Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,237
» Latest member: Baikonur
» Forum threads: 1,538
» Forum posts: 9,400

Full Statistics

Online Users
There are currently 152 online users.
» 0 Member(s) | 150 Guest(s)
Bing, Facebook

Latest Threads
Aircraft Factory No Parki...
Forum: Bug Reports
Last Post: Deantwo
4 hours ago
» Replies: 0
» Views: 7
Fog on Gas Giant World Ma...
Forum: Bug Reports
Last Post: Deantwo
7 hours ago
» Replies: 5
» Views: 2,234
electricity not shared on...
Forum: Bug Reports
Last Post: Deantwo
7 hours ago
» Replies: 1
» Views: 15
2024-05-16 Pirates, Fleet...
Forum: Updates
Last Post: Haxus
Yesterday, 03:50 PM
» Replies: 6
» Views: 98
Helicopter Taxi Issues
Forum: Bug Reports
Last Post: Deantwo
Yesterday, 07:28 AM
» Replies: 0
» Views: 5
Fleet Channel, named flee...
Forum: Arena of Ideas
Last Post: Celarious
05-14-2024, 02:09 PM
» Replies: 4
» Views: 117
2024-05-09 Fleets, Starfo...
Forum: Updates
Last Post: Haxus
05-13-2024, 02:24 PM
» Replies: 15
» Views: 585
Hazeron Startship - Steam...
Forum: Bug Reports
Last Post: Celarious
05-12-2024, 05:14 PM
» Replies: 5
» Views: 1,738
2024-03-30 Lockup Bug, Bi...
Forum: Updates
Last Post: Celarious
04-30-2024, 01:40 AM
» Replies: 32
» Views: 1,984
Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
04-29-2024, 09:42 PM
» Replies: 130
» Views: 182,917

 
  Sinking into ship floor as of latest client patch 11/17/18
Posted by: Snowmantis - 11-18-2018, 03:46 AM - Forum: Prerelease Bug Reports - No Replies

I am now sinking into the floor of my ships since the latest client patch today (11/17/18).   Tested on a  simple "Rocket box" and the Haxus Scout (refitted with PNN module).  

If you go prone or recall (no bed), you see through the bottom of the ship into the ground, or when its flying it is like your a stuck bug on the bottom of the ship.   (LLKTXND  and KFRIVND)

Not sure if this is related, but also experience two teleports to the bottom of the ocean while trying to move in a ship when I was sunken to my waist into the hull.

Update from global:
01:19 UTC · Shores of Hazeron
Haxus
I also realize what made the floor break.

01:23 UTC · Shores of Hazeron
Haxus
I will log off here and debug the floor problem when I log back on Monday.

Print this item

Exclamation Linux version of Hazeron Launcher lacks libraries to run on Ubuntu 18.04
Posted by: SunnyDrake - 11-17-2018, 09:58 AM - Forum: Closed Bug Reports - No Replies

Hi all ::)
To launch  launcher and game parts i need to link libpng12 from VMWare install: 

Code:
sudo ln -s /usr/lib/vmware/lib/libpng12.so.0/libpng12.so.0 /usr/lib/x86_64-linux-gnu/libpng12.so.0 

There is no package for libpng12 only libpng16 on ubuntu 18.04
It's better to be shipped with hazeron launcher.
Tryed to place this file in hazeron folder - problem is Hazeron and other parts of it seek it only in /usr/lib/x86_64-linux-gnu/

Best Regards SunnyDrake aka EL

Print this item

  Shield Frequencies
Posted by: Haxus - 11-16-2018, 05:09 PM - Forum: Arena of Ideas - Replies (7)

A player recently suggested a system of shield frequencies. I think it would work kind of like this.

  • Defending shield station sets a number, which is the shield frequency. Perhaps has to be set before shields are brought up.
  • Attacking weapon station sets a number, to penetrate shields using that frequency.
  • If you get lucky, and your weapon frequency matches their shield frequency, their shield is nullified.
Is this idea worth adopting?
  • NPC gunners would fire using random frequencies until they got lucky, then would continue using the same frequency.
  • NPC defenders would lower shields, change frequency, then raise shields when attacker gets lucky.
  • Frequency would need to be 3 digits or less or the odds of the gunner getting lucky would be extremely low. Is 1 to 255 enough?
  • Anyone who sits at a shield station aboard a ship should see its frequency number.

Print this item

  2018-11-16 Shields, Fetch Vehicles, Bridges, Framework, Refit
Posted by: Haxus - 11-16-2018, 04:26 PM - Forum: Updates - Replies (7)

One of the debug servers started dying about a week ago and finally slipped below the waves a couple of days ago. This killed the debug server grid for a while. It was up and working again by the end of yesterday. Consequent to the down time, some of the changes in this update were not tested yet.

Shields
Shields should charge faster when down. Shields on big ships take a long time to charge, like a month.

Shields received a few changes.

  • Shields now have three states: Up, Down and Off.
  • Shield station power button cycles through the three states.
  • Shield capacitor charge time is 10 minutes when shields are down, if enough power is available, unless the old charge rate was faster, then that is used.
  • When up, shield capacitor charge time is 1/10 of the shields down charge time, unless the old charge rate was faster, then that is used. (Should they charge at all when up?)
  • Shields maintenance power is consumed when the shields are up; this did not change. Maintenance power not consumed when down or off.
  • Shield capacitor does not charge or discharge when the shield is off.
  • Stand down order is satisfied by shield down. Off is not necessary.
  • Repairs and hiding in ground clutter require shields off.
  • Crew turns shields off when the ship is moored.
  • Shield projector bases now take 10 minutes to charge from empty, if enough power is available. They are never off or down.
  • Tool tips, mission orders and NPC verbiage were update to distinguish between "down" and "off" appropriately.
Fetch Vehicles
Spacecraft do not fill their parking spots with vehicles.

Fixed vehicle fetch code in spacecraft to get them from new style cities.

Bridges
Bridge structures are not implemented.

Bridges are now implemented as a structure type in the building designer. I have a simple bridge design that will be published in the exchange once the servers are restarted.

Work on bridges led to the following change.

Framework
How do you make a bridge? By default, all the hull volume is commodity storage but building codes do not permit bridges to have commodity storage space. In fact, they can't have anything at all.

A new volume category was added, tragically overlooked, but not too late. That is the Framework category, representing the beams, columns, floors, walls, foundations, piers, buttresses and other support structures of a building or a spacecraft.
  • Framework is now the default volume for buildings and spacecraft.
  • Other volume categories are considered to have the minimum framework necessary to exist. The framework category adds to that minimum structure.
  • Volume allocated to framework is valued at 4x the hit points of other volumes.
  • This has the effect of taking away hit points as volumes are "carved out" of the framework, without breaking existing designs.
  • Street lights no longer allow cargo storage volume. I will republish my street light designs to the exchange.
  • Increasing framework enables a building to be built in harsher conditions, the way armor does, with thresholds at the same volumes. Armor still works too, so existing designs are not broken by this. They do not assist each other in this determination. One or the other must be sufficient for the environment.
Refit
Refit of spacecraft does not work.

Spacecraft refit code was incomplete and it would have broken the ship pretty badly.
  • Refit is not really done now but it might work without breaking the ship.
  • The quality of the resulting systems will likely be incorrectly reset back to the original construction quality of the spacecraft.
  • All damage to the spacecraft will likely be repaired.

Print this item

  Add Design ID To Ship Specs Page
Posted by: Vectorus - 11-16-2018, 02:17 PM - Forum: Closed Bug Reports - No Replies

You can access a thorough design analysis by pressing [TAB] while seated at a ship station. This analysis does not include the blueprint ID. It would be useful if it did, I think.

Print this item

  Phasing through walls
Posted by: Vectorus - 11-16-2018, 01:51 PM - Forum: Prerelease Bug Reports - No Replies

As of a recent update, I have begun phasing through certain walls in my ship, passing from room to room unexpectedly and without using a door.

The void and barrier structure of this ship has not changed materially for nearly a year. I am certain this is not due to any changes at my end. Possible to put it back the way it was? The ship is a Dulcinee Croiseur de Poche, ID ending in 501. You can test by phasing between the bridge and the transporter room.

If I remove my helmet while phasing, I will suffocate in the space between room voids.

Print this item

  how to make hazeron the best game ever in one word
Posted by: Slaxx - 11-15-2018, 09:09 PM - Forum: Arena of Ideas - Replies (5)

userfriendlyness

Print this item

Photo Refining air in Exotic atmospere
Posted by: Snowmantis - 11-15-2018, 12:21 AM - Forum: Closed Bug Reports - No Replies

I want to refine QL 211 air on an inferno planet with exotic atmosphere at 58% density.  I am only able to research and refine at QL128 on this same planet.  Is this a bug or something I missed on the wiki?



Attached Files Thumbnail(s)
   
Print this item

  Hailing in fleet channel doesn't open ship channels
Posted by: Ivan - 11-12-2018, 11:57 AM - Forum: Prerelease Bug Reports - Replies (15)

Hailing in fleet channel doesn't open ship channels anymore (apart from in-system ships), nor do ships reply in the fleet channel, their replies are however visible onscreen.

probably related to the fact that ship channels now open when hailing in the hail channel.

Worked fine about a week ago.

Print this item

  planet defense
Posted by: nightslaysanta - 11-12-2018, 05:47 AM - Forum: Arena of Ideas - Replies (8)

planetary shield hosted on a space station and will only go down if the station dies

Print this item