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Singularity Missile & Launcher Defect Thread

First post
Author
Markus Reese
Deep Core Mining Inc.
Caldari State
#21 - 2012-05-02 21:24:08 UTC  |  Edited by: Markus Reese
Posting for being able to list bugs consecutively. Logging into sisi now. All bugs I will report in this threads as edits with date and time, as well as report ID if any comes up. Really looking forward to this.

2012/05/02 21:26 Sisi is down, so no testing XD

2012/05/02 23:30

  1. Art - Looks like Anathema with rockets gets the Kaalaioka skin 134194 Edit: All missile launchers have the red highlights
  2. Mechanics - Error in icons for torpedo stacks in item window when linked to station window 134198
  3. Art - Bad clipping with purifier's engine trails. 134201


2012/05/02 24:00

  1. Bombs continuing to fly on overview, no explosions, etc. Not reported since common
  2. Poor fit for launchers on the ravens.



2012/05/03 04:45
1. Citadel torpedo launcher cluster. the loadup of the missiles prior to launch isn't positioned correctly in the model of the turret. As result, on firing the missiles appear beside the launch tube on volley.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Kai LienChow
Garoun Investment Bank
Gallente Federation
#22 - 2012-05-02 21:25:52 UTC
Markus Reese wrote:
Posting for being able to list bugs consecutively. Logging into sisi now. All bugs I will report in this threads as edits with date and time, as well as report ID if any comes up. Really looking forward to this.



Seriously - SISI works, but the Singularity server that is another story all together.
Markus Reese
Deep Core Mining Inc.
Caldari State
#23 - 2012-05-02 21:27:15 UTC
Yeah, just noticed that when logging in. Oh well, time to stare at the forums and hit refresh/connect button

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Kai LienChow
Garoun Investment Bank
Gallente Federation
#24 - 2012-05-02 21:55:00 UTC
While I am sitting here unable to connect to the SINGuLARity server, My mind wanders to things i wish could be. Like Missles that deploy warp disruption bubbles. Perhaps missles that explode, zero out a ships capacitor. How about damage specific DPS, for instance- you are not just shooting shields, armor and infrastructure...perhaps you could as a result of getting a hit - randomize the area damaged. OH NO you took out my Microwarpdrive, or Dern, 3 of my turrets are damaged.

Tarn Kugisa
Kugisa Dynamics
#25 - 2012-05-02 22:04:11 UTC
Finally my Tengu will be as awesome as the Raingu Pirate

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Missile War
Caldari Provisions
Caldari State
#26 - 2012-05-02 22:10:28 UTC
Kai LienChow wrote:
While I am sitting here unable to connect to the SINGuLARity server, My mind wanders to things i wish could be. Like Missles that deploy warp disruption bubbles. Perhaps missles that explode, zero out a ships capacitor. How about damage specific DPS, for instance- you are not just shooting shields, armor and infrastructure...perhaps you could as a result of getting a hit - randomize the area damaged. OH NO you took out my Microwarpdrive, or Dern, 3 of my turrets are damaged.



I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)
Russell4
Moonshine Industries
#27 - 2012-05-02 22:13:46 UTC
Missile War wrote:

I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)


Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^
Kai LienChow
Garoun Investment Bank
Gallente Federation
#28 - 2012-05-02 22:31:10 UTC
Russell4 wrote:
Missile War wrote:

I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)


Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^


I will need to pay attention - next time. I have never noticed that I always thought mod damage came from overheating only. But like you said, if you are that far gone, probably in a pod - modules are gone anyhoo.

Kai LienChow
Garoun Investment Bank
Gallente Federation
#29 - 2012-05-02 22:32:00 UTC
Singularity is ONLINE - shows 32 on.
Russell4
Moonshine Industries
#30 - 2012-05-02 22:33:41 UTC
Kai LienChow wrote:
Russell4 wrote:
Missile War wrote:

I've noticed several times now that when your structure gets hit your modules take damage sometimes.(I nearly lost my damage control because of that on my hull tanked moros last mirror)


Its always happened as far as I know, the more time you spend in structure the more chance the next hit will damage a module. although if your hull is barely anything, you wont notice the damage as you will probably be in a pod by then ^^


I will need to pay attention - next time. I have never noticed that I always thought mod damage came from overheating only. But like you said, if you are that far gone, probably in a pod - modules are gone anyhoo.



I think module damage happens around 40% structure, could be wrong though
Silly Slot
Phoenix Evolved Part Duo
#31 - 2012-05-02 22:43:03 UTC
ya its sorta like bleed through from the shields , but theres no skill to prevent it lol
Talon SilverHawk
Patria o Muerte
#32 - 2012-05-02 23:15:06 UTC
Just logged on and had a quick go with missiles before bed. Loving your work.

The Missile trails though from the cruise launchers need to be scaled down a little bit IMHO, and I like the blue light when the cruise launched but again maybe dial it down a little seemed to be a bit too cartoony.

Tengu and launchers look great,


P.S Is that the Golem's new colours if so great.

Tal

Nathaliee
Sebiestor Tribe
Minmatar Republic
#33 - 2012-05-02 23:36:47 UTC
ShockedAMAZING EXPANSION GJ EVERYONE AT CCP
love absolutely everything in this expansion

Missile launcher effects problems ? (very early observations while under influence of alcohol):
- when you are almost max zoomed in on the target you are hitting with missiles , gpu melts down (ATI 5870, max settings ,not zoomed in on the target - gpu usage = 37% , zoomed in jumps to 90% and fps drops from constant 60 to even 10fps) , fps is fine (60 fps)if camera is more than 1 000 m away from target. I can't imagine what will happen if there will be fleet fight with missile smapage and someone zooms in on the target a bit too much :P
- cruise missiles when hitting target closer than about 2000m don't explode when they should hit the target (tested on jettisoned can), torps in comparison work fine at this range.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#34 - 2012-05-02 23:40:29 UTC  |  Edited by: Steve Ronuken
Having some problems with some ships not displaying when I undock. They show up fine when docked.

With the Tempest:
If I have heavy missile launchers in slots 1 and 8 (or just 1 and 2 with nothing else fitted. haven't tried any others), the ship doesn't show up. If I take them off, it does. If I jump while the ship doesn't show up, the 'cloak' shader shows up

Hurricane does the same with the hmls in the last two slots.



Apparently only invisible to myself.

Still a pain.


Windows 7 64 bit,
ASUS GTX 560 ti.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Missile War
Caldari Provisions
Caldari State
#35 - 2012-05-02 23:58:11 UTC
i tested all the missile kinds(mostly T1 tho) exept capital cruise.

all missiles look quite great, especially EM/expl damage, therm/kin not so much in my eyes.
torps i love the most
capitals torps are crap, they lag the **** out of my laptop(GT 555m 2gb nvidia 8gb ram quad core i7...) altho their effects are cool.
Ines Fy
#36 - 2012-05-03 00:01:34 UTC  |  Edited by: Ines Fy
just tested the new manticore, with 3 torpedoes lanchers and a bomb launcher.

I just target the station I was on and fired the torpedoes, nice effect, they hit the structure in the place closest to me intead of looking to the center of the station that was nice to see. Trails are good. Impact explosion effect not good, I was disapointed , I expect more since that was a torpedo but just looked like a small missile impacting a hull and that is it, I was expecting a big hull explosion since that is a big missile, a TORPEDO.


Next I tried the bomb, first problem, no trail at all, nothing, you just see the tag following the torpedo, nothing more, then the explosion, small like any other missile, I was expecting something huge, an effect even bigger than a smart bomb were we can see a wave going ftom the center to the limit of the blast,... disapointed.... sorry

launchers are good in the ship, but the manticore we barelly can see its details in 0.0, they are so dark, my settings were all max and all ON, and I barelly could see the launchers mounted in the ship.

Resume: impact explosions doesn't seem to be has big and epic has the type of ammo used, at least I was expecting more. Bombs trail effect missing.
...

Another problem I've seen, I used a target painter on the station and first problem is that if you inside the docking radius of the station but not close to the hull, instead of painting the hull it paints the station docking radius, so the red beam goes in the other direction of the station hull and hits the point were the station docking radius ends!

Then the effect starts a couple meters above the manticore instead of the hull of the manticore and crosses the hull if necessary to hit something in the other side instead of starting in the other side.... you really have to make a special turrent just for target painters, that is a bad effect.
Ines Fy
#37 - 2012-05-03 00:03:47 UTC
double post ignore...
jonny330
Ivy Mike's Munitions Expulsion Services
#38 - 2012-05-03 00:13:48 UTC  |  Edited by: jonny330
So far everything looks pretty good. A couple of things I have noticed:

-When you fire the heavy missiles (on my drake at least) the missile comes out of one of the 'barrels' but the smoke effects appear on the other one.

-The explosion effects for the torpedoes seem to have been drastically reduced in size. I thought the 40km wide shockwave from torps was pretty cool myself Big smile
Shish Tukay
Caldari Provisions
Caldari State
#39 - 2012-05-03 00:14:12 UTC
Bug with new inventory system: it's so nice, going back to regular old TQ makes me sad Sad
Maximus Aerelius
PROPHET OF ENIGMA
#40 - 2012-05-03 00:34:43 UTC  |  Edited by: Maximus Aerelius
On a Drake the missiles only fire from the Left Hand Side launchers. Nothing is coming from the right Sad

Idea Right Hand Side launchers have kicked in when I went onto the right flank!

Fantastic effects though!!!