Open DOD8495Gym opened 2 years ago
There was a similar issue that #598 fixed (although the fix isn't in any released versions yet). Attempting to use the Warp Quasar
super-weapon was usually enough to trigger the problem.
I can't reproduce the issue described here with the wave gun though. I would agree that this is probably related to the projectile hitting your ship, just like with the warp ship issue.
Can you reproduce the issue using the following save files (remove the .txt
extersions on the end)?
The saves are just a new game with a Federal Tiny
ship but with a wave gun added-in.
As a side-note, we have a in-game console, so you can cheat in a new ship for yourself without having to manually edit the save file. You can open the console with the ` key (top-left key below escape). The command changeShip federal:federalTiny
should give you the Federal Tiny
ship.
Despite my best efforts I could not replicate the issue. I'm sorry to have bothered you. May I have permission to keep this issue open for a week or so in case someone else has this problem?
Something unrelated, but I do have a gripe with the changeShip command in that it doesn't auto-complete a ship text when you press "Tab". I don't always have a list of the ship ID's on hand, and remembering how to fix them is not always easy for me.
I haven't managed to find the issue yet, so I can leave it open to see if there are any other reports of this particular issue occuring. It may have already been fixed with the latest development code but it could have been a completely different problem as well.
Regarding the changeShip
command, it takes a ship ResourceUrn
as a parameter, which probably isn't very intutive if you don't know about the game's module system. The ship names are in the form of module:asset
e.g. core:imperialTiny
. All of the built-in ships are in the core
module, so you can auto-complete for the built-in ships using core:<Tab>
. The other modules bundled with the current release are federal
, salvage
, syndicate
and warp
.
Regarding the
changeShip
command, it takes a shipResourceUrn
as a parameter, which probably isn't very intutive if you don't know about the game's module system. The ship names are in the form ofmodule:asset
e.g.core:imperialTiny
. All of the built-in ships are in thecore
module, so you can auto-complete for the built-in ships usingcore:<Tab>
. The other modules bundled with the current release arefederal
,salvage
,syndicate
andwarp
.
Thumbs up
I thought that I had gotten the same "Explode on launch" bug regarding the Wave Gun. I was using the Salvaged Small this time. What I did: during an attempt to fire on something nearby a planet, I fired too close to the ground, and it impacted the planet the same frame as firing. I thought this had led to the same bug as before, but I re-tested it in the same session after minimizing the game. It worked just fine. Problem: When I was using the Wave Gun on the Federal Tiny, I was nowhere near a planet at the time when it failed to fire.
What I was trying to do
I was attempting to fire the Wave Gun in the Federal Tiny vessel.
What actually happened
The Wave Gun fired, but no shot emerged.
How to reproduce
Log details and game version
It will drain energy from the capacitor and the sound effect will play, but no shot will emerge from your front. This is probably because the wave impacts the front end of your ship, and, being the fact that it's your own ship, doesn't do any damage. Destination Sol 2.0.0, Steam.
Computer details
Microsoft Windows 10 Notebook, 64-bit OS
prevShip.ini.txt
My save file has been added, but you will note that I have already upgraded my ship to be a Wasp. I'm afraid that you will have to edit the save to see the bug in action. You are also going to have to rename the file, as github doesn't like to have .ini files attached to an issue.