Halp Halp! It's Happening! Beta 2.2 Inbound

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de Carabas
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby de Carabas » Fri Sep 23, 2016 8:51 am

Darr Valen wrote:Just a suggestion to anyone jumping into the crewmate SLF aspect of things:

Bind the following keys somewhere:
Defensive, Focus Target, Follow, and Request Docking

Those 4 commands you'll use an awful lot, and if you're a HOTAS or controller user, you'll waste an excessive amount of time navigating the cluttered SLF menu. I bound mine to some empties I hd left on the KB.



Thanks!
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Darr Valen » Fri Sep 23, 2016 5:50 pm

de Carabas wrote:
Darr Valen wrote:Just a suggestion to anyone jumping into the crewmate SLF aspect of things:

Bind the following keys somewhere:
Defensive, Focus Target, Follow, and Request Docking

Those 4 commands you'll use an awful lot, and if you're a HOTAS or controller user, you'll waste an excessive amount of time navigating the cluttered SLF menu. I bound mine to some empties I hd left on the KB.



Thanks!


No problem! Hope it helps. It sure saved me a lot of time last night, running from encounter to encounter.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Roger Wilco Jr » Fri Sep 23, 2016 11:37 pm

Finally got around to trying a fighter with a Type 9. Glass cannons for sure.

While I was in the fighter, "I" became wanted in the T9, but when I docked, no longer wanted. WTF.

I set the T9 up with all turrets and couldn't get them to fire. I eventually got the fragment cannons to fire with forward fire, but the lasers never fired. I used to use turrets w/o a problem. I'd use fire at will and IIRC they would still fire manually, unless I forgot that I had to be attacked first.

Also, the T9 fuel gauge disappeared.

Plus I CTD when selecting the fighter in outfitting livery.
It's time to give this another go.

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Darr Valen » Sat Sep 24, 2016 3:12 am

Roger Wilco Jr wrote:Finally got around to trying a fighter with a Type 9. Glass cannons for sure.

While I was in the fighter, "I" became wanted in the T9, but when I docked, no longer wanted. WTF.

I set the T9 up with all turrets and couldn't get them to fire. I eventually got the fragment cannons to fire with forward fire, but the lasers never fired. I used to use turrets w/o a problem. I'd use fire at will and IIRC they would still fire manually, unless I forgot that I had to be attacked first.

Also, the T9 fuel gauge disappeared.

Plus I CTD when selecting the fighter in outfitting livery.


You're describing like 5 of the Beta 3 bugs at once. It's a pain in the ass and one reason I switched to flying a SLF instead of my ship. Weapons worked for the NPC AI Crew, but not me..
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby TorTorden » Sat Sep 24, 2016 10:40 am

Dropping into the fighter and going back again, Turrets will be reset to fire at will, so need to switch that back :\

The fighters not firing, can sometimes be cleared by docking and redeploying yourself, but I also had one last night where the guns wasn't working for me or the crew at all.

And it's not like you can tell him to dock the fighter in combat and switch to the other one.
They have a hard enough time docking as is.

I kind of wish there was a self destruct command I could give them.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Phillipus » Sat Sep 24, 2016 11:02 am

This has happened a few times now - I'm in a RES flying the SLF and Johnny Bozo, NPC, is flying the mothership. Suddenly the cops all turn red and turn on me and Bozo. I am not wanted. Board the mothership and I'm still not wanted and the cops are still red and firing at me.

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Loriath » Sat Sep 24, 2016 11:15 am

The wanted when you look at your ship from the fighter, or vice versa is a Bug. If it does not say wanted on YOUR screen, you are not wanted.

I setup Key commands for the fighter commands, and it stops working after a while, so I am going to shuffle buttons on my stick to accommodate the commands and see if that helps.

LOVE the voice feedback, but I am on the verge of turning off local chat. It is WAY too much to deal with. When i am in a RES/Nav I want to see local to see who says what when they scan me so if I don't have them targeted, I can see the name and intent.

Overall, my experience has been quite positive. I am looking forward to this aspect coming to the main game. In Fact, I have already made plans on how to Level up my NPC Pilots. I was experimenting at a Nav beacon. I sent the NPC out, and chose the targets and told it to attack. If it got in trouble, I could blast the target and call the fighter off. We spent an hour in a RES last night, and the Tor Dawg and I split about 3.5 million (about 1.2 each). My Competent NPC made 70K. Not bad at all, and the other NPC I had, same level means it cost me 140K. Unfortunately Leveling is Fubared.

The other problem mentioned about Turrets coming back to the Main Ship is an issue. Leave it the way I gave it to you Pilot.

Have not tried the Passenger missions. Although I can see the appeal, the only one allowed to bitch on my ship is me. NPC pilots follow my orders Launch, Fight, sit still, return. No Damn VIP Wannabe is gonna tell me to stop off at McDonalds because they got a hankering for a cheeseburger. I would rather do Fetch/Haul/Kill missions than deal with the ranting ass behaviour from a Kardashean Wannbe.

But I will be trying the Beluga to see if I can use it for something else, like maybe a Whale Miner.

And I Hope the hell that from now on when they release a new ship, that paintjobs are available from Day One.
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Phillipus » Sat Sep 24, 2016 11:29 am

I tried some Passenger missions with a Beluga loaded with SLF to see what would happen. If you think serial interdictions are bad now in the main game, then try these. Killing the NPC that has been sent after you makes no difference. These ones are able to re-incarnate.

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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Xebeth » Sat Sep 24, 2016 11:37 am

Just got into the Beta for the first time today. Took a basic 'transport 14 people one system over' mission, nothing out of the ordinary, an easy 800K. The explorer ones look interesting, 1300ly for 6M credits, good for people working on their explorer rank (saw a 30M to go too Jaques as well).

Lots to test and try and I'm on holiday next week :-)
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Re: Halp Halp! It's Happening! Beta 2.2 Inbound

Postby Roger Wilco Jr » Sat Sep 24, 2016 4:01 pm

Xebeth wrote:(saw a 30M to go too Jaques as well).

Anybody who takes this job in beta needs to have their head examined.
It's time to give this another go.


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