. Demand : 50 tons) and you deliver a whopping 400tons of it - it'll simply not move nor change price. No Commodity ever does.
It just keeps sitting there without ever changing count from your delivery - and prices also remain static and won't even reflect a massive oversupply as in the above example.
Demand Count should immediately reflect a delivery, when oversupplying a Station that Commodity demand should read plain 0 (with a poor "not interested" price level) for the proper time required to absorb the existing oversupply.
Safe Disengage from "bad angle" still can result in highly unsafe disengages
Since instead of the proper Station model in the HUD we only have the useless and awkward
! Symbol shown - and Stations never perfectly face the Planet they're orbiting (upto ~30deg off usually, sometimes even ~45deg)...
Therefor it is impossible to judge what exact angles should rather be avoided - short of going around all the way to absolutely ensure you come out in the front segment.
While this is possible, it's still undesired and it makes no sense. Any angle should afford a Safe Disengage, for as long as the Ship's computer displays that Message.
Example of an Unsafe Safe Disengage (>950km at normal speed w/ 6sec ETA - a very good and normal Disengage near optimum parameters) :
Just a very close call - but 5-10 Degrees more towards the "unlucky" side - and I would have died instantly - despite running optimal parameters and actually being some 40 degrees off the perfect rear of the imagined Station orientation.
Please replace this
with this in SuperCruise :
Total Ammo for Guided Missile Racks displayed wrong in Outfitting
Actual ammo for Class 1B Guided Missile Racks is 12 (2x6), the Outfitting however states total ammo count of only 6.
Type-6 physically unable to fire a Class 1 Railgun by any means
Quite odd, noted this by accident a while ago and specifically tested for this again :
When loading just a single Class 1 Railun onto a Type-6, all A-Gear with lots of Power to spare, and attempting to fire the Railgun, this is what happens :
- oddball "charging" loop sound effect
- slight and continuous Power draw
- weapon does not fire
Even when taking it to the extreme, 4 Pips on Weapons with Shield Generator, Thrusters, Cargo Hatch and all Defensive Utilities etc. Disabled (22% total Power usage) - the same happens.
Rechecked multiple times, ammo is full and for all I know, Weapon is 100% ready to fire.
When taking two Railguns, the effect is slightly different.
While these fail to fire as well, putting 4 Pips on Weapons actually causes some distinct power surges (as if the weapons had actually fired), after 3 surges actually causing the Message "Weapon Overheating!".
Still, they don't work, even if they are given all the Power from the A-Grade 12MW power plant and just about every other modules manually disabled.
Still lots of typos in Commodity Description Texts
Self-explanatory, just have someone check over the entire Commodities and correct all these small errors (misspelling, missing Characters etc.)...
----------------------------------------
Unfixed bugs or imbalances >6 months old
I've been reporting bugs & anomalies and making IMHO very Dev-friendly and sound/reasonable suggestions to my best abilities.
Seeing many of those still completely untouched is... well... discouraging at best.
Be it the complete lack of traffic management (with Results I predicted 100% half a year ago), the infamous Docking Computer (with Results I predicted 100% half a year ago) or the complete lack of balancing/meaningful consequences for pure PvP Killers (again, starts having dire consequences just as predicted)... And many more examples like that.
I feel less and less inclined to document all these issues when I'm not seeing progress on reports several months old.
By now I am seriously considering to quit Testing / Reporting alltogether, as I simply lack the motivation to continue investigating all those issues against that background.
Not sure if I'm alone with this - but after >2500 hours of collecting data, evaluating various mechanics and functions (or lack thereof) - it feels like almost nothing of it had any effect.