Muffle system logging error updating

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- Pressing enter when going into the outfitting will result in no ui being shown fixed - Fix hole in Hauler cockpit geometry - Diamondback Explorer Image in the contact panel was missing now fixed - Docking computer failure at station type Orbis fixed - Added a case to handle WM_MENUCHAR messages, which were causing the system to beep when Alt Key combinations were pressed - Local Cartographic Data Filters not working fixed - Adjustments to how penetrating shots work: - If no standard penetration depth is set for a ship, use 75% of its size in the smallest axis (rather than 100m).

As no ships actually had this value set this will stop shots going all the way through ships to hit modules at the back - Remove spurious increased penetration distance from medium beam turrets - Railguns now have extreme penetration distance (will pierce to any module on any ship) - News ticker can now be clicked to jump to a particular news item - Unable to select system with mouse fixed - Landing gear speed limiter is now tied to the landing gear toggle rather than what the gears are actually doing - Prevent Hardpoints being told to fire when docked - Fix issues where the station doesn't retaliate when being shot - Edits to dirt and scratch maps to work with new white underpaint colour on Imperial ships - Co-pilot seat added to external view for Python - Fix for LAN connection issues (after conencting over lan, if both players had upnp enabled, it was switching back to wan connection) - Fix for problem where drones delivering cargo canisters belonging to another authority would scan for new targets and pick the same canister - Fix for NPC miner loadouts that are missing refineries - Fix for NPC pirate loadouts that are missing cargo scanners - Fix for merging islands in supercruise - changes in scanner range (due to acceleration) were not being handled correctly - Fix spawning fighters from capital ships - Make sure police escorts get police names, rather than random NPC names - Stop pirates from scanning target after they've pirated it - Miners check their refinery while mining and if it's destroyed they'll jump away - If NPC hull is below 20% when being spawned in supercruise don't try and interdict anybody - Removed some rogue geometry in Sidewinder cockpit that was resulting in a thin purple line in front of the camera - Fixes to police response: - update formulae for strength/delay calculation to match latest design numbers - investigation strength hard limited to calculated value, previously could go over rather than leave a remainder; reinforcement can still go over - don't try and respond to crime in supercruise - correctly set the limit on investigation ships to be the score of a viper, fixes only getting the lowest-scored ships for investigations - Don't allow NPCs to interdict if the target is charging their hyperspace drive - previously only blocked the interdiction during the actual countdown - When the lead of an NPC wing dies and a new NPC is chosen, re-run the code that choose their chatter table so that it uses the correct one - Request routing data from the server as soon as we receive a sync letter from an unknown machine - may fix some connection issues - Allow pirates with low hull to dock at non-anarchy stations - gives them something to do as they can't interdict - Add pirate threaten & cargo collection behaviour to the Pirate Hunter Hostile archetype, copied from standard Pirate archetype.

- Fix assert message and telemetry to report the correct bucket IDs when we receive an incorrect ID from the web server - When you are kicked from a game due to inactivity, it now displays an error message on the main menu to say why - Fix the reverse resistance armour text so it says it's strong vs kinetic and weak vs laser - Make sure that if we disconnect while in the CQC menus we go to the disconnected from CQC state - When there is a session error, make sure that we disconnect from the game - Fix a bug where the player's current team was reset from Blue to None - Fix a bug where shield regeneration would appear to stall in cases where the current delay after break was longer than the delay after hit (only experienced by some CQC ships with 1.5 or less pips in SYS) - Numerous text fixes - Fix missing shield rings in GUI GENERAL TWEAKS & FIXES: - Reset the backfill timer when leaving CQC or ending CQC gameplay.

i Phones that have been repaired by third parties have been experiencing an "Error 53" post-i OS 9 update that has rendered some of the devices unusable.

Apple has released an i OS update to address Error 53. There's been a ton of online speculation — and condemnation — today.

They can now be pacified by dropping cargo, and will collect it - Fix potential cause of excessive number of escort NPCs if they had a different authority from the lead - Give AI wing members the same wanted/clean status as their lead, so the whole group will have the same status on spawning - Increased malfunction chances on dumbfire missiles as they were far too low - Made Viper hardpoint-cavities deeper to prevent the weapon clipping when retracting it - NPCs can interdict other NPCs - Fix combat bonds not disappearing from the transactions panel once they're redeemed - Fix outfitting screen giving inaccurate ranges for sensors, scanners, and ECM.

Now uses the standard 3 sig fig instead of rounding to the nearest km - Stop mission messengers from constantly spawning and talking to players - Reduced the size of the anacondas powerplant hit - Enforce minimum of 10 credits to hull repair cost check - Fixed the missing texture on Vulture debris, and increased explosion speed of drifting debris - Added 'Shader preparation on startup' option to the 'graphic options' screen - Re-mapped part of the back of the landing pad skirts to break up the repetition of a texture - Police Hunter Hostile ships will scan their target after interdicting it, rather than opening fire immediately - Increase health values for Diamondback cockpits - Updated the pirate lord to have a better pirate-y loadout, he had no interdictor or cargo scanner - Galaxy Map Trade Route 'Clear' button cannot be easily access via gamepad fixed - 'Recovering' minor faction state progress added to UI - Don't reduce powerplay ships when in a taking control state - Fix cargo losing it's powerplay origin when eject-and-collected - Derive the number of visible stars from the galaxy map graphics setting - Updated Warthog control scheme to allow full galaxy map and system map control with the joystick only - Predicted CC news items added - Discard cargo dialog now supports 3 digits - Fix floating point inaccuracy with large fuel tanks and fuel consumption - Bulletin board now shows which major faction a mission is related to - Prevent mines and missiles from jumping vast distances when they shouldn't - Fix missing asteroids in thin rings.

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