1.2 Beta 1 is Ready!

New releases and announcements from George and the staff.
PM
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I see many changes (and hints of possible upcoming features) in the xml, and that has given me some ideas for mods. Looks like I have much updating work to do.

Most of the graphics changes are nice, or at least different but good enough, but some look odd. Nebula is really bright, and the edges look like saw teeth. The biggest problem with this release is it crashes too much to play a game seriously.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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PM wrote:Nebula is really bright, and the edges look like saw teeth. The biggest problem with this release is it crashes too much to play a game seriously.
I agree about the nebula--I'm going to try some different algorithms that might make it better.

As for crashing, please send me some Debug.log files (and .sav files, if you can repro it). [The game generally sends me crash reports, but not if you're in debug mode or if you don't sign in. So far I've only seen one crash.]

p.s.: I'm sure I broke a lot of mods--please point them out to me and I can see if I can restore the original behavior.
PM
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The crashes happen occasionally whenever I spawn an item, dock with a ship (standard mule or PSD ship), gate in/out (to an existing system), or seconds after firing a weapon. They do not happen much (and I cannot reliably reproduce a crash), but they happen enough that honoring permadeath is impossible without save scumming. I used some of my mods (Godmode, Items912, and PSD), but I doubt they were the cause because they did not crash in 1.1 or 1.2a1 (except for the one or two crashes caused by attempting to gate to a non-existant system).

Quick question: Can damage to a ship's interior be repaired? If so, what can repair it?
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
PM
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I placed an Interior for a playership and noticed that installed devices can take damage (and display smoke) when the interior does. Nice way to reduce loot from enemies. For the player (playing a playership mod), it is probably a fate worse than death if it breaks something like the Lamplighter. Overall, nice touch.

Will the interior display HP boxes of their own for playerships that feature them? If so, how do you make them appear on the HUD?
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
george moromisato
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PM wrote:Will the interior display HP boxes of their own for playerships that feature them? If so, how do you make them appear on the HUD?
Currently this does not work (nothing displays). Nor is there currently a way to repair interior damage. Both, however, are excellent ideas.
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I am reading your apiVersion notes on version 14, George, and I'm really curious about what the new thrustRatio= parameter in ShipClass does. I'm guessing it has something to do with propulsion inertia.
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If the interior makes devices susceptible to damages, then I think there must be some kind of devices-protecting device before it can be implemented on player ships, else freighter pilots would end up without any money, very quickly. :shock:
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Or the player can blow off permadeath and reload if he suffers a fate worse than death, like Lamplighter getting damaged. So far, it is only problem for mods. The only solution I can think of to fix interior, until George adds more support for ship interiors, is to copy the ship and delete the old ship. Still would not prevent damage. Only reload scumming can mitigate that.

Don't misunderstand, it is a source of possible frustration for the player, but only if he plays a mod that gives him the choice of playing a big ship.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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Aury
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Nice! Looking forward to it!
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Androgeos wrote:I am reading your apiVersion notes on version 14, George, and I'm really curious about what the new thrustRatio= parameter in ShipClass does. I'm guessing it has something to do with propulsion inertia.
Unfortunately, this is nothing special. thrustRatio= is just another way of specifying the default engine thrust. Instead of an absolute thrust= number, you specify the ratio of thrust to mass that you want and the game engine will compute the actual thrust. This is helpful while designing a ship to keep a constant thrust ratio while changing its size/equipment.

In other words, this is just a way to set the thrust= parameter on a ship class.

The computation generally matches the thrust ratio displayed in the player ship select screen. It includes the mass of the hull plus all starting devices and armor.
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Hm, Im unable to access the multiverse login; I get this error: /api/requestLogin: Unable to send command to server. (as printed in the debug log)

OS is Windows 8 (xP New laptop..)
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Wolfy wrote:Hm, Im unable to access the multiverse login; I get this error: /api/requestLogin: Unable to send command to server. (as printed in the debug log)

OS is Windows 8 (xP New laptop..)
Could this be a firewall issue?
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Aury
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I tried allowing it through the windows firewall, but to no avail

(The new projectiles do look pretty though!)
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Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
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Aury
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>.< Having a lot of problems finding a working version of transdata (2.8.1 wont open the tdb for me) and still cant log in..
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Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
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LordSutekh
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What units do the size field in planets use? Is it kilometers or something else? And I'm guessing the size classifications (eg. SizeI or SizeM) are just sequential?
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