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Inconsistencies in projectile weapons, ammunition and missiles:

Nearly all guns (20 and 60 mm) have the same mobility -30.0/45.0/-80.0/80.0
But the 20 mm double barrel guns have a different mobility -30.0/45.0/-40.0/40.0
the should also set to -30.0/45.0/-80.0/80.0
This affects the items# 1001, 1007, 1013, 1019 and 1025

All guns have an ascending damage at ascending level, except two 60 mm double barrel guns level 4 and 5.
item 1023 level 4 has a damage of 80 which is the same as the level 3 gun, it should be set to 90
item 1029 level 5 has a damage of 50 which is the same as the level 1 gun, it should be set to 100

The total damage of core ammunition and core missile is the same as the normal explosive, normal kinetic and normal radiant. But the core should cause greater damage.

Blue dots (law ships) are fighting and destroying white dots (NON-raider ships) instead of red dots (pirates).

Mission status.
For the missions transport, collect and escort, the display in the mission window always remains on Objectives Incomplete in red after receipt of the cargo or meeting the ship to be escorted.

The drone skills learned, such as drone cargo bay, are not displayed with the drones.

Wrong hot key in fleet tutorial, it should be F-key instead of J-key.
When the raiders are destroyed in a kill raider mission, an unknown loot appears which is called a wormhole crate. The crates appear at all possible locations in the sector. They must be searched for.

The launcher advanced systems skill seems not to work
Post edited July 19, 2020 by sysopa
The launcher advanced systems skill does not raise the attributes after the skill is learned. But the raise is shown after a program new start.
This also applies to other skills.


If you use the warp gate in tactical mode, a slight ghost image is shown.
If a warp gate is selected manually, then the shift key is pressed, when entering the warp gate the shift key is released, then when leaving the warp gate the afterburner is active and must be terminated manually.
These problems have already occurred quite some time before.
Post edited July 19, 2020 by sysopa
I figured out what's going wrong with mining missions and mining drones.

The mission counter is tracking the amount that's been mined. Drones, however, have limited cargo holds. If they mine 14 per cycle and have 20 storage, the mission counter will add/subtract 28 for every trip they make, but the drone will only bring 20 back to the ship each time. This creates a tracking error.
nice find guys, i will fix this in 102

edit: i got the drones fixed. checking the launcher skill now.
Post edited July 20, 2020 by momoguru
Error in the journal search function. It shows an Improved Warp Drive in Cora Vault Hub in Pindoris. But the station has no market. See picture.
Attachments:
im on it :)

also... found and fixed the stats error in skill training. just a display bug i created in build 100 with the slide in bottom toolbar. fixed in 102.

im off to fix the market search.
The ship occasionally collides with asteroids. This happens when the afterburner is launched or the ship leaves a warp gate, with auto pilot and afterburner.
Post edited July 20, 2020 by sysopa
Problems with the missions contracts, it is required to have items that are not available on any station. In this case textile fabrications specs. see picture.
Attachments:
Another error in the journal search function. It shows an Laser Advanced Systems Skill in Keyworx in Geminey. But the station has no university. See picture.
Attachments:
got those both fixed in 102 :)
I have found more problems with the search function. Many stations have no market and/or university. But the search function behaves as if they were available. Maybe you already know, but I think it is better to report it.

Another search function problem. Search for radiated missile specs. They are available in Lammassu Hub in Numbu but are not displayed in the search function.
Post edited July 22, 2020 by sysopa
The descriptions of the three "Damage Resistance" tech say that they provide a benefit of 10% per level, but the actual benefit is 5% per level.
The Prototype ECM Range Lock item says that it increases the range of ECM by 30%, but it appears to have no actual effect. When in space, my ECM modules show as 500 * (0.00).
Found three wormholes, but a some time later five were reported on the sector map. The last two were reported, although I hadn't found them.
Post edited July 30, 2020 by sysopa