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Cruiser

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Everything posted by Cruiser

  1. quote: Once again, someone needs to try it on their own without using your saved game. If you've somehow corrupted your saved game or your game install environment, you will get problems like this which nobody else has. Ok, I see your point. I will reinstall and start a new game. quote: Rubbish. There are no such state changes. If you want help, stop with the speculation since you have no idea what you're talking about, not knowing how the game's internal mechanics work. Sorry about that, I'll stop speculating then. But I don't think I will be able to produce a 100% reproducible case when I can't control the intruders. Well, I guess I just have to wait and see if anybody else has experienced this problem.
  2. Ok, I know I'm pushing it here, but now when I got the Borealis crash verified, I know that Its not only my machine. So I'm gonna hang my balls out there again (so to speak, not really....hmmm). I'm experiencing a crash, when I have intruders on board and I switch to PERSCAN (ALT + P). I've tried this many times now, and with this save game I am able to reproduce it about 80% of the times I tried (tried about 20 times). If you want to help me one last time, do as follows: 1. download from URL above ("this save game") 2. replace save folder with this one (back up your existing). 3. RESTORE the only save profile under Cruiser. 4. You now have 4 intruders on board. Please switch to PERSCAN (ALT + P) every 8-10 seconds or so. If you do not immedeately CTD, then switch to bridge and wait. I've reached the conclusion that it is some kind of state change of an intruder that causes the crash. Due to the complex behavior of the intruders this will not happen every time, but almost. NOTE: I'm running at 1024x768 resolution. The intruders section of perscan almost always is "compressed" so I have to drag it out to display intruder info. This also sometimes results in a crash. I hope I'm not pushing it too far here. I know I'm at risk of being called a whining newbie, but hey, I just want my favorite game to perform as good as it can. Due to the very complex AI behavior, and the following many state spaces of the game, I reckon it is very difficult to test, and discover these kind of error. I really appreciate any input. Thx.
  3. You're perfectly right, but I know that this post would last just as long as a stormtrooper in a jedi academy if I posted it there without having this verified by at least two other individuals. As I can perfectly well understand this reasoning, I will post here until I can "prove" my statement. Else any moderator is most welcome to move it
  4. Hi, This post concerns UCAWA (D2D version) 1.00.11. I'm posting this, because I have a 100% (on my machine) reproducible CTD every time I capture the Borealis station. Therefore I would really appreciate if anybody could verify this? I have a save profile uploaded to http://cruiser.person.dk/borealis_capture_crash.rar , so if anybody could download the file and either call me a dumbass or verify the CTD? If you want to help me, do as follows: 1. download from URI above. 2. backup your save folder and put mine instead. 3. RESTORE the only game under the Cruiser profile. 4. press ALT + D to capture the disabled station. (5) I have also tried to capture it once, but then my machine crashes when I enter TRADCOM. You could try this if successfull with the capture. If someone can verify this, I will post it in the Tech Support section. Don't want to bother SC if its my HW or setting thats screwed up. Thx. ps. I know this thread is not general chatter, but I don't want to clutter the appropriate sections with unproven statements.
  5. Sounds SO much like my first attempt at a ROAM scenario I actually had no problems when parked beside a friendly starbase (and no enemy bases in immediate proximity). That is, I first experience the same as you did, but that was because I parked on a slope, and my craft was kind of sliding around doing damage to itself At the end I decided to let all my crew get to level 100 AI by entering TACTICAL computer system and wait. This freezes the 3D world, and even if this feels like cheating, then I went for this approach in the end. I discovered that I could mostly prevent intruders from stealing my support craft by putting marines in them.
  6. Ok, now I think its my turn to ask a dumb/silly/stupid question Is it possible to launch a fighter with a specific missile loadout. I have observed the following: 1. When a fighter docks, when prepped, it is loaded according to the loadout specified in the LAUNCH screen. So when launched again, it will have this missile loadout. 2. When I put my AE in a FC and launch it using the TLM on bridge screen, and selecting a specific missile loadout in this menu, the fighter will still have the loadout selected in the LAUNCH screen in TACTICAL. This means that the TLM missile profile selection has no effect?
  7. Concerning charging the fighter, have you tried to assign a couple of flight engineers to it in TACTICAL -> LAUNCH? You can deploy mining drones by putting a pilot in a shuttle, making sure the drone is in the shuttle (using tactical -> loadout -> cargo) and setting appropriate waypoint in TACOPS. Then just launch shuttle and maybe command it to RESUME WAYPOINTS.
  8. I don't know if this is an effect of the latest RC3 fix, but it seems that especially explosion sound fx now have a softer "touch" on my on-board-crap-card. Sounds a lot more BOOM'ing and powerful than before. Great
  9. The sound is great, even on my crappy sound card. One question though. Is it just me, or has the coms background chatter (environmental sounds when on bridge) become louder than before? Seems to me that the officer and pilot reportings has become a little more muffled in the background? Oh well, the sound is still great though
  10. quote: Cruiser I understand the cloaking device concept, but it happens so often that it's simply not possible. I don't know if I'm a 100% correct in this, but I've read in the documentation that you can buy an artifact so you are able to detect cloaked ships as well. I guess this would solve your problem??? What goes for the AI, I would say, that I also wondered about the AI capabilities when I first bought the game. But then I decided to let my pilots get to level 100 AI to see what happened. The result is that the pilots actually never miss to comply to an order, and by training their dog fighting skills, they are now actually quite a match for any foe. I think the game is more complex than you are able to see at first impression. You need to find out on your own what works and what does not work under the rules defined by the game, and not to assume at once that the game is flawed. I think this game is as much a simulation of AIs and how these operate in a given environment as it is a combat simulator. I think this makes the game so unique and exciting. I think that if Derek just wanted to program some pilots which just follows orders and do the exact same thing every time you issue a command it would have been A LOT easier to write, and really not what he was trying to accomplish. Do yourself a favour, try out the game some more ....
  11. quote: The Solnar works just fine when I tried it; and the turrets don't fire at the same time. They are independent of each other and fire based on whatever target is within their firing cone. Yes, I guess I couldn't get them both to fire at ground targets simultaneously because of the angle between the turrets. Only one can shoot directly down depending on which side the ship has been rolled. I guess I didn't explain myself quite clear before.. sorry.
  12. I've now tried the fix and it works perfectly. I tried testing the turrets on the following ships: * BC MK 2 * Megaron * Nightstar * Violon * Solnar I was able to get all turrets to fire on all ships. I tested this by going to a hostile base on earth, hovering over it while turning on the PTA. During my tests I noticed 2 issues which are of no concern at all, but I will mention them anyway: 1. The PTA system seems to always choose to fire at the "capture tower" in the hostile base. I have not so much experience in this game but the capture tower seems to be invulnerable (it has no shield / armor indicators in TACOPS). Therefore the PTA fire has no effect on it, and the PTA system will waste its attention on this to no effect. 2. When testing the solnar, I wasn't able to get the two front lower turrets to fire at the same time. I don't know if the ship is designed in that way. Well, thats it for now. I thanks again for your time. The Megaron really kicks ass now ps. You could easily survive your saved game by simply cloaking your ship. But awesome battle anyway, you must've pissed somebody pretty good
  13. Thx, I really appreciate it. I can't wait to try it out. Will report back when I have tried several ships. I will make a backup of the entire game folder, just to be sure. Will try it later today. Right now my appartment looks like someone fired a tactical nuke inside it
  14. And BTW, I have a 6600GT on the way, until I upgrade to a PCIe system next month, but right now, your probably right
  15. Right now I have 16 guests at new years eve on my hands. Will try tomorrow. Thx
  16. And I would be more than happy to test any update that you might supply for this in the future Happy new year to you all
  17. I got mine by Direct2Drive download.
  18. 1. Hmm... seems to me like you should give it some time, get to know the game a little better. And yes, there is much to understand when first trying the game. Try the toturial. Read the manual. Search the forum. 2. Have you ever heard of the term "cloaking device"? If a ship is cloaked it can still send intruders but you won't be able to see it. 3. Are you running with the most recent update? (try running the game updater). Else see the FAQ where some tweaking in case of trouble is suggested.
  19. I just checked some of the other ships and I found following: MK1 - Works fine MK2 - failed to get aft lower turret to fire Nightstar - failed to get following turrets to fire: * both aft lower turrets * front right lower turret * both aft upper turrets * front left upper turret I don't know if your fix was general or only for the Megaron, so I post this if it helps. I will not post any more investigations of ship turrets unless you want me to - don't want to be a pain
  20. What can I say, I'm again impressed by the support of this magnificent game. Thanks. BTW, sorry didn't see the other thread, can't believe i missed it.
  21. Oh, that would be great. A many thanks sir But no rush, everything else works just fine, but I just dream of the Megaron being just as destructive as in UC. BTW, I tried some other ships (e.g. the Warmonger) and it worked just fine. Actually it is almost impossible to get at a position, where only one turret fires.... eager little suckers The only other problem I have encountered is on the front lower turret of the MK3. I can't seem to get this to fire either. Don't wan't to raise this as an issue though, could just be plain stupidity from my side Thanks again.
  22. Does anybody know if there's a difference in behavior of the PTA system in UC and UC-AWA? Namely the Megaron carrier. In UC, I can easily utilize all turrets (e.g. by hovering above an enemy base) but in AWA only the two center turrents (one on top and one below) are firing. In UC I can easily make all turrets fire by turning and twisting the carrier, but in AWA, no matter what I do, only these two turrets seem to function. Can anybody verify this, or am I a complete dumbass?
  23. I agree. Even on my old GeForce 4 TI 4200 the performance and lighting effects are stunning. Though I thought about getting a new card this doesn't seem necessary after seeing the performance of this demo
  24. Thx, it works!!!! I've just made a preliminary test, and it seems to work just fine. Thanks a lot SC I'll report any problems at once, should they arise (and get me a new graphics card which deserves to run this game, as soon as I get my master degree in computer science and get a decent salary at IBM) Cruiser
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