View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1176 [Hellion] Suggestion minor N/A 2019-10-11 13:20 2019-10-11 22:54
Reporter: crash-override Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: In-game music
Description:

Add a panel to a station module to setup a music selection. Could be configured to play any music on our computer, integrated into the power system. Also, when the player puts on their helmet the music plays as configured from an on-visor (visor must be closed to configure) heads up display (requires battery).

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002160)
crash-override   
2019-10-11 22:54   

This might be even cooler if you didn't offer the music terminal in a module and just helmet music? If you did add the terminal panel, maybe the settings on the panel affect the helmet music settings also. Or allow us to run two different play lists: helmet and terminal....


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1174 [Hellion] Bug minor always 2019-10-01 22:08 2019-10-08 13:04
Reporter: crash-override Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Proteus helmet in inventory cannot receive battery from inventory
Description:

There are several ways to plug items into other items.

This method involves the hover-expand-pluggable option.
Pre-requisites:

  • Proteus helmet in inventory, not wearing.
  • Small battery in inventory
Tags:
Steps To Reproduce:

Steps:
Open player inventory with no pop-up detail panels being displayed, click and drag the battery from inventory and drag to helmet sitting in inventory. Battery plug-in socket will appear. Drop battery into pop-up battery slot. Coupling does not complete.

Result:
Battery returns to inventory, helmet remains in inventory, battery is not connected to helmet.

Additional Information:
Attached Files:
Notes
(0002157)
goozie   
2019-10-07 07:49   

This is likely a dupe of https://feedback.zerogravitygames.com/view.php?id=1095

The "pluggable" item slots seem to fail/miss activation during game loading.
If helmet is worn or held in hands first - then it works even when helmet is afterwards put in inventory.

(0002159)
crash-override   
2019-10-08 13:04   

That sounds likely since I've only been able to reproduce this issue intermittently since reporting it.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1145 [Hellion] Bug minor always 2019-07-12 23:18 2019-10-07 07:52
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.5.1 - Fabricator storage shows 500 capacity but can only be filled to 200
Description:

Since 0.5.1 the Fabricator shows a capacity of 500 but it can still only be filled up to 200.
Shredder does not show any warning anymore and shredded materials exceeding the 200 limit are voided.

Relog / Restart do not resolve the issue

Tags:
Steps To Reproduce:

1.) via Transfer
Transfer > 200 cargo into Fabricator storage.
Loading screen will offer to load everything.
Effectively transferred only up to 200.

2.) via Shredder
Load 200 cargo into Fabricator storage.
Shred something
No additional cargo - no Warning that the storage is full.

Additional Information:
Attached Files: HELLION_2019-07-12_23-10-35.png (119,743 bytes) 2019-07-12 23:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1015&type=bug


png

HELLION_2019-07-12_23-13-32.png (115,622 bytes) 2019-07-12 23:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1016&type=bug


png

HELLION_2019-07-12_23-13-52.png (99,973 bytes) 2019-07-12 23:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1017&type=bug


png

HELLION_2019-07-12_23-14-05.png (244,883 bytes) 2019-07-12 23:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1018&type=bug


png
Notes
(0002126)
Natjur   
2019-07-17 02:02   

Btw, if you update the json files on the server, its fixed. So it appear like the client was update to 500, but the server files were not changed and still set to 200

(0002129)
I-Dragonwrath   
2019-07-20 00:08   

This is not likely to be fixed on public without a wipe as every fab in the .save needs to be edited to have 500.0 base capacity. Correcting only the structures.JSON will ensure all future fabs have 500.0 capacity so it could be left to the players to swap out their old fabs...

It can be corrected by finding these exact lines and changing the value from 200.0 to 500.0

"AllowOnlyOneType": false,
"Capacity": 200.0,
"Name": "Cargo",

(0002158)
goozie   
2019-10-07 07:52   

I confirm this has been fixed in 0.5.2

Ticket can be closed.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1175 [Hellion] Bug minor always 2019-10-03 01:28 2019-10-03 01:28
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (0.5.2 Hellion ) Bug - Floating out of cryobed
Description:

Steps to reproduce:

  • Enter cryobed in haven
  • quickly click cargo panel
  • click tab to exit cargo panel
  • move mouse side to side

( video here (1:36) - https://www.youtube.com/watch?v=3lP3ivmcL4U )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
809 [Hellion] Bug minor always 2018-11-30 13:21 2019-10-02 19:23
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.3.0 life support panel - pressure sound of pumps continue playing sound after job is done
Description:

life support panel - pressure sound of pumps continue playing sound after job is done

Tags:
Steps To Reproduce:

repressure outpost fully and sound continue playing...

found no way to stop the sound

1 screenshot to show that pressure/depressure button of outpost are inactiv, because job is done but sound still playing..

Additional Information:
Attached Files: 20181130131651_1.jpg (162,151 bytes) 2018-11-30 13:21

https://feedback.zerogravitygames.com/file_download.php?file_id=762&type=bug


jpg
Notes
(0001719)
Our Grid   
2018-12-14 21:18   

Confirm random occurrence of this.

Also, in our case we noticed the sound was playing for only one player of two in the same room.

(0001974)
Zorz   
2019-03-24 13:13   

same bug in 0.4.1 in ship like steropes and arges..

(0002109)
Zorz   
2019-06-29 12:01   

same bug in 0.5.0

(0002127)
I-Dragonwrath   
2019-07-19 23:58   

Looking at the JSONs, most 'rooms' have a volume value that includes 5+ decimal numbers. I suspect this is contributing to this bug. current volume values seem to be autogenerated based on the model space within the module.
My thought is that there is a rounding issue that occurs as a result of this during press/depress cycles which prevents the audio trigger from detecting full pressuriztion.
I suggest adjusting them to no more than 2 decimal numbers.

(0002154)
Our Grid   
2019-09-15 18:46   

Confirm this still going on, and once started does not stop without a client. sometimes server reboot.

(0002156)
crash-override   
2019-10-02 19:23   

The sound occurs in the room having the pressure problem, rather than the sound emanating from the Life Support panel. When doors are closed adjacent rooms can hear very subtle thumping sound.

If you depressurize the room the thumping sound goes away but returns once it's repressurized. Only the restart as described above resolves the issue.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1173 [Hellion] Suggestion minor always 2019-09-15 19:04 2019-10-01 21:44
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Player Beacon! (same as Coast Guard PLB or EPIRB)
Description:

Player Beacon! (same as Coast Guard PLB or EPIRB)

If you want to locate a buddy, there is no way to Find them - it is nearly impossible!

Allow us to find, learn and use Personal Locator Beacons / EPIRBS - we have them now, why not in the future of space?

(Single Use is fine, like real life they need service after use)

If someone is mining and loses ship or the like , you are not gonna find them 99%

Thanks guys.....

Tags:
Steps To Reproduce:
  • Find PLB

  • Research PLB

  • Craft PLB

  • Carry PLB

  • If you use, your position shows up to your Crew, or All (you decide) using the distress code.

  • Recycle / Grind up PLB
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1172 [Hellion] Bug minor always 2019-09-15 19:00 2019-09-15 19:00
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Industrial Container Rots In ONE Minute! (while unplugged)
Description:

Industrial Container Rots In ONE Minute! (while unplugged)

It's great that they do not need a Nanite, but they rot in One minute when unplugged!

The only way to even save one is have a player Follow It with a Welder! Silly!

Actually, the Rot speed for ALL Modules without a Nanite in is Ridiculous guys!

Tags:
Steps To Reproduce:

Repair an Industrial Container,

Undock it.

It rots/blows up before you can connect the Anchor to take it home.

(unless you happen to have a friend along with a Full Welder to chase and repair as you move, repair process back at base)

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1171 [Hellion] Suggestion minor always 2019-09-15 18:55 2019-09-15 18:55
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fabrication Module Needs Servo Slot (for reduced power use while building)
Description:

Fabrication Module Needs Servo Slot (for reduced power use while building)

The Fab uses a ton of power; give us a Servo slot to allow reduced power use.

(and a Fire Extinguisher Slot Already, man!)

Thank you.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1170 [Hellion] Bug minor always 2019-09-15 18:53 2019-09-15 18:53
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Turrets Are STILL Shooting Through Walls! We HATE This!
Description:

Turrets Are STILL Shooting Through Walls (sometimes a Few Walls!)

Hey if you stand in View of a Turret and get shoot, it's your bad.

When you stand in complete cover and your character dies in a couple seconds (you've been shot), this is complete crap.

Happens anywhere but very simple to reproduce in doorways.

Stand in complete cover, not even a tip of the gun pedestal in view, never see bullets / red laser shots, get dead.

Fix This Guys! Thx.

Tags:
Steps To Reproduce:

**Stand in complete cover,

not even a tip of the gun pedestal in view,

never see bullets / red laser shots,

get dead.**

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
407 [Hellion] Bug minor always 2018-05-08 13:43 2019-09-15 18:48
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.2.6  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: the old RCS bug - RCS of the ships/modules ignore the alignment of the docked modules/ships
Description:

thats the old issue but i think it's not added to feedback tracker since now ;)

if u press "A" to move left in the ship if docked, than all docked modules activate the thrusters on left side... but not each module is align into the same direction if docked.. so each module has it's left side in a different direction...

the RCS of the ship ignore the align of the docked modules..

so if u have a strait line of docked CIM's, u have to make sure u have docked port A on port B each time to be able to move the hole construction.. but if u dock the CIM's with port A on port A and port B on port B, than u are unable to move, because each 2nd module has it's own left-side on the other side ;)

Tags:
Steps To Reproduce:

so if u have a strait line of docked CIM's, u have to make sure u have docked port A on port B each time to be able to move the hole construction.. but if u dock the CIM's with port A on port A and port B on port B, than u are unable to move, because each 2nd module has it's own left-side on the other side ;)

Additional Information:
Attached Files:
Notes
(0000942)
CheeseJedi   
2018-06-05 23:39   

Does it actually affect the ability to move, or is it purely a visual glitch?

(0001016)
LvlLord   
2018-06-30 13:36   

It will affect the move ability.
I had this some times but don't get it reproduced.
I often had it with the starter when I try to dock some things with it.
When I use the RCS and try to roll (Q or E) i pitch up an down.
When I try to pitch, I actually roll. Some with forward/backward etc.
When you try to move a station to a target you can see through an airlock but you can't see any speed information, I lost control of the station because of this and actually had to use the steropse to stabilize.
Still there in 0.2.9 btw.

(0002121)
Zorz   
2019-07-09 14:28   

same bug in 0.5.0

dock a module on Arges anchor and try to move the module by modules docking panel, then u will see that keys don't work like they should..

(0002155)
Our Grid   
2019-09-15 18:48   

The controls can be rolled and sometimes no matter what you press if continues to accelerate in an unwanted direction.

Seen this multiple times when attempting to dock a pair of mods, or when using the ship to look through an achored mods port to dock.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1169 [Hellion] Bug minor always 2019-09-10 18:24 2019-09-10 18:49
Reporter: ilo Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: [0.5.2] Warp from A to orbit around B end up in C gravity well = orbit reset to A
Description:

When orbiting a body A, I setup an custom orbit around body B that intersects body C, and the position in orbit marker ended up inside the gravity well of C. After the warp, the ship is sent back to the original orbit around A (slightly modified orbit than the original).

See video: https://www.youtube.com/watch?v=J2iZVt_wLsY

Tags:
Steps To Reproduce:

Fly a ship in a custom orbit around Eridil.

  • Setup a custom orbit around Teiora that intersects with Sinha at some point.
  • Place the position in marker of the orbit inside the Sinha gravity well (see image).
  • Execute the warp.

Result:

  • Ship is back to the original orbit around Eridil
Additional Information:
Attached Files: orbit_position_in_another_body.png (508,537 bytes) 2019-09-10 18:24

https://feedback.zerogravitygames.com/file_download.php?file_id=1027&type=bug


png
Notes
(0002153)
ilo   
2019-09-10 18:49   

I repeated this several times, same results all the time. Restarted the server didn't change anything.
Checked the logs in each and every attempt, nothing in the log file related to the maneouvre.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1168 [Hellion] Bug minor always 2019-09-09 10:01 2019-09-09 23:44
Reporter: Draven Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Game Lock up when moving in space near Command module.
Description:

Every time I get near my command module in a ship and move in any direction whether facing the module or not my game locks up. This issue is new to me after I returned from a long break. My base is smaller than it ever was before my break. I can get near unclaimed Command modules without any issue, this started right after I attached it to my base. It does not matter what settings I use, I can set the game to lowest graphical settings and it still crashes. This crash happens somewhere near 5 or more times and then after that many crashes I can move around my base in a ship just fine until I leave the area and return, then it crashes again.

Attached below is a note pad file with copies of the Error I get from windows when the game locks up and shows me the log.

Tags:
Steps To Reproduce:

Reproducing is simple, enter the area near my base in a ship, attempt to fly the ship at all near base. Crash happens. Relog, move ship crash, relog move ship crash. Then eventually relog and everything is fine, dock vessels, move modules all without a problem. Leave area and return, crash again.

Additional Information:
Attached Files: Crash Log.txt (2,856 bytes) 2019-09-09 10:01

https://feedback.zerogravitygames.com/file_download.php?file_id=1026&type=bug

Notes
(0002152)
Draven   
2019-09-09 23:44   

Update info on the freezing glitch, it appears to instantly happen if I try to use the Shift key to stop any ship movement with RCS. So it's not the movement itself that causes the crash but when my movement is stopped or changed after being initiated.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
895 [Hellion] Bug minor random 2018-12-22 05:05 2019-09-09 21:17
Reporter: Draven Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Character interface lock out.
Description:

Several days ago I encountered a glitch. Whenever I transitioned between my Station to Space, or vice versa, my character would lose the ability to interface with objects. I could not pick up or drop items, I could not move them via prox loot, I could not even toggle my flashlight on or off. Doors would not register my approach. After several relogs, and possibly just the time it took for my character to be relocated by the server I could then manipulate items and use my interface, however the instant I left my base my interface would lock out again. This continued for a few days. I then was assisted by a mod from discord who invited me to his base, where I could interface with objects and when I left his base I was fine, we got in his ship and flew to my base, the instant we came out of warp his game crashed and my character locked up. He was able to log back in and his interface worked fine, he could do whatever he wished to my base. Eventually we decided it wasn't the modules themselves but possibly the location, so we blew up my base and I restarted on another server. Before this glitch started I had played for nearly every day since hotfix without issue.

So after I started on another server I encountered the same glitch within 3 hours of game play on a pre-built station the Civilian Ruins orbiting Burner during the quest "Walking in her Shoes" After several relogs and my quest log lost the quest, after that I was able to return and play around for awhile. However after another 2 hours of play I have encountered the same glitch again in my new base. This base consists of 3 modules only at the moment, and since it happened at the Civilian ruins I don't think it's player base related. During the relog attempts after the glitch happens the first time I click log out my screen goes to the loading main menu option but doesn't move and I can actually hit Escape and sort of see an underlay of the ui for logging out under the screen that says loading menu, and I can even hit the exit game and confirm buttons although they're barely visible and it then logs the game. This happens every time I attempt to log out right after I encounter the lock up glitch.

I can confirm I am now getting it on my new base when I leave my base and return the door lets me back in but then will not close like the base thinks I'm stuck in it and at that point my interface locks up requiring me to relog, where I get the bugged log out screen also. Something about when my character loses the ability to interface with objects also seems to cause me to not be able to log out properly.

The logs below are taken from right after the glitch happens and I log out. Output log2 is from today the most recent instance, the other log was created 2 days ago on the other server, again right after the bug happened.

Tags:
Steps To Reproduce:

Reproduction steps for me. Log in, Leave Module exiting into space, return to module, and boom lock out.

Additional Information:
Attached Files: output_log (2).txt (14,451 bytes) 2018-12-22 05:05

https://feedback.zerogravitygames.com/file_download.php?file_id=858&type=bug


output_log.txt (19,498 bytes) 2018-12-22 05:05

https://feedback.zerogravitygames.com/file_download.php?file_id=859&type=bug


output_log (3).txt (15,266 bytes) 2018-12-24 07:15

https://feedback.zerogravitygames.com/file_download.php?file_id=864&type=bug

Notes
(0001754)
Draven   
2018-12-22 06:51   

P.S. I should note that as of this time it is only happening in Multiplayer. I am currently testing to see if this happens in singleplayer.

(0001756)
Draven   
2018-12-23 03:31   

Here are 2 videos created by another player having the same issue. They show what happens in game when the interface locks out, and what happens after you relog.

https://www.youtube.com/watch?v=tCkUR4ValJk&feature=youtu.be
https://www.youtube.com/watch?v=RchM1_AdQmI&feature=youtu.be

(0001763)
Draven   
2018-12-24 07:15   

I have now encountered this bug after also encountering the Orbit glitch. When I leave my station to try and get to my rescue ship, my station vanishes, but then comes back then vanishes again, and I lose the ability to manipulate my interface. I will attach my most recent log.

(0001927)
Shomy   
2019-03-18 15:46   

Hi @Draven does this issue still happen to you in 0.4.0 release? It's quite odd that I have only heard this from you and that no other player has reported the same kind of problem.

(0002151)
Draven   
2019-09-09 21:17   

Don't mean to Necro, just finally got able to log back in. The problem does seem to have been resolved in the later patches. I did Link in my posts of this however at least 2 other people having the same issue back then. It was not just me, they even had videos of it linked on their threads that I added here.

But this issue seems be taken care of, I have only had one random lock out from inside a ship and players agreed it's quite uncommon now, and that it happens when there is severe desync.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1166 [Hellion] Bug minor unable to reproduce 2019-09-04 01:54 2019-09-07 18:06
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (0.5.2) Multiple bugs after crash to desktop
Description:

I was making orbital adjustments to my ship around Hirath when my game crashed to desktop.
I could not rejoin the server. The game repeatedly crashing to desktop.
I had to completely delete my character to join the server...

Then...

Buttons no longer register. Examples are:

  • can not operate ship/station air pressure or airlocks
  • solar panels are non-responsive

This is a very unusual bug. I don't know the cause or how to repeat it.
I have not seen anything like it since report no. 0001114 .
This is just as bad, if not worse because it appears there is no way to recover from this.

To explain it better, see video.
( video - https://youtu.be/PT4iHVMMXuQ (18 minutes) )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190904200358_1.jpg (177,366 bytes) 2019-09-05 05:13

https://feedback.zerogravitygames.com/file_download.php?file_id=1022&type=bug


jpg

20190905184239_1.jpg (335,286 bytes) 2019-09-06 00:47

https://feedback.zerogravitygames.com/file_download.php?file_id=1023&type=bug


jpg
Notes
(0002142)
Sky173   
2019-09-04 02:02   

Add to list:

  • batteries do not charge

(see video in original post)

(0002143)
Sky173   
2019-09-05 05:13   

Can anyone from Zero Gravity see my ship in US east 1? It shows up on my authorized vessels list but there are no numbers for the position. The name of the ship is 'The Ship'.

(0002144)
Sky173   
2019-09-05 15:29   

Additionally, I had someone inspect my base yesterday. They were also having the same issues I'm having.

(0002145)
Sky173   
2019-09-06 00:47   

My character is been severely desynced in USE1. The game is no longer playable on that server.
I've tried deleting my character as well as reinstalling the game with no luck.

(0002146)
Sky173   
2019-09-06 17:58   

In attempt to correct These issues, I have:

  • restarted the game multiple times
  • been invited from multiple friends bases
  • deleted the game and all associated files from my computer
  • reinstalled the game

I'm still having the same issues. I can only assume it server related at this point.
Server US EAST 1 is unplayable for me.
https://youtu.be/BoYYqUoISGA

(0002148)
ilo   
2019-09-07 18:06   

I can confirm these issues happen in the US E#1. Started a fresh character, never joined this server before, and I got the same issues Sky is reporting, including:

  • unable to pressurize/depressurize
  • batteries not charging
  • repair tool -seem- not to work.

Actions from the player to the server are working nicely, but there is no reflection from the server to the client since traffic is so bugged that the client can't process any change.

Relogging after an action shows the real live status of the server. I remark, it doesn't fix anything, the server got all the client actions, it is the client failing to process the network traffic appropriately.

For extra evidences please refer to the discord conversation starting at: https://discordapp.com/channels/283927435030822914/344499705881034753/619907595007819789


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1165 [Hellion] Bug minor always 2019-09-03 18:06 2019-09-03 18:06
Reporter: ilo Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: [0.5.2] Unclaimed Messiah ship oddities
Description:

A Messiah attached to an oupost never despawns and gives free energy (even if ship has 0 health and no core on it). Seems the ship despawn/respawn isn't fully working on this case.

https://cdn.discordapp.com/attachments/344499705881034753/618472816001417226/unknown.png
https://cdn.discordapp.com/attachments/344499705881034753/618476467419873318/unknown.png

Once the ship is supposed to despawn the following will also happen:

  • when loading from outside of the outpost, the game client will get confusing when reassembling the outpost, and usually fail in the middle of the process. The Messiah ship collision object will be created but the ship will be invisible. Usually other station modules (e.g. fab etc) will not be included since the object spawning has failed at this point.
  • when loading from inside of the outpost everything looks normal, except the Messiah ship. It will be functional to the outpost command panels (power and life support), but the ship health will be 0. All modules would be loaded, and going outside of the outpost it is possible to see the Messiah, but not interact with it at all. Trying to access an inventory operation will bug the game client and all subsequent iterations with the storage will fail.
Tags:
Steps To Reproduce:

Go to Messiah with an outpost or t4 warping parts. Claim the Messiah ship and attach to an outpost (warping or not), then unclaim it (removing the nanite core is optional). The ship will slowly degrade and die or respawn in its place, but it will never be removed from the attached outpost.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1164 [Hellion] Bug minor always 2019-08-26 23:01 2019-08-26 23:01
Reporter: ilo Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Suffocating when picking up a full suit
Description:

When you pick up a full suit (helmet and jetpack in the invetory of the suit by using 'remove outfit'), the game doesn't register you have life support and the player continues suffocating.

If you remove and put the jetpack again the game notices you have life support and stops suffocating the player.

Tags:
Steps To Reproduce:
  • On a non-presurized OP module, ensure you have oxygen on your suit and remove the entire suit using 'remove outfit' button (or double click). Store the outfit on a shelf and wait for the player to die of suffocation.
  • Respawn in the same OP and run to pick up the suit from the shelf, the client will put the suit, the helmet and the jetpack, but the player will continue suffocating until death.
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1162 [Hellion] Bug minor always 2019-08-25 08:52 2019-08-25 08:52
Reporter: EDGE Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Mission triggers still not working
Description:

When doing the initial mission> Investigate BOR - Orthos 1/2 and Investigate ALP- 007 U still have to log on and of in front of mission objectives to have them be registered as investigated.

Tags:
Steps To Reproduce:
  1. Do the missions
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1161 [Hellion] Suggestion minor random 2019-08-21 00:45 2019-08-21 00:45
Reporter: LimboNL Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Stranded miner start
Description:

Hello, you changed the stranded miner start. the problem is, not able to use the fusion reactor. it great that you start so close to a planet and not able to use the solar panels, because of the planets orbit with hellion. i waited 40 minutes and then i uninstalled the game again, great job. you could have left 10 units in the fusion reactor to get out the orbit of the planet.

thanks ill keep an eye out at the updates.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1083 [Hellion] Bug minor have not tried 2019-04-29 07:23 2019-08-18 20:59
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fabrication Module disappeared from base
Description:

Version 0.4.2

I went exploring at Eridil for over an hour or so. I returned to the base to find the FM had vanished. All indications show that the station was not visited by another player(s).

You can see the video in it's entirety here with conversations:
https://www.twitch.tv/videos/417893500

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002141)
Henrison   
2019-08-18 20:59   

I just encountered the described issue in version 0.5.2.
I had both the Airlock and the Fabricator modules docked to the Haven. Then I went to BOR-Orthos 2 and ALP-007. When I came back, the Fabricator Module was gone. The rest of the station was still there.

This happened in a single player world!


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1004 [Hellion] Bug minor always 2019-03-15 20:28 2019-08-17 23:19
Reporter: Henrison Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Single Player server memory-leaking Handles
Description:

The Hellion single player server is memory-leaking Handles whenever it's running. This causes the RAM to fill up over time until Windows OOM-kills the entire game once it runs out.
Of course I can't test it but I'm fairly sure that I first encountered this problem only after the 0.4.0 update.

Note that the leaked memory is not shown as part of the process' private memory set in task manager.

The attached image shows a screenshot of Process Explorer displaying the number of handles accumulated after playing for about an hour. At this point, my computer was using 29/32 GB ram with only Hellion running.


System information:
OS: Windows 7
RAM: 32 GB
CPU: Intel i7-6700K
GPU: NVIDIA GeForce GTX 970

Tags:

single player

Steps To Reproduce:

Start any single player game so that HELLION_SP.exe gets fired up.

Additional Information:
Attached Files: hellion_memory_leak.png (12,277 bytes) 2019-03-15 20:28

https://feedback.zerogravitygames.com/file_download.php?file_id=896&type=bug


png
Notes
(0002140)
Henrison   
2019-08-17 23:19   

In version 0.5.2 this bug doesn't appear anymore for me, the number of handles remains constant. Consider it resolved.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1152 [Hellion] Bug minor always 2019-07-22 02:07 2019-08-17 16:15
Reporter: nobodx Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Radar Signal Ampifier not working on Arges / Command-Module [0.5.1] [Singleplayer]
Description:

Inserting the Radar signal-Module into the slot on the Arges / Command-Module doesn't provide any benefit.
Tested it with T1 and T2-Modules.
Also when trying to pick it up again, the inventory sometimes buggs out, allowing you to place "duplicate ghost" modules

Tags:
Steps To Reproduce:
  • Pick up Radio Signal Amplifier
  • Put it in Arges / Command Module Radar slot
  • Try to scan for something
Additional Information:
Attached Files: 2019-07-22 (1).png (428,673 bytes) 2019-07-22 02:07

https://feedback.zerogravitygames.com/file_download.php?file_id=1020&type=bug


png

2019-07-22.jpg (374,204 bytes) 2019-07-22 02:07

https://feedback.zerogravitygames.com/file_download.php?file_id=1021&type=bug


jpg
Notes
(0002139)
nobodx   
2019-08-17 16:15   

Update:
Patch 0.5.1 Fixed it on the Arges, but the Radar-Module is still not recognized by the command-module


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1158 [Hellion] Bug minor random 2019-08-09 01:09 2019-08-09 01:09
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (0.5.1) FM grinder, no sound, and random injury bugs
Description:

I logged in and did my usual routine.

I went to my ship to see what I will need to bring with me. I grabbed my old air filters from the Steropes and took them to the FM to grind down. The grinder stopped working. (This is when I began recording).

After I re-logged, I received severe injury. I don't know what the cause was. It has happened before but I finally managed to catch it on video.

( video - https://youtu.be/jUBe21-Gryw (4:42))

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1157 [Hellion] Bug minor N/A 2019-08-06 16:55 2019-08-06 19:54
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (0.5.1) Ship crashed for no apparent reason
Description:

First, lateral ship control was lost (stuck RSC thruster),
then the ship crashed for no apparent reason.
( video - https://youtu.be/EJypEDhVMHc )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002138)
Sky173   
2019-08-06 19:54   

There is an apparent copyright claim on the music playing in the background.
You can view it using an alternative link found here:
https://www.twitch.tv/videos/463338241?t=36m01s


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1156 [Hellion] Bug minor sometimes 2019-08-05 05:13 2019-08-05 05:13
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (5.1) Client crashes constantly and base disappeared
Description:

Once I was within 1.5km of station, the client crashed constantly.
Station design - http://gametools.online/hellion/hsp/#a8faafaaeibfpapa

The base also disappeared and only reappeared after a relog.
( see video - https://www.twitch.tv/videos/462548178?t=05h22m06s )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1148 [Hellion] Bug minor always 2019-07-17 01:59 2019-07-30 05:02
Reporter: Natjur Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Airlock and door out of syn on ships
Description:

The airlock on ships can get out if syn with the state of the door.
So the ship has an open door but the airlock thinks is closed or via vis

When the ship is attached to the base tho, the airlock out of syn is not an issue, and you can pressurize the ship without issues, but as soon as you un-dock, the airlock is rechecked and boom, no air.

You can force the airlock of the ship to get in this bugged state by triggering the airlock and logging off during it. Now the door will be open but the airlock saying its closes or vis via

In this state, you can not pressurize the ship unless its attached to a base, while its un-docked, it will always drop to zero bars.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002130)
I-Dragonwrath   
2019-07-20 00:57   

This bug is cause by a desync between two values.

The following is a normal open state for a steropes:

"InSceneID" : 1144,
"HasPower" : true,
"IsLocked" : false,
"IsOpen" : true,

The Executor for the airlock panel and whether the room is exposed to vacuum:

"InSceneID" : 57,
"StateID" : 1,

I have a Tarantula on East 1 that is in the following state:

"InSceneID": 1144,
"HasPower": true,
"IsLocked": false,
"IsOpen": true,

And the Executor:

"InSceneID": 57,
"StateID": 3,

A scan needs to run periodically and slave the state of the executor to that of the door, though it would be better if they used the same nomenclature.

(0002131)
I-Dragonwrath   
2019-07-20 00:59   

I believe the outer door for the Arges is "InSceneID": 997

(0002137)
Sky173   
2019-07-30 05:02   

True. I can verify this.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1155 [Hellion] Bug minor have not tried 2019-07-29 09:14 2019-07-29 09:14
Reporter: I-Dragonwrath Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Log after server crash and 30 minute rollback
Description:

I had a player report a sudden crash and then a 30 minute rollback

The server is set to save every 10 minutes. When I checked, the 2 saves prior to the crash were missing.
Seems to be doing fine after the roll back.

Pulled from the log

2019/07/29 04:39:22.2641 - [ERROR] Object reference not set to an instance of an object.
at ZeroGravity.Objects.ArtificialBody.ApplyThrust(Double timeDelta, Vector3D& thrust) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\ArtificialBody.cs:line 427
at ZeroGravity.Objects.ArtificialBody.CheckThrustAndRotation(Double timeDelta) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\ArtificialBody.cs:line 463
at ZeroGravity.Objects.ArtificialBody.UpdatePosition() in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\ArtificialBody.cs:line 288
at ZeroGravity.Objects.ArtificialBody.Update() in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\ArtificialBody.cs:line 598
at ZeroGravity.Objects.SolarSystem.<>c.b__22_0(ArtificialBody ab) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\SolarSystem.cs:line 144
SolarSystem.cs Ln 144 Col 25

There are over 450,000 instances of this error spread over a period of 20 minutes prior to the crash. The crash was reported to have happened precisely when the log ends.

The reporting player was in the process of dismantling a very large station with over 20 modules, 3 ships and at least 25 active turrets

Tags:
Steps To Reproduce:

Not enough details on what caused it to try to reproduce

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
892 [Hellion] Bug minor N/A 2018-12-20 05:08 2019-07-29 08:58
Reporter: Crimson Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Steropes Airlock Outer Door Non-functional
Description:

I currently have a character named Crimson on US West #1. Said character is in cryo after getting locked in a oxygen-less steropes attached to the rest of my 'haven' base. Feel free to check it out and see if you can learn anything from the current state of the steropes airlock. The steropes airlock control is showing that the outer airlock door is open when it's not, the inner door responds while the outer remains sealed.

I haven't come across this bug previously, but it has also coincided temporally with the new questline resetting every time that I log in and being impossible to complete as a result. (required items already used)

Doors in general have become more unstable and more likely to become posessed and lock me in but that's unreliable to reproduce, this just seems permanent.

Edit: While writing this I logged back in and double checked that the door does remain in the state mentioned above. (it has persisted past a few server resets) I quickly logged back off in cryo. I then saw the place to add a screenshot and went back. Upon logging back in I was unable to get out of cryo for a few minutes before I just gave up.

Tags:

airlock, DemonicPosessionOfDoors, Doors, Poltergeist, Steropes

Steps To Reproduce:

Unclear. Steropes in question is docked with Haven which is in turn attached to a FM and a airlock module

Additional Information:
Attached Files:
Notes
(0001755)
Crimson   
2018-12-22 21:01   

Let me know if there's any more information I can get you. I want this game to work for me :/

(0002136)
I-Dragonwrath   
2019-07-29 08:58   

See 0001148 for a breakdown of this bug from the server save


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
896 [Hellion] Bug minor random 2018-12-23 06:53 2019-07-29 08:57
Reporter: I-Dragonwrath Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Miscomunication between various scripts. They are not updating each other properly.
Description:

I have been talking through various occurrences of this issue with other players on Discord. The instances seem to be reliably checking data from the main environment, but the main environment is not properly checking the data from the various instances.

Symptoms of this bug include a full interface lock up, automatic doors not responsive to player presence, and vessels disappearing from claimed vessel list when leaving an instance then reappearing when returning to the instance. When the bug occurs, they persist through relog and even full game uninstall/re-install.

The worst occurrence I have experienced personally was near identical to report 0000892. In my example of the bugged Steropes door, it occurred immediately after undocking one CBM from another. after the undock, I returned to the ship and found that I could not interact with anything. The outer door is the first thing I tried to interact with but it did not seem to respond I relooged. I then found I was unable to cycle the door. I was still able to interact with items inside the ship, but not the ships various systems or piloting interface. I eventually ran low on O2 and commited suicide. by removing my helmet. The bug persisted after respawning and returning the the location of the bugged Steropes.
I had to hunt down the ship and the modules it was connected to as it had disappeared from claimed vessels. It returned to claimed vessels list once in the same instance (I was around 3km from it when it returned to the list). The outer door still could not be cycled. Furthermore, interacting with anything present in the bugged instance including items in space around the ship and modules was impossible. Another thing to note, which helps me to to my conclusion of the cause is that the Door was visibly closed and impassable while the airlock panel stated that it was open. It was also not airtight from inside the ship. Opening the inner door caused full depressurization even though the outer door was visibly closed.

I have also experienced it in the exact same form as BARATA_PT notes in bug_discussions on Discord on 12/22/18 at 7:10 PM EST. In that case, it happens consistently when logging out inside the Burned Ruins station.

Other bug reports by ID# that I suspect have the same root cause include: 0000895, 0000892, 0000870

Tags:
Steps To Reproduce:

I have not been able to readily reproduce this bug in all of it's various forms. However, the one example where it seems to be reliably repeatable is when logging out in civilian ruins of Burner.

Additional Information:
Attached Files:
Notes
(0001760)
I-Dragonwrath   
2018-12-23 22:16   

Can confirm that this bug happens repeatably when logging Out in Civilian ruins. It will occur regardless of whether there are any active quests.
Must re-emphasize that it will happen elsewhere with the same symptoms even when not engaged in quests or anywhere near quest stations.

(0001762)
I-Dragonwrath   
2018-12-24 02:24   

Have been able to consistently reproduce this bug every single time by logging out inside the LSM of Civilian Ruins. Also, docking a ship to the station where the bug occurred causes the bug to spread to the ship. Going to begin experimenting with other static stations.

(0002135)
I-Dragonwrath   
2019-07-29 08:57   

See 0001148 for a breakdown of this bug from the server save


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1154 [Hellion] Bug minor have not tried 2019-07-24 18:36 2019-07-29 08:56
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: (0.5.2) - Steropes door is stuck after server restart
Description:

Steropes outside door is stuck. The buttons don't match the current state of the door.
A relog and client restart did not fix it. Hopefully a server restart will fix it.

( See video - https://youtu.be/pdMLLS_4FeE?t=201 )
Restart the video from the beginning, if needed.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002132)
Sky173   
2019-07-24 20:15   

Topic should have read (0.5.1), NOT 5.2

(0002133)
Sky173   
2019-07-24 22:49   

Part 2 - (4 hours later; after server restart)

I had to commit suicide in order to exit the ship. I 'continued' the game and attempted to enter the ship from the outside with no luck. (video - https://youtu.be/ZBs2V9Pi93Q )

(0002134)
I-Dragonwrath   
2019-07-29 08:56   

See 0001148 for a breakdown of this bug from the server save


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1153 [Hellion] Suggestion minor N/A 2019-07-22 02:15 2019-07-22 02:15
Reporter: nobodx Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Suggestion: The Nanite-Armor-effect shouldn't vanish instantly
Description:

Sometimes, you have to change the nanite-cores, eg entering an debriefield
no matter how fast you are, your ship always takes (minor) damage.

So my suggestion, let the effect linger for a few (maybe 2-3) seconds, before removing it.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1149 [Hellion] Bug minor random 2019-07-20 01:11 2019-07-20 01:11
Reporter: I-Dragonwrath Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Duplication of ship/module node
Description:

A player reported major issues when returning to their station after collecting some modules. They began to experience major frame drop leaving warp. They undocked from the modules they were towing and docked to their station. Upon relog, they found the modules they towed in clipped into the station. Another relog reverted with the ship once again docked with the new modules.

Analysis of the save revealed that the ship had been duplicated. There were two identical ships in the save with identical GUIDs, one docked to each location.
The ship docked to the station was manually deleted from the save.
On server restart, the player was back in the ship docked to the new modules and all performance issues had ceased.

It appears as though the server failed to register the initial undock but registered the redock duplicating the ship in the process.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
553 [Hellion] Suggestion minor always 2018-07-27 16:51 2019-07-20 00:00
Reporter: The Falcon Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.2.9  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: air production at base
Description:

Step 1. Process nitrate and ice to produce nitrogen and oxygen in the CBM. Move both elements into the Outpost. Go to the outpost. Access Life Support terminal. Start producing air. Where does the air go? It goes directly into the Steropes as a default. WTF? This is annoying and aggravating. Often end up with excess air in the steropes that we end up having to vent and thus a complete waste. Why is the Steropes the default to fill first with air? I am in the outpost. The elements are in the outpost. The air should fill the outpost first. Ship last. Not sure anyone put any thought into this.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001071)
Zorz   
2018-07-28 08:48   

the air goes into the public air tank.

if your ship is connected than it goes into the ship airtank too

u can move the air from ship into an airtank u want by using the cargo panel

(0001072)
The Falcon   
2018-07-28 15:24   

There is no public air tank. Air tanks can be found in the LSM, Outpost, Steropes, and the Arges. The readout on the Life Support panel shows the sum total of all those tanks if they are connected. Obviously air can be moved around between all those tanks. The point of my post is to ask why the ship's tanks are the default to fill first when creating air? They should be the last to be filled. The outpost tank or LSM tank should be filled first.

(0001073)
Zorz   
2018-08-01 11:43   

public air tank is the airtank off all connected stuff.

the question is, how is your outpost called in the moment u go into the outpost? because the "main" module can change if u dock the base to modules/ships.

it also could be that someone need the air in the ship, because personaly my hole outpost is depressured all the time and just my ship is repressured as long i use it.. ;)

so i think best is that we get an option in LS-panel to mark a module/ship to prioritize modules/ship for LS

(0001076)
Zorkind   
2018-08-14 20:59   

I think the air should stay on the module/ship it is been produced on / cicled on.

This is annoying when you use airlock at base.... when you undock... where is the air ??? -_- it's annoying.

Everything related to "moving" the air around, should be done in the ORIGIN of the air, if that tank get's full, THEN and only THEN it tries to fill a diff external tank.

(0002128)
I-Dragonwrath   
2019-07-20 00:00   

I believe this is related to which module is the parent in the station. If a ship is the parent, the air defaults to it. If anything else is parent, it defaults to the module closest to the parent/grandparent.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1147 [Hellion] Bug minor always 2019-07-15 00:54 2019-07-15 00:54
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.5.1 - Ship Rotation Bug
Description:

Any ship rotation causes FPS drop which can be severe based on station size. This only happens in a ship, not during EVA with suit. This occurs on public servers. I have not tried this in single player.

( see video - https://youtu.be/WDFkzG2Zftk )

Tags:
Steps To Reproduce:
  1. Build a medium station (7-15 modules). Stay within 10km with the Steropes.
  2. Use the 'E' or 'Q' keys to rotate, or use mouse to point the nose of the ship up/down or left/right.
  3. Frame rates should drop severely depending on size of base.
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1146 [Hellion] Bug minor always 2019-07-13 21:57 2019-07-13 23:16
Reporter: Gunner Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fabricator Cargo limit
Description:

Cargo limit on Fabrication Cargo Screen shows max of 500 units, but will only allow 200 units of resources.

Tags:
Steps To Reproduce:

Open Fabrication menu

Additional Information:
Attached Files: Inked588210_20190713081502_1_LI.jpg (1,208,749 bytes) 2019-07-13 21:57

https://feedback.zerogravitygames.com/file_download.php?file_id=1019&type=bug


jpg
Notes
(0002125)
goozie   
2019-07-13 23:16   

duplicate of 0001145


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1129 [Hellion] Bug minor always 2019-06-28 10:24 2019-07-13 17:34
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 0.5.1  
Summary: T2 Hacking tools NOT multi-use
Description:

Tier 2 Hacking tools are still being used up on first use.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002124)
goozie   
2019-07-13 17:34   

I can confirm that this is fixed in 0.5.1


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1135 [Hellion] Bug minor always 2019-06-30 17:32 2019-07-12 23:23
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Radio Signal Amplifiers cam only be stored in first slot of a transport box.
Description:

When dragging the Radio Signal Amplifier into a box all empty storage slots turn into red except the most top left slot. It turns green and the RSA can be dropped there.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002123)
goozie   
2019-07-12 23:23   

I confirm this is now fixed in 0.5.1


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1142 [Hellion] Bug minor have not tried 2019-07-03 13:18 2019-07-11 07:15
Reporter: Athalian Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Items stuck inside ship
Description:

I had stored some (quite a few) items on the floor. Suddenly, the items shifted downwards, some items landed outside the ship, some inside the power room and some as shown in the screenshots, landed inside the ship. I am unable to reach the items.

I have tried re-logging, restarting the game, warping to different place and nothing seems to free the items. I have experienced items shifting before, but this has usually been with items on shelves and has been solved with a relogg.

Tags:
Steps To Reproduce:

I dont know how to reproduce this other than maybe throw a lot of items on the floor?

Additional Information:
Attached Files: 588210_screenshots_20190703130120_1.jpg (214,035 bytes) 2019-07-03 13:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1006&type=bug


jpg

588210_screenshots_20190703130141_1.jpg (279,373 bytes) 2019-07-03 13:18

https://feedback.zerogravitygames.com/file_download.php?file_id=1007&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
128 [Hellion] Suggestion minor N/A 2018-01-29 10:15 2019-07-09 14:38
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: add inventory and player customization like in unity game Escape From Tarkov
Description:

add inventory and player customization like in unity game Escape From Tarkov.

i think that this game has a lot of inventory and costomizations which is missing in HELLION and it's a unity engine too.. so maybe u have a look at this features ;)

https://www.twitch.tv/directory/game/Escape%20From%20Tarkov

Tags:
Steps To Reproduce:

https://www.twitch.tv/directory/game/Escape%20From%20Tarkov

Additional Information:
Attached Files:
Notes
(0000169)
Chomz   
2018-02-05 17:16   

Absolutely agree with you about the need for a new inventory and customization. Still too early for that since we have some major features higher on priority list.

(0002122)
Zorz   
2019-07-09 14:38   

inventory is ingame, but u miss to implement the item sizes and slot sizes..

the item sizes and slot sizes are/was the main reason for this inventory suggestion, because of realism. so please change that a warpcell need the same space/same count of slots as a hackingtool, because because warpcell is much bigger and hackingtool much smaller

also bags in different sizes and backpacks are still missing..

thx


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
386 [Hellion] Bug minor N/A 2018-05-05 02:03 2019-07-09 14:22
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.2.8  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.2.8g NAV screen - strange orbit visible after jumping from one to another custom orbit
Description:

NAV screen - strange orbit visible after jumping from one to another custom orbit

i didn't test to reproduce, but i took screenshots befor the warp ;)

screenshots:

  1. strait befor warp
  2. after warp
  3. after warp from the other side
Tags:
Steps To Reproduce:

and it was custom orbit to custom orbit,but maybe it was another reason..

Additional Information:
Attached Files: 20180505015142_1.jpg (128,897 bytes) 2018-05-05 02:03

https://feedback.zerogravitygames.com/file_download.php?file_id=325&type=bug


jpg

20180505015542_1.jpg (161,718 bytes) 2018-05-05 02:03

https://feedback.zerogravitygames.com/file_download.php?file_id=326&type=bug


jpg

20180505015451_1.jpg (134,001 bytes) 2018-05-05 02:03

https://feedback.zerogravitygames.com/file_download.php?file_id=327&type=bug


jpg

20180507212511_1.jpg (82,741 bytes) 2018-05-07 23:09

https://feedback.zerogravitygames.com/file_download.php?file_id=337&type=bug


jpg

20180507211842_1.jpg (81,182 bytes) 2018-05-07 23:09

https://feedback.zerogravitygames.com/file_download.php?file_id=338&type=bug


jpg

20180507211820_1.jpg (97,094 bytes) 2018-05-07 23:09

https://feedback.zerogravitygames.com/file_download.php?file_id=339&type=bug


jpg

20180507213248_1.jpg (90,506 bytes) 2018-05-07 23:09

https://feedback.zerogravitygames.com/file_download.php?file_id=340&type=bug


jpg

20180511022130_1.jpg (125,056 bytes) 2018-05-11 02:29

https://feedback.zerogravitygames.com/file_download.php?file_id=381&type=bug


jpg

20180511022155_1.jpg (125,604 bytes) 2018-05-11 02:29

https://feedback.zerogravitygames.com/file_download.php?file_id=382&type=bug


jpg

20180511022226_1.jpg (148,561 bytes) 2018-05-11 02:29

https://feedback.zerogravitygames.com/file_download.php?file_id=383&type=bug


jpg

20180511022426_1.jpg (103,742 bytes) 2018-05-11 02:29

https://feedback.zerogravitygames.com/file_download.php?file_id=384&type=bug


jpg

Line orbit.PNG (18,710 bytes) 2018-06-30 14:32

https://feedback.zerogravitygames.com/file_download.php?file_id=479&type=bug


png

Line Orbit problem.7z (814,499 bytes) 2018-06-30 14:32

https://feedback.zerogravitygames.com/file_download.php?file_id=480&type=bug


image.png (1,201,058 bytes) 2018-11-23 17:16

https://feedback.zerogravitygames.com/file_download.php?file_id=712&type=bug


png

20181123152113_1.jpg (134,690 bytes) 2018-11-23 17:16

https://feedback.zerogravitygames.com/file_download.php?file_id=713&type=bug


jpg

20181123151649_1.jpg (124,875 bytes) 2018-11-23 17:19

https://feedback.zerogravitygames.com/file_download.php?file_id=714&type=bug


jpg

20181123152113_1-2.jpg (134,690 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=715&type=bug


jpg

20181123165128_1.jpg (143,319 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=716&type=bug


jpg

20181123165129_1.jpg (144,450 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=717&type=bug


jpg

20181123165136_1.jpg (121,820 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=718&type=bug


jpg

20181123165138_1.jpg (117,201 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=719&type=bug


jpg

20181123165139_1.jpg (117,750 bytes) 2018-11-23 18:00

https://feedback.zerogravitygames.com/file_download.php?file_id=720&type=bug


jpg
Notes
(0000640)
Shomy   
2018-05-07 12:45   

Cant reproduce it, I guess you warped to an orbit that was colliding with a moon. I am not able to verify that from the screenshot posted. But will check it out.

(0000683)
Zorz   
2018-05-07 18:29   

i don't know why this happen exactly.. but u can see that the strange orbit join the custom orbit in 3rd screenshot.. but the strange looking orbit was never in use(only the custom orbit) ..

so the game itself seems to add the strange looking orbit to the NAV-screen..

and u must know, it was the first time for me i had this bug by myself, BUT i already had seen screenshots with this strange orbit in 0.2.7 and 0.2.6 live build on steam public
screenshots from other users ;)

(0000684)
Zorz   
2018-05-07 18:43   

https://steamcommunity.com/sharedfiles/filedetails/?id=1186032448

https://steamcommunity.com/app/588210/discussions/2/1479856439035843303/

u can see that the screenshot is from 30th Oct 2017 from "TheCaptain"

(0000685)
Zorz   
2018-05-07 18:44   

enter image description here

(0000687)
Zorz   
2018-05-07 23:09   

ok i turned the game off after i wrote this report.. but after i came back today i have seen in NAV screen that my orbit is just a line inside the blue ball around broken marble..

the thing is that i undocked my outpost befor i look into NAV screen..

but i could not dock back to outpost because my ship and my outpost are moving in a 10seconds loop on this small line("orbit-line")

so every time i try to dock or while try to warp OR while watching out of the window, i have seen that the module/ship was teleported to the beginning of the line ^^ so first the outpost floating fast away and 1 second later my ship behind ^^

that was very strange..

so seems u are right that my custom orbit reach the moon or something like that.. i could jump away with my ship(last screenshot), but my outpost is still in the loop ^^

(0000799)
Zorz   
2018-05-11 02:29   

ok, strange orbit is gone(it just flicker a millisecond), but i got stuck in a line-orbit again if my custom orbit cross the blue sphere. so its reproducable now. (screnshots added)

(0001017)
LvlLord   
2018-06-30 14:32   

Since it is still an issue, here two saves for sandbox singleplayer short before the "gravity well" gets hit. Also a screenshot of the changed orbital data of the steropse is attached (before and after).
In these examples you have an orbit which runs opposite but in near of the orbit of brokenmarble you will get a negative apoapsis. It doesn't matter if you intercept the gravity well in a lower or higher orbit.
If the ship "hits" the gravity well, it will be instantly ported to a near orbit of the moon and will have a line "orbit" afterwards.

Before you can even see the wobbling of the orbit line.

(0001519)
CheeseJedi   
2018-11-23 17:16   

Having only recently discovered the existence of this ticket on the tracker I wanted to add some further information based on a test I just performed. A discussion with @Zorz seemed to align with recent discord discussions, and my suspicions, that these straight line 'orbits' are triggered by an SOI change under certain conditions.

I achieved a stright line orbit on my first attempt simply by warping to a certain locaton.

Steps To Repoduce:
Starting with a wipe of my test server, I logged in, then moved the Outpost + AM to a higher orbit around Bethyr.
I then undocked from the Outpost and spawned in a CM, docked the ship to it and claimed it and set a unique name on it.
Next up, setting a custom orbit:

  1. Set up a custom orbit of Bethyr and drag it out to roughly the size of Broken Marble - precise adjustments are done through the numbers in step 3.
  2. Position the nav map so you can see both the Custom Orbit 'handle' (the bit you select it with) AND Broken Marble
  3. Adjust the orbital paramaters (numbers) of the custom orbit - one by one if necessary - so that they exactly match Broken Marbles orbit,
  4. Next adjust the custom orbit's Position on Orbit so that it doesn't read zero (like it does for BM), instead set it to 5.0 degrees, which should be sufficient to put your arrival point within BM's gravity influence radius (the blue sphere on the nav map)
  5. Finally initialise aand align for the warp. During travel have the nav map open and watch the ship's orbit change.

What did I see?
The maneuver started fine, my ship's orbit around Bethyr was adjusting in the Nav Map as I'd expect, and then as it approached BM's gravity influence radius it switched to a BM orbit. All good so far.

I continued to watch the Nav Map and the indicated orbit went in to a 'doomed' (unstable) orbit around BM as I moved closer to it during the final moments of warp.

Only when I had reached the destination (with the 'thunk' sound) did my orbit move from a proper elipsoid orbit around BM to a stright(ish) line somewhere out way past Everest Station's semi-major, and on a mostly stright line 'orbit'.

Definitely something unexpected happened around the time of, or shortly after in my case, the transition from parent SOI to child SOI.

Screenshots:
#1 - the Orbit set up as described above, prior to initialising.

#2 - Where I ended up!

(0001520)
CheeseJedi   
2018-11-23 17:19   

In the second screenshot I posted, note that the custom orbit is still visible and aligned with BM.

Finally, a pic I snapped moments before exiting warp, showing the unstable/doomed orbit I should have ended up on.

(0001521)
CheeseJedi   
2018-11-23 18:00   

I have now successfully warped between my Outpost and the CM I dropped on to the bugged 'straight line orbit' and back again while watching in the nav screen.

Pics in sequence, warping from CM to Outpost, attached.

(0001743)
LvlLord   
2018-12-17 20:06   

For me it seems like these straight orbits always appear, when the midpoint of your orbit is outside of the theoretical gravity well of the current object (moon, planet, Hellion).
When you fly from planet to planet and watch the nav map, you almost always have one of these orbits with a negative apoapses (which result in a straight line).

(0001766)
LvlLord   
2018-12-26 11:28   

Edit: According to 770 some things has been done to prevent the straight orbits.

For me it seems like it is only implemented in the client but not on the (single player) server.
When I create a custom orbin in opposite direction to burner (just through the gravity well, don't hit it), in the nav-map my flight path is like I just pass burner. The gravity of it does not affect me. But in the normal view I see my ship jumping back and forth. This even continues, when I already left the burner gravity influence according to the nav-map.

When I quick save and quick load, nav map will update and I have a straight orbit around burner again.

(0002120)
Zorz   
2019-07-09 14:22   

status investigating since 1 YEAR and bug still ingame in 0.5.0

"2018-05-07 12:45 Shomy Status neu => investigating"


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1143 [Hellion] Bug minor always 2019-07-03 13:48 2019-07-09 14:15
Reporter: MarvinFS Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Ship crashes when jumping to custom orbit of Evereststation
Description:

I can confirm! Ship crashes on exiting hyperspace near Everest station. So here are all the screenshots - tested on clean save just now. Jumping from custom high orbit around Bethyr, jumping to high custom orbit of Everest, NO obstacles on the way - jumping just fine - last screenshot showing already very near destination orbit it's absolutely empty and then in 2-3 seconds "ship crashed" check screenshots on pcloud
People from steam and youtubers are also experiencing that. Very frustrating.

https://my.pcloud.com/publink/show?code=kZMhh37ZVl8n9fQ8zt8NxUH1WW1qiV1Mz8My

Tags:
Steps To Reproduce:

Jump to high custom orbit around Bethyr
Place a custom orbit as high as it goes around Everest station (it would fit just behind debris ring)
Jump on this new custom orbit (make sure you path doesn't intersect with anything)
Monitor process with a map
Just on arrival ship crashes regardless

Additional Information:
Attached Files: 2019-07-03 16_31_32-HELLION.png (1,036,645 bytes) 2019-07-03 13:48

https://feedback.zerogravitygames.com/file_download.php?file_id=1008&type=bug


png

2019-07-03 16_31_43-HELLION.png (1,435,575 bytes) 2019-07-03 13:48

https://feedback.zerogravitygames.com/file_download.php?file_id=1009&type=bug


png

2019-07-03 16_31_58-HELLION.png (1,616,080 bytes) 2019-07-03 13:48

https://feedback.zerogravitygames.com/file_download.php?file_id=1010&type=bug


png

2019-07-03 16_33_51-HELLION.png (1,258,210 bytes) 2019-07-03 13:48

https://feedback.zerogravitygames.com/file_download.php?file_id=1011&type=bug


png

2019-07-03 16_34_12-HELLION.png (1,474,734 bytes) 2019-07-03 13:48

https://feedback.zerogravitygames.com/file_download.php?file_id=1012&type=bug


png
Notes
(0002117)
Ziggy   
2019-07-07 13:32   

I confirm the above.
Easy to repeat.
"Your ship crashed" on arrival without any objects in the warp path.
(Tested on Single Player.)

(0002118)
Zorz   
2019-07-09 14:14   

we already cleared the issue in steam thread days ago..
it'S normal that they explode and they should explode around every celestrial body as long u maximize the custom orbit to the "blue sphere"..

no need of extra confirmation.. it'S easy to repeat yes, like the line flat orbit bug, yes, but devs don't want or don't can't fix it without a lot of work..

because we all know that the blue sphere design was not good from the beginning they implemented it..

(0002119)
Zorz   
2019-07-09 14:15   

https://steamcommunity.com/app/588210/discussions/2/1639789306558346832/


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1144 [Hellion] Bug minor always 2019-07-07 14:58 2019-07-07 14:58
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Warp cells in Arges are not consumed in order shown during FTL setup
Description:

FTL setup shows that it will consume the entire T3 cell (400/400) however after warp it has been only consumed 390.

Tags:
Steps To Reproduce:

Layout before warp:
Top: 2/100
Middle: 400/400
Bottom: 62/400
After warp:
Top: 0/100
Middle: 10/400
Bottom: 0/400

Or (only with two cells - 117pts cell usage)
Before warp:
Top: 400/400
Middle: 25/100
After warp:
Top: 8/400
Middle: 0/100

Additional Information:
Attached Files: HELLION_2019-07-06_22-32-58.png (177,162 bytes) 2019-07-07 14:58

https://feedback.zerogravitygames.com/file_download.php?file_id=1013&type=bug


png

HELLION_2019-07-07_07-06-22.png (157,083 bytes) 2019-07-07 14:58

https://feedback.zerogravitygames.com/file_download.php?file_id=1014&type=bug


png
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1141 [Hellion] Bug minor always 2019-07-03 12:56 2019-07-03 12:56
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Aegis Assault Rifle and Transport boxes cannot be researched
Description:

Aegis Assault Rifle and Transport boxes cannot be put into the research compartment although they show up as researchable in the blueprint overview.
Neither drag and drop via vicinity loot control nor holding in hand and putting it into the compartment work.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1131 [Hellion] Bug minor have not tried 2019-06-28 18:01 2019-07-03 12:28
Reporter: Yozheek Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: fixed Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 12.5/Helix Ammo is not researchable
Description:

12.5/Helix Ammo is not researchable - you can place it in research box but nothing happens after activating it

Tags:
Steps To Reproduce:
  1. get somewhere 12.5/Helix Ammo clip
  2. place it into research box
  3. activate research box
  4. box is closing and light flashes as usual
  5. check your blueprint library and reseach box - ammo still here
Additional Information:
Attached Files: HELLION_2019-07-01_21-25-52.png (1,072,182 bytes) 2019-07-01 21:28

https://feedback.zerogravitygames.com/file_download.php?file_id=1003&type=bug


png

HELLION_2019-07-01_21-26-43.png (742,958 bytes) 2019-07-01 21:28

https://feedback.zerogravitygames.com/file_download.php?file_id=1004&type=bug


png

HELLION_2019-07-01_21-27-02.png (780,107 bytes) 2019-07-01 21:28

https://feedback.zerogravitygames.com/file_download.php?file_id=1005&type=bug


png
Notes
(0002113)
goozie   
2019-07-01 21:28   

Cannot confirm - works for me like a charm.
But I had a similar situation for an 8.15 clip. -> Only full magazines can be scanned successfully.

(0002116)
Yozheek   
2019-07-02 16:12   

Before submiting this bug report I was checked this several times - all research worked well except for Helix ammo.
And I checked it just now - yes now it's works too for the same Helix ammo clip. I suppose it was silently fixed in the latest hotfix.
So this report can be closed as solved.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1138 [Hellion] Bug minor sometimes 2019-07-01 18:04 2019-07-02 11:55
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nanites removed from junyard modules change Tier
Description:

This has happened to 2 of us on separate occasions in junkyards around Athnar.

The CTM, FM and other modules show green, Tier 3 Military nanite cores in their slots. But if these are removed they sometimes change to either a T1 or T2 nanite when placed on the shelves of the Steropes.

This may also be happening to other junkyard nanites but we have only just confirmed it today. We will keep an eye on it.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002115)
Zorz   
2019-07-02 11:55   

already reported that items are showing wrong tier.. seems it's just a visual bug..

https://feedback.zerogravitygames.com/view.php?id=1031


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1140 [Hellion] Bug minor random 2019-07-01 22:01 2019-07-02 09:16
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Pick up suit in derelict, suit swaps, died
Description:

This is a bug I have seen in previous builds:

I went to a Refinery Section at Askatar.
I was wearing a T3 MK9 suit.
I picked up a T3 Proteus suit in the derelict corridor.
There was a bump and instant colour change of the scene.
My hands were outstretched but no EVA suit was in them.
I then started to suffocate. I looked at my inventory and it showed me wearing an EVA suit and holding a MK9 suit.
I tried to place the MK9 on a shelf and remove the EVA... but too late, I suffocated.
(Lost my ship which I had just got together after mysteriously losing my Steropes, and the T3 det etc. I had just been given by Smokey.)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002114)
Ziggy   
2019-07-02 09:16   

There are 3 things in common with all the other times this has happened:

  1. Player is wearing a MK9 suit.
  2. An EVA suit is picked up inside a derelict corridor.
  3. The player bumps into either the inside or the outside of the derelict.

I also think the derelict was rotating in every case, but I am not 100% sure.

The suit swap is instantaneous and happens immediately after the player hits the derelict.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1139 [Hellion] Bug minor always 2019-07-01 20:50 2019-07-01 20:50
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CBM air shafts have hidden wall
Description:

A hidden wall prevents movement through sloped air shafts in CBM.

Tags:
Steps To Reproduce:

1.) Enter air shaft gate in CBM (both sides have the same issue)
2.) Open first shaft door
3.) Head down the slope
4.) At around half of the way an invisible wall prevents moving further

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1136 [Hellion] Bug minor have not tried 2019-06-30 19:24 2019-07-01 20:36
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Asteroid spawn or display bug at Tasciana
Description:

The picture shows what I saw on arrival in a custom orbit at Tasciana.

I was scanning en route, but the multiple asteroids appeared on arrival.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190630152641_1.jpg (243,056 bytes) 2019-06-30 19:24

https://feedback.zerogravitygames.com/file_download.php?file_id=1001&type=bug


jpg

HELLION_2019-06-30_18-12-39.png (934,817 bytes) 2019-07-01 20:36

https://feedback.zerogravitygames.com/file_download.php?file_id=1002&type=bug


png
Notes
(0002112)
goozie   
2019-07-01 20:36   

same for IA


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1137 [Hellion] Bug minor have not tried 2019-06-30 22:47 2019-06-30 22:50
Reporter: Kostya Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: The game is stuck in multiplayer. And the game client itself closed. And it lasted about 40 minutes. Now everything is ok.
Description:

I play on the server: Europe West #1 Hellion Official Server. Around 30.06.2019 20:40(London) The game hung when the character was on the ship. When you restart the game as well as Steam. I go to the server every time and the game freezes. The character ran out of oxygen and he died. And when I enter the game the camera resurrects freezes! Then at 21:40 I went all right. The game has not hung up yet and I was thrown out. My steam SteamID64 76561198107469597

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002111)
Kostya   
2019-06-30 22:50   

Blot. Bug(stuck) was until 21:20


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1134 [Hellion] Bug minor random 2019-06-30 14:24 2019-06-30 15:54
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Life support not pressurising or generating air
Description:

Steropes anchored to AM
Starter base with Haven, AM, FM.

Tried to pressurise Steropes for a trip and the red "STOP" button appears but there is only sound and air animation in the Steropes airlock.
The pressure does not increas at all. Stays at zero.

On reentering the AM the prep room was at 0 BAR (the whole base was at 0.9 BAR when I left to enter the Steropes).

Neither relog nor client restart makes any difference.

Then I tried to generate air in the outpost. Again, buttons change state but no air is generated.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002110)
Ziggy   
2019-06-30 15:54   

UPDATE:

I exited the game after the above description and waited for the next server restart.

The servers restart fixed the LS problems, and air had been generated and some resources used.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1023 [Hellion] Bug minor random 2019-03-22 21:31 2019-06-29 11:58
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 the invisible ship bug
Description:

friend warped with steropes to our main base and can see us waiting for him in arges and he can see our base.

but we can not see his ship..

relog fixed it for pilot and me in arges that we can see his ship

screenshot 1: befor relog = ship invisible
screenshot 2 and 3: after relog = ship visible as it should

eu west4

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190322210348_1.jpg (43,468 bytes) 2019-03-22 21:31

https://feedback.zerogravitygames.com/file_download.php?file_id=930&type=bug


jpg

20190322210432_1.jpg (49,641 bytes) 2019-03-22 21:31

https://feedback.zerogravitygames.com/file_download.php?file_id=931&type=bug


jpg

20190322210434_2.jpg (44,918 bytes) 2019-03-22 21:31

https://feedback.zerogravitygames.com/file_download.php?file_id=932&type=bug


jpg
Notes
(0001966)
Sky173   
2019-03-22 22:57   

I can confirm this in 0.4.0 also

(0002108)
Zorz   
2019-06-29 11:58   

same bug in 0.5.0

strange is that u can see the player running inside the invisible ship now, but not the ship itself befor relog..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1132 [Hellion] Bug minor sometimes 2019-06-29 00:09 2019-06-29 00:09
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Speed Matching Bug
Description:

Speed Matching causes other player to rocket away at high speed.
( video - https://youtu.be/IjYCwKTe8sA )

Tags:
Steps To Reproduce:
  • See video
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1130 [Hellion] Bug minor always 2019-06-28 13:50 2019-06-28 13:50
Reporter: Intrelzar Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Sound of silence (krossos residential)
Description:

Unable to power terminal on krossos residential as you can no longer dock with station

Tags:
Steps To Reproduce:

run sound of silence quest

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1128 [Hellion] Bug minor always 2019-06-27 15:53 2019-06-28 12:15
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.5.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 0.5.1  
Summary: Distress call does not work in Outpost/Haven
Description:

Title say it all really.

The distress call button does nothing at all. No notification and other players cannot see the distress call.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1121 [Hellion] Bug minor always 2019-06-08 15:02 2019-06-22 03:04
Reporter: Simou2 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Air generator using power when not working
Description:

Air generator continues to use power when it not working from not enough resources or air tank is full.
to stop it turn off and on Air Generator

Tested on hibernation Module (the haven)
And the mule does it too
I play on Singe-player and Multiplayer is too laggy.

Tags:
Steps To Reproduce:

be in base or Mule with Air Generator on and reload game save.

Additional Information:
Attached Files: 20190608195559_1.jpg (306,993 bytes) 2019-06-08 15:02

https://feedback.zerogravitygames.com/file_download.php?file_id=995&type=bug


jpg

20190608195854_1.jpg (306,242 bytes) 2019-06-08 15:02

https://feedback.zerogravitygames.com/file_download.php?file_id=996&type=bug


jpg

20190608222756_1.jpg (266,775 bytes) 2019-06-08 15:02

https://feedback.zerogravitygames.com/file_download.php?file_id=997&type=bug


jpg
Notes
(0002106)
Simou2   
2019-06-22 03:04   

It's a UI bug if you sit and watch it the capacitor increase in power even tho it's showing a negative input value


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1037 [Hellion] Bug minor random 2019-03-26 20:00 2019-06-14 17:10
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Gravity Issues in CBM
Description:

Gravity Issues in CBM cause issues exiting into space and standing.
Relogging did not fix the issue ((USE4) waiting for server restart).

(Video - https://youtu.be/7xM9pv38kjo )

Tags:
Steps To Reproduce:

This was a first-time issue. I'll add to it if I discover more.

Additional Information:
Attached Files:
Notes
(0002104)
Sky173   
2019-06-14 17:10   

A similar bug to the original report happened again except this time I could not walk, only jump.
This time it's version 0.4.2 ( video here - https://youtu.be/uOnuek-_ZTk )
The entire video is here - https://www.twitch.tv/videos/438726487?t=01h44m39s

If I should write a new report, please let me know.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1122 [Hellion] Suggestion minor N/A 2019-06-08 16:28 2019-06-11 11:18
Reporter: Simou2 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Suggertions and Rebalance
Description:

Quality of life/game

  • Make fabrication multiple of same part easer – i.e have an auto-make or make again button on the fabricator
  • Make refilling and emptying containers easier i.e have a button to do last action or a pre-set menu
  • Airlock cycle button i.e. close door re/depressurise then open the other door
  • Ability to equalize presser across station or compartments.
  • Ability to name module because finding the right module to pressures or replace nanite core can be annoying.
  • away to hide targets from ship or lock-on so it does not jump between targets.
  • Reset “docking covers on docking release handle” and “manual override door” on redocking automatically
  • Have the indicator light if one is released (already pulled) i.e red for released yellow for locked but other compartment is released.
  • when recycling parts that have an inventory ie canister has the gas Recycled

Rebalance

  • RCS fuel in jetpack last too long I have neither need to refuel with a canister I used 6 oxygen and was at 25% RCS, could have a wire tether for ship/station/asteroid operation instead of using RCS
  • Batteries on helmet last too long have not had to recharge it at all and using the light all the time I have played for 10 hours with the MK9 Battery 50% +

Other

  • Using RCS inside with air pollutes air faster like a fire
  • Time to warp initiates i.e time before warping on display panel where the ETA of the warp is when warping
  • Random space in storage doors and boxes maybe put a logo there instead of the box with line’s
  • A special box storage box next to nanite and air filter in Steropes for 1-2 nanite core and 2 carbon filters may be a servo, warp core and a Singularity Detonator
  • Remote door control station like manual override lever
  • Ability to dock a Steropes and Arges to getter like behind the cargo hold of the Arges
  • Depressurisation cause thing to go flying and bow out to space or other compartments if item hits you cause damage.
Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002103)
SKORP11ON   
2019-06-11 11:18   

If i may, i'd also like to add a few things here (hope that's ok)...

  • Wish all the canisters would have the display panel facing us when they're sitting on a storage shelf.
  • In the Arges, the elevator has no sound.
  • Also in the Arges, wish there was an "Emergency Supplies" storage box.
  • And in the Arges again, wish there was sound emanating from the fusion reactor to indicate it's online operation, similar to the PSM when it's running.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1120 [Hellion] Bug minor always 2019-06-08 11:35 2019-06-08 15:05
Reporter: Simou2 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: No HP on some parts
Description:

Servo motor, resources injector, catalyst, core containment felid generator and Singularity cell detonator (all T1 have not tested any other tier levels) have not HP bar all appear to be at 0% health when viewed in the inventory
The Indicator light stays green and doesn't change.

I have read there meant to have an HP on these parts or have had previously. If changing to not to have hp remove the indicator light on the parts.
I play on Singe-player as Multiplayer is too laggy.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190608192713_1.jpg (228,004 bytes) 2019-06-08 11:35

https://feedback.zerogravitygames.com/file_download.php?file_id=994&type=bug


jpg
Notes
(0002100)
Simou2   
2019-06-08 15:05   

I just found that if you open a Station console you can see the HP on the parts if you mouse over it


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1119 [Hellion] Bug minor always 2019-06-08 11:12 2019-06-08 11:12
Reporter: Simou2 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Damage light indicator not working
Description:

On the Nanite cores (military and Civilian) and the carbon filters. T1 I have not tested the other Tier levels.

The Indicator light stays green and doesn't change to yellow or red. with the health can only be check in the inventory screen.

I play on Singe-player and Muity is too laggy.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190608190831_1.jpg (240,034 bytes) 2019-06-08 11:12

https://feedback.zerogravitygames.com/file_download.php?file_id=993&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1118 [Hellion] Bug minor always 2019-06-08 10:52 2019-06-08 11:00
Reporter: Simou2 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: access inventory through walls of Steropes.
Description:

Can access Inventory’s handguns through wall from storage side. And can access some of the Rack storage and big guns (other wall) form bridge side

This is great and bad if you lock your self in the bridge for protection you can access some of your big guns if you have them, same goes for the bad guys can get your handguns.

Suggestion
I have only played the v0.42 for a few hours (58) I read some where that you made access looting easier not sure what you change but if you open your inventory you should be only able to access what you see, and not the stuff hided in drawers and box without opening them.

Tags:
Steps To Reproduce:

Walk up to front Starboard wall in storage room on the Steropes ship and access your inventory
Bridge door open or close dose not mater.

Additional Information:
Attached Files: 20190608175211_1.jpg (221,159 bytes) 2019-06-08 10:52

https://feedback.zerogravitygames.com/file_download.php?file_id=990&type=bug


jpg

20190608175310_1.jpg (214,129 bytes) 2019-06-08 10:52

https://feedback.zerogravitygames.com/file_download.php?file_id=991&type=bug


jpg

20190608175148_1.jpg (290,626 bytes) 2019-06-08 10:52

https://feedback.zerogravitygames.com/file_download.php?file_id=992&type=bug


jpg
Notes
(0002099)
Simou2   
2019-06-08 11:00   

Same for the back door can get the fire extinguisher and resource injector


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1114 [Hellion] Bug minor have not tried 2019-06-03 00:30 2019-06-04 05:52
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Can't return home - ...and how I managed (bug report)
Description:

My base wouldn't allow me within 10km without the game glitching. I attempted around 10 times to get home with no luck until I streamed the issue live. Someone was kind enough to enter the game to assist. I don't know how to describe all the issues. There were many.

I put together a 25 minute video on what happened and how to resolve it.
I've never said this before in any report but this is a severe, game-breaking bug.

(video here - https://youtu.be/ElDIo9iULJA )

Tags:
Steps To Reproduce:
  1. My base is at Bethyr. I flew to IA to join up with a friend at IA. His base is there.
  2. We investigated a falling outpost, and a turret killed me. He flew back to his base at IA and invited me to spawn in his cryo.
  3. We completed the night and I flew back to my base where all the problems began.
  4. it took two days and nearly 10 attempts to get back to my base
Additional Information:
Attached Files:
Notes
(0002096)
Shomy   
2019-06-03 15:00   

I was on the server where your base is, tried getting to it and it didn't show any problems. I will do more tests locally whit the same base, just so that I don't accidentally destroy your base ;)

(0002097)
Sky173   
2019-06-04 00:00   

Thanks Shomy. I really appreciate it. :)

(0002098)
Sky173   
2019-06-04 05:52   

I had a thought... Could it be an issue with the character and not the base?

The reason I ask is if you see the video, someone did join the server during the stream to helped me. That starts at around the 19-minute mark in the video. ( https://youtu.be/ElDIo9iULJA?t=1138 ) He was able to RCS in to my base while I was stuck. He entered and invited me to my cryobed. Since then, I have not had a problem.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1107 [Hellion] Suggestion minor N/A 2019-05-26 13:33 2019-05-26 13:33
Reporter: Acecool Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Allow us to see our authorized vessels, and all planets, and local natural satellites when orbiting that planet in your T4 HUD.
Description:

Right now there are so many bugs that throw us out at 2,000 m/s relative to our station, or teleport us 25km + or to the other side of the planet, but it is impossible to know.

For the beta version, at least... or make an upgrade module you can add to your helmet which enables viewing all of your authorized vessels at all times.

On top of that, being able to see all planets would be helpful so you can always see relative velocities. If you are orbiting a planet, you should be able to see all natural satellites too.

The rest should remain the same.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1106 [Hellion] Bug minor random 2019-05-26 13:31 2019-05-26 13:31
Reporter: Acecool Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Being teleported between 25km and the other side of the planet
Description:

This is a major problem that needs to be solved as it makes the game unplayable.

If you go to a falling station - before you could clamp onto it, and tow it to a stable orbit so if you got teleported you'd simply use a faster steropes to get back. But, without being able to tow stations into orbit from doomed orbits means you have no time to return to your argus if you die. So there is a much higher risk to doing these stations alone.

On top of that, now when you shoot at turrets outside of your ship, you can be teleported to the other side of the planet. On top of this, you can't die unless you hit the respawn button. Also, since you are never able to lock onto planets in the HUD target locker, or all of your authorized vehicles at all time, it is impossible to know where you ended up or if it is even possible to get back to your ship. This should change.

Teleportation doesn't just happen when you shoot at a turret outside of your ship. It happens at many different random times too - and when you reload all of the planets start dancing around the sky. This may have something to do with it.

Screenshots: http://www.steamcommunity.com/Acecool/screenshots/Hellion

Tags:
Steps To Reproduce:

Unknown

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1097 [Hellion] Bug minor always 2019-05-18 06:09 2019-05-25 22:20
Reporter: nobodx Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Singleplayer client loses connection when your computer loses to the internet
Description:

My Internet performs a reconnect every day between 5 & 6 am.
If i'm playing the game in Singleplayer (as far as I understand it's a local server you connect to) when the reconnect happens, my client looses the connection, and nothing ingame reacts anymore (I can walk around, but can't press buttons, pick stuff up) and the ships stops moving as well

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: output_log.rar (2,309 bytes) 2019-05-25 22:20

https://feedback.zerogravitygames.com/file_download.php?file_id=987&type=bug

Notes
(0002092)
nobodx   
2019-05-25 22:20   

Maybe a bit late, but thats the Log-File after the last time that happeneds


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1104 [Hellion] Bug minor have not tried 2019-05-23 09:07 2019-05-23 09:07
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Air tank filled while warping
Description:

I undock from a friends base. he began creating air in his base and it filled my tank while in warp.

( Undock here = https://www.twitch.tv/videos/428598672?t=01h26m29s )
( occurs here = https://www.twitch.tv/videos/428598672?t=01h31m39s )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1103 [Hellion] Bug minor always 2019-05-20 06:01 2019-05-22 12:41
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Grenades bounce off from outer doors.
Description:

When throwing a grenade through an open outer door it bounces.
With "outer" I mean the doors which are connected to other modules or are accessible from space, but not the inner doors.

Tags:
Steps To Reproduce:

Go to Fort Bellerophone and open the entrance nearest to the crew quarter.
It can be opened without being immediately shot.
Stand approximately half a meter in front of the door.
Throw in an EMP grenade.
It bounces off at the door.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1094 [Hellion] Bug minor always 2019-05-14 18:50 2019-05-22 12:15
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Towed modules and ships do not properly update celestial bodies when entering gravity zone.
Description:

It seems that the celestial body of a towed module remains the one where it was attached to while the orbit details are properly inherited from the towing ship.

This can be easily tracked through the health state or the sun exposure of the attached module(s) via the life support system/power support panel.

This causes attached bodies to become exposed to radiations which destroys them within seconds when entering a new celestial body.

Tags:
Steps To Reproduce:

1.) Create a custom orbit around Hellion. (i.e. 0000253:0000450,000,000 km Periapsis=Apoapsis which is 9.4 RAD zone before IA)
2.) Put in appropriate nanite cores (Military T3)
3.) FTL there (All health 100% - sun exposure 10%)
4.) 3xFTL from there to IA (ETA: ~4minutes)
When entering IA gravity zone (about 20-30 seconds before end of warp) the health of the towed module will become damaged like 2% per second and the sun exposure of the attached module is at 100% while the sun exposure at the towing ship is at 7%
5a.) After FTL - relog => does not solve
5b.) After FTL - Undock modules => correct radiation & sun exposure

Additional Information:
Attached Files:
Notes
(0002079)
Natjur   
2019-05-15 03:28   

Had this happen alot (when ever I move something between zones)

Changing the natite core before moving the module seems to trigger this for me.
As in, if I find a module in zone X and move it to zone y, no issue.
But if I swap the core out with a much better one (like T4 Civ) before taking it from zone x to zone y, this bug kicks in. Where the module will take FULL radiaton damage (as if its AT the sun, 50 rads per second)

If I break warp, it appear to stop the damage, and it starts as soon as I cross the SOI of the target planet.

(0002084)
goozie   
2019-05-20 05:50   

Additional note:

When towing more than one module detaching only stops radiation damage to the module directly attached.
Indirectly attached modules still suffer damaged until detached as well.

(0002088)
Shomy   
2019-05-22 12:15   

We will definitely work on this one for the next update. Thanks for the detailed report and how to reproduce it.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1102 [Hellion] Bug minor have not tried 2019-05-20 02:35 2019-05-22 12:11
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Turrets not causing damage.
Description:

Turrets not causing damage at my base. It appeared to happen after a server restart.
I did not have a chance to test if it occurred at other locations.

( video here: https://youtu.be/YudrWg1yCEA )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1100 [Hellion] Bug minor have not tried 2019-05-19 08:47 2019-05-22 12:11
Reporter: Wrath_IX Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Building ASAT Scanner Locks Fabricator
Description:

When producing an ASAT scanner you are unable to remove the scanner from the fabricator bay.
this in effect makes your fabricator unusable.

I tried relogging, I tried exiting and relaunching the game. nothing changed.

Video Evidence at https://youtu.be/_uWOHXSIbKM

Tags:
Steps To Reproduce:

Simply building the scanner should cause this.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1096 [Hellion] Bug minor always 2019-05-16 17:06 2019-05-22 12:09
Reporter: k3yzor Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fallback handler could not load library
Description:

beaucoup de micro bug ( ou lag 25. ping maxi )
une error persiste en consultant les log----
mes bug sont surement causer par ses error .....

Fallback handler could not load library D:/Program Files (x86)/SteamLibrary/steamapps/common/HELLION/Hellion_Data/Mono/libc
Fallback handler could not load library D:/Program Files (x86)/SteamLibrary/steamapps/common/HELLION/Hellion_Data/Mono/libc.dll
Fallback handler could not load library D:/Program Files (x86)/SteamLibrary/steamapps/common/HELLION/Hellion_Data/Mono/libc

Tags:
Steps To Reproduce:

juste je lance le jeux ....

Additional Information:
Attached Files: output_log.txt (7,050 bytes) 2019-05-16 17:06

https://feedback.zerogravitygames.com/file_download.php?file_id=986&type=bug

There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1076 [Hellion] Bug minor random 2019-04-17 17:35 2019-05-22 12:08
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: All items fell out of repected slots/shelves
Description:

I know people have lost nanite cores, so this may be a repeat. In this report, I lost all items.

I warped into an area of high activity. Once I came out of warp, you can hear in the background the sound of items falling to the floor. All parts fell out their respective slots (warp cells, T2 det, nanite core, suits, injectors, servos, etc). A relog did not correct the issue.

I left the ship (EVA) thinking that some parts my be 'floating' underneath. They were were no where to be found. The ship was lost.

https://youtu.be/y2PiH5h_G-s

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002075)
larzslayer   
2019-05-10 04:20   

Similar issue warped to a belt to mine warped back to haven everything on all shelves gone possible fall through. suits batteries few other things

(0002078)
Natjur   
2019-05-15 03:26   

If its your base, log off and on 'sometimes' restores all the items. (unless you starting picking them up, then it appears the client 'saves' that over the server 'view' of the base.

If it happens on a ship....the items are gone...


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1095 [Hellion] Bug minor always 2019-05-14 18:57 2019-05-22 12:08
Reporter: goozie Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Cannot remove battery from helmets when logging in and helmet was in suit inventory.
Description:

Batteries in the helmet after log int cannot be removed/exchanged while the helmet was in one of the top 3 inventory slots during log in.

This is especially annoying with the Proteus helmet as it must be taken off during cryo sleep.
When logging back in the battery cannot be removed until the helmet is put back on head or hands.

Tags:
Steps To Reproduce:

1.) Put helmet in one of top 3 inventory slots.
2.) Log out
3.) Log back in
4.) Drag out battery => fail

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1090 [Hellion] Bug minor always 2019-05-07 14:18 2019-05-22 12:07
Reporter: Bigjimh71 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Knossos Residential blowing up.
Description:

Knossos Residential keeps blowing up while trying to complete Sound of silence. So far it has cost me 2 days. 1 ship and 3 deaths from being inside when it blew. Today I eventually managed to get in and do all the things I'm supposed to, but the quest didn't move forward and still showed that I needed to reach the residential area.

Tags:
Steps To Reproduce:

Just try going to Knossos residential.

Additional Information:
Attached Files:
Notes
(0002074)
Bigjimh71   
2019-05-07 15:25   

To add more details. I just tried again. As I was docking to the residential a second residential spawned inside the first.
The first blew up with bits of it going all over the place.
This killed my framerate so I had to re-log.
This caused the game to crash.
After eventually getting back into the game I discovered I can no longer dock to anything as the docking screen doesn't show up. Possibly not the worst thing as then the new residential blew up.

(0002077)
inanea   
2019-05-10 19:04   

It sounds like the 'Special Version' of this bug from Natjur:
https://feedback.zerogravitygames.com/view.php?id=1089


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1092 [Hellion] Bug minor always 2019-05-10 04:23 2019-05-22 12:06
Reporter: larzslayer Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: multi player
Description:

never saves anything every log in even after a crash full restart

Tags:
Steps To Reproduce:

log into any online server play for 1 hour crash rinse repeat over and over

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1091 [Hellion] Bug minor always 2019-05-08 06:14 2019-05-22 12:05
Reporter: SadPandaa Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fabricator in use during server restart locks up multiple systems.
Description:

Was fabricating core containment field generator and server was restarted half way through, once server came online I logged in and fab was stuck in fabrication animation. Resources were used, tried to turn power of but entire power system was locked up and could not turn off/on any module. Workaround was to fabricate any other item and it was completed instantly without countdown.

Tags:
Steps To Reproduce:

Start fabrication process a few seconds before server restart.
Log in after server is back online.
Fabricator will be stuck on animation loop and power systems will not respond.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1084 [Hellion] Bug minor random 2019-04-29 16:06 2019-05-22 12:04
Reporter: Marcus Perry Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Steep Performance Drops in Single Player
Description:

Game performance (FPS drop, stuttering, freezes) in Single Player sometimes drops down dramatically to a point where for example the mouse does not even react for a few moments. So far it seems to be random and I have not been able to pin down what causes it.

However, I THINK I am seeing it happen more often in relation to inventory and items.

Tags:
Steps To Reproduce:
  • Play Game in single player

  • Move around, perform various actions. Open and operate your inventory while doing it
Additional Information:
Attached Files:
Notes
(0002087)
Shomy   
2019-05-22 12:04   

It is possible that FPS drop, freeze, and game crash were because of the sound engine that we use in the game. We found out that in this update that we are working on. We added more sounds which were causing this issue to show up almost immediately. We updated the sound engine and the issue is gone. Hopefully, there will be no more problems like this once the new patch goes live.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1085 [Hellion] Bug minor sometimes 2019-04-29 22:01 2019-05-22 12:01
Reporter: Marcus Perry Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Invisible wall around mining nodes
Description:

Some mining nodes seem to have a sort of "inivsible wall" around them. You bounce off of it when you try to get to close.

  • It seems SOMETIMES you can get to it by approahcing from a very low angle, so that your mining drill tip is below the visible surface of the asteroid.
  • I SUSPECT this is an inconsistency between the physical mesh and the visible mesh of the object, either of the node or the asteroid, possibly even both. It may be tied to LODs as well. I noticed that nodes "pop in" sometimes wich I believe is associated with LODs. Again, this is an ASSUMPTION on my part.
  • On some asteroids, ALL nodes suffer from this. On other asteroids it is only some.
Tags:
Steps To Reproduce:
  1. Go to any asteroid.
  2. Equip a drill and approach a mining node.
  3. Bounce off when approaching the node.
Additional Information:
Attached Files:
Notes
(0002069)
Marcus Perry   
2019-04-29 22:03   

Forgot to select Patch.

0.4.1.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1086 [Hellion] Bug minor always 2019-05-01 21:55 2019-05-22 12:01
Reporter: inanea Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: while docking modules they 'jump' irregularly
Description:

Please have a look at this Video at these times:
2:41:30
2:50:00
2:56:30 (the worst one)

https://www.twitch.tv/videos/416245731
In earlier versions, this was often 'outside' the graviational field of the planet.
Now it happens even mor inside.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1081 [Hellion] Bug minor always 2019-04-26 17:05 2019-05-22 11:57
Reporter: SaiyaDarkfire Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Modules moving about in space erratic orbits
Description:

I've seen some fabricator modules moving back and forth with no orbit to a planet.

Version 0.4.2

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Screenshot 2019-04-26 16.00.11.png (2,070,859 bytes) 2019-04-26 17:05

https://feedback.zerogravitygames.com/file_download.php?file_id=978&type=bug


png

20190428180219_1.jpg (170,688 bytes) 2019-05-02 19:17

https://feedback.zerogravitygames.com/file_download.php?file_id=982&type=bug


jpg
Notes
(0002070)
inanea   
2019-05-01 21:46   

This happens, if a module/station intersect the gravitational field of a moon :(
should not be real with the newtonian gravitationally Theory.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1088 [Hellion] Bug minor have not tried 2019-05-05 12:05 2019-05-22 11:57
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Returning to Haven station to find it partially destroyed
Description:

I returned to Haven to find I have lost two modules and my steropes was adrift despite adequate nantie protection (tier 1 std core 95% remaining).

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002072)
Havoc-Dadelous   
2019-05-05 13:45   

I forgot to add this was in a single player game


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1075 [Hellion] Bug minor N/A 2019-04-15 23:19 2019-05-22 11:57
Reporter: SnakierDrip6 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Not able to continue progress off of multiplayer world
Description:

This is super strange. Yesterday, I started an MP world with my friends on the server US EAST 3. It was going really well and we were making tons of progress, and before we logged off, I had just put in fresh nanite cores into my modules, and went into the cryo pod to sign out. Today, I come back to the game, and the continue button is just red, not allowing me to click it, as if there was no progress there. This is really unfortunate, as I cant complete a game at all fully without having to restart from the beginning.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002049)
SnakierDrip6   
2019-04-15 23:41   

More developments on this: I clicked fresh start on the server to join it, but when I spawned in, the tutorial didnt play, and I had the mission/objectives progress I had with my last game on the server which it wouldn't let me continue off. This makes me believe that the server knows that I had a world there, but simply wont let me join it. I am looking for my station in the same orbit, that I took a pic of. Unfortunately, the orbital position is what confuses me. My station could be anywhere in that orbital sphere, and I wondering if you can help me find it, please.

The orbital details are here:
System: Bethyr
Inclination : 16.45
Argument of P: 285.83
Longitude of ascending node: 222.39
Periapsis: 106183.93
Apoapsis: 106184.21
LAST RECORDED orbital position: 315.83

(0002050)
Natjur   
2019-04-16 02:09   

I had this myself and could recreate it on my own server

Log off with good cores, Cargo Bay, Outpost and FM module.
Come back and it says I need to restart (no spawn point, even tho I logged out in the crypo pod)
As I had a screenshot of my orbit, after restarting and went back there..

It was still there and I was STILL IN THE CRYPOD!

So I tested this out on my own server and I did get it to happen again.
Scanning the save files, I could find my base etc, and it was owned by the same name player but not linked to the right Steam account.....


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1078 [Hellion] Bug minor have not tried 2019-04-19 14:50 2019-05-22 11:56
Reporter: Scrumpox Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Docking to another player’s initial “Contingency” CQM loses your base location.
Description:

While exploring around Bethyr the scanner picked up a contingency station. Warped to station and the only thing there was a CQM with the flashing red light. As soon as my ship docked to the CQM my home base location was lost and the nav map showed the home base button as red.

Because these stations are in doomed orbits they usually get destroyed. This one may have survived the initial decay and was looping again. I have been on doomed stations in EVA as the orbit decayed to burn up. I survived the incident but my ship and station did not. It’s possible some modules survive too. In any event docking to contingency bases appear to reset your base location to null as if you are starting the game in fresh start mode.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1087 [Hellion] Bug minor have not tried 2019-05-05 12:01 2019-05-22 11:54
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Haven Erratic Orbit
Description:

I have been out to Askatar and on the return journey I noticed Havens orbit has changed, have a look at the attched pictures

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190505105316_1.jpg (193,937 bytes) 2019-05-05 12:01

https://feedback.zerogravitygames.com/file_download.php?file_id=983&type=bug


jpg

20190505110025_1.jpg (175,355 bytes) 2019-05-05 12:01

https://feedback.zerogravitygames.com/file_download.php?file_id=984&type=bug


jpg

20190505110716_1.jpg (199,674 bytes) 2019-05-05 12:08

https://feedback.zerogravitygames.com/file_download.php?file_id=985&type=bug


jpg
Notes
(0002071)
Havoc-Dadelous   
2019-05-05 12:08   

It might be intersecting with Burner

(0002086)
Shomy   
2019-05-22 11:54   

We will fix this for the next patch, Haven now has a chance to spawn on an obit that is intersecting with Burner. We will move Haven orbit spawn parameters so that this doesn't happen.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1099 [Hellion] Suggestion minor always 2019-05-18 12:32 2019-05-20 00:13
Reporter: r3volv3r Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: manual coordinates
Description:

Well I have this problem when doing an orbit on any planet, moon or asteroid... By making an orbit manually putting the exact location by numbers, this is always changed to 360.00 once step to the 2nd row is say…
An example
Inclination---6.60
You put that figure and when you go to increase of apoaxis that changes to 360.00 in inclination so always
My region is Spain and my International Spanish keyboard

Tags:
Steps To Reproduce:

Tests performed:
--I put the number and then to enter (pass the fault)
--I put the number and then enter numeric (pass the fault)
--I place the number and click left mouse button to the screen (this without putting decimals works) but if you put decimals passes the bug again

Additional Information:
Attached Files:
Notes
(0002082)
nobodx   
2019-05-18 19:32   

I have similar issues, entering something in the periapsis / apoapsis, and clicking in another field multiplys that value by 100.
As a workaround using TAB to close the screen kind of works, but its a hassle to enter multiple values

(0002083)
Natjur   
2019-05-20 00:13   

I believe that 'bug' is linked to region settings.

Region setting incorrect cause the following bugs

(1) Typeing in chat, you can not see what you type
(2) Natite core status not showing on modules
(3) Custom orbits do not work as the number you type have huge numbers (so they max out to 360 etc)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1093 [Hellion] Suggestion minor always 2019-05-10 04:31 2019-05-15 03:33
Reporter: larzslayer Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: decay rate
Description:

the decay rate is obscene you crash or log out for lunch come back after as little as 1 hour everything is gone ships fall apart in minutes I did a 4 minute warp it cost me 11% of my ship

This is a game developers set shit easy then crank it up later we cant make sure things are working if we can't get to late stages of the game its just infuriating we need DAYS for decay not minutes.

Tags:
Steps To Reproduce:

na

Additional Information:
Attached Files:
Notes
(0002076)
inanea   
2019-05-10 18:59   

Hey larzslayer,
could you provide a screenshot from your environmental monitor?
I play on official server and I don't have such Problems. It sounds like you have not the Right nanide core to protect your ship/modules at the current place?
I know, it is hard but possible ;)
Regards, inanea

(0002080)
Natjur   
2019-05-15 03:32   

A full Tier 1 Civ Core in the starter zone will last 7 days!!!
But a brand new Miltary core, will only last 8 hrs, so found ones...normally only last 30 mins.

Do not use Miltary cores unless your in a debris field.
Also, when robbed by players, they will most likely TAKE your cores, and boom goes your base

(0002081)
Natjur   
2019-05-15 03:33   

T4 Civ core, last 112 days in the starter zone!!!!


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1080 [Hellion] Bug minor have not tried 2019-04-26 16:38 2019-05-07 11:12
Reporter: SaiyaDarkfire Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Station Disappeared while inside (multiplayer official server)
Description:

I had docked my ship on to the station after going out to collect some ice for oxygen got back inside and put it into the refiner and was making oxygen and then suddenly it said I had suffocated for no reason I tried to respawn but would not let me continue so I did a fresh start and got back to were my station was and everything but the fabricator module and my docked ship had vanished.

I had the main habitat, airlock, and fabricator modules attached.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002068)
SaiyaDarkfire   
2019-04-26 16:41   

This is for the new Version 0.4.2
it was not available in the Dropdown


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1082 [Hellion] Bug minor always 2019-04-27 19:40 2019-05-07 11:11
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Duplicate stations
Description:

I'm guessing the stations are spawning whilst i'm at a station

Tags:
Steps To Reproduce:

stay at a station long enough

Additional Information:
Attached Files: 20190427181340_1.jpg (164,775 bytes) 2019-04-27 19:40

https://feedback.zerogravitygames.com/file_download.php?file_id=979&type=bug


jpg

20190427180846_1.jpg (209,581 bytes) 2019-04-27 19:40

https://feedback.zerogravitygames.com/file_download.php?file_id=980&type=bug


jpg

20190427180541_1.jpg (249,536 bytes) 2019-04-27 19:40

https://feedback.zerogravitygames.com/file_download.php?file_id=981&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1089 [Hellion] Bug minor always 2019-05-07 00:29 2019-05-07 11:10
Reporter: Natjur Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.2  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: When station refreash while a player in it it, the player gets killed
Description:

Knossos Residential and Knossos Terminal are quest locations (but appears they are not marked as Immortal)

If a player is inside one of those two prefabs, and they refresh (every 20 mins). The player will get a 'killed by impact' message. Even tho the prefab is still fine and everything still has good health.

So players entering these two prefabs have a lot of things that can kill them. One they can blow up and kill them. They could be on board when the refresh triggers and this kills them.

Can we have these reviewed, maybe mark them as immortal.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002073)
Natjur   
2019-05-07 00:42   

Also need to look at Acheron as its only 'partly' marked as immortal. This need to be changed to 100% cause if the PSM or solar panel modules break off, you can not reconnect them, so no way to power the terminals.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1062 [Hellion] Bug minor always 2019-04-12 04:27 2019-04-24 12:09
Reporter: SnakierDrip6 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 0.4.2  
Summary: Space Station Disappearing After Warp Out
Description:

This... Is a really painful one. This is the glitch that stopped me from playing Hellion any further, and its halted my story completely. I would get in my ship to get resources and visit abandoned stations, and I warp out of my station. As soon as I reach my destination and get out of warp, after about 2 minutes, my station disappears from the map completely, the 'home station' button goes red, and it's completely gone. Its really disappointing and happens every time I warp away from the station. It didn't happen before in the same save, but happens now for some reason. My station is always at full health, and I keep it that way with nanite cores. So it isn't deterioration. The only way to fix this is to load an older save before you warped. Even when you reload that save, if you try to warp it still happens, and I end up stranded again. Its the one glitch that has stopped me in my tracks, and I have no way to deal with it.

Tags:
Steps To Reproduce:

All you need to do is warp out while having the haven set as your command module. About 5 min after you warp out, its completely disappeared off of the map completely and I cant get home.

Additional Information:
Attached Files: HELLION 2019-04-12 10-34-42_Trim.mp4 (1,219,017 bytes) 2019-04-12 16:54

https://feedback.zerogravitygames.com/file_download.php?file_id=964&type=bug

Notes
(0002027)
Shomy   
2019-04-12 11:37   

Hi @SnakierDrip6 can you upload a save file before the jump so we can check it out, also can you try to warp back to the point where your base is, it should not be destroyed, we think it's just a navmap bug that doesn't show the base anymore. Just screenshot the coordinates of the station and once it's gone from the map enter them manually and warp to it. It should be there.

(0002032)
SnakierDrip6   
2019-04-12 16:54   

Hey, thanks for responding so quick.
I've attempted to do what you said with the manual entering of coordinates, and when I entered them and warped, my station was still non-existent. Even set the radar range to max. Seems like it completely vanished. I even have a vid of me warping to it, and then it just plopping away.

(0002033)
Shomy   
2019-04-12 16:59   

I see. If you can upload save file that would be useful for us to debug this issue. Its located here:

\Steam\steamapps\common\HELLION\HELLION_Data\HELLION_SP

Make sure that the save file is before the warp so we can reproduce the issue to see what is happening.

(0002034)
SnakierDrip6   
2019-04-12 17:03   

Also, How do I send you the save file? Im not sure how to

(0002035)
SnakierDrip6   
2019-04-12 17:06   

It says the file is too big. Do you have an email or something I can send it to?

(0002036)
Shomy   
2019-04-12 17:07   

you can send it to support@zerogravitygames.com

(0002037)
SnakierDrip6   
2019-04-12 17:10   

Ok, ive sent the save file.

(0002038)
Shomy   
2019-04-12 17:11   

Thank you so much! This will help us a lot and we will probably be able to fix this for the next patch.

(0002039)
SnakierDrip6   
2019-04-12 17:14   

No problem!

(0002053)
Shomy   
2019-04-17 15:02   

Hi, @SnakierDrip6 thanks to your save file we found the issue and it's resolved, we just need to do some tests to make sure of it. Also to give you info on how you can avoid it in your single play now is to detach the Power Supply Module because he is the reason why the station is disappearing. The bug happens when you take modules from Junkyards, they do not get removed from respawning timer and once the module is connected to your base that timer propagates to the whole station. The timer is set to ~20 minutes but it's not doing the respawn if the player is nearby, so that is why it's happening only when you warp away from the station. Anyway, we will test this in the next few days and push the fix when we are ready for the next patch. Thank you once more for helping out!

(0002054)
SnakierDrip6   
2019-04-18 03:59   

Ohhhh this makes a lot of sense. Thank you so much for being quick on this issue, and now I know what to do. I also have another bug reported on here as well, (https://feedback.zerogravitygames.com/view.php?id=1075) about my multiplayer server progress disappearing, and before I logged off, I had the power module connected, so this might be why I couldn't log back in because my station and cryo-pod disappeared.

(0002056)
Zorz   
2019-04-19 11:00   

@shomy
"Hi, @SnakierDrip6 thanks to your save file we found the issue and it's resolved, we just need to do some tests to make sure of it. "

please, please don't write that u found and fixed something befor u are REALLY sure.

maybe u are right and it is/was the PSM, but the % of that it was really the PSM is near 0..

as u already know the original bugreport is this one:

https://feedback.zerogravitygames.com/view.php?id=947

the report in steam is this one:

https://steamcommunity.com/app/588210/discussions/2/1742227898983796635/

and as u already know the same issue/bug happen in MP-multiplayer too. homestation button red in MP with authorization, base completly invisible if u warp to it is ALL the same issue in MP, BUT in MP u can do a relog and the invisible base is visible.

so if u think that the PSM force the bug than why a relog helps in MP to make it visible? i have not tested red homestation button and visibility without a PSM, but the fact that it already works with PSM most times makes me thinking that the PSM isn't really the reason for the bug, or not the only reason.

so please don't wake hopes in forums like in the linked steam one as long u are not really sure that it is 100% fixed.

u know, the bug that that system-fail message pops up after u start to repair is still ingame and u already said 6 times or more that it is fixed and 1 year later it's still not fixed.. ;)

(0002060)
snapshot   
2019-04-20 23:23   

@Shony
"Also to give you info on how you can avoid it in your single play now is to detach the Power Supply Module because he is the reason why the station is disappearing"

Does this workaround apply to all players or just for SnakierDrip6's savefile ? The root cause of the bug (cascading despawning timer) makes sense for me because it matches with what I experienced, however, I'm a little bit surprised it's only related to a PSM... because I've never had any problem whith a PSM, but only with the CM. You can check https://steamcommunity.com/app/588210/discussions/2/1742227898983796635/?ctp=2#c1846946102863133079 where I documented how I rebuild my base with a CM. No problem before. Unplayable after I attached the CM (my base keeps disapearing as soon as I warp out)

I've get rid of the CM, and since, I can play again with no disappearing base

(0002066)
snapshot   
2019-04-23 20:58   

I've just did a test with an old savefile : I've removed the PSM, keeping the CM, and warped out. My home base disappeared like before. The problem does not come from the PSM

(0002067)
Shomy   
2019-04-24 12:09   

Sorry for the confusion, respawn timer has already been propagated to the whole station once PSM was attached, so you could potentially fix it only by loading the save before you attach it. Also, this bug does apply to all modules taken from Junkyard, in this particular case it was PSM but as I said it can be any module. We fixed this and it will be in the next patch coming out soon.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1067 [Hellion] Bug minor random 2019-04-14 20:52 2019-04-23 10:43
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Player Scaling Issue - Physical size shrink on occasion! (pics!)
Description:

As title, now my wife is actually about a foot shorter than I am, but it is carrying into game!

Character appears about Half as tall and sometimes the Hair texture gets moved over the face too.

Randomly happens in Both base and ships..

Tags:
Steps To Reproduce:

Random

Additional Information:
Attached Files: 20181216210741_1.jpg (376,705 bytes) 2019-04-14 20:52

https://feedback.zerogravitygames.com/file_download.php?file_id=967&type=bug


jpg

20181216211207_1.jpg (341,203 bytes) 2019-04-14 20:52

https://feedback.zerogravitygames.com/file_download.php?file_id=968&type=bug


jpg

20181216195539_1.jpg (388,991 bytes) 2019-04-14 20:52

https://feedback.zerogravitygames.com/file_download.php?file_id=969&type=bug


jpg

20190401185003_1.jpg (452,058 bytes) 2019-04-14 21:21

https://feedback.zerogravitygames.com/file_download.php?file_id=973&type=bug


jpg

20190401185008_1.jpg (453,761 bytes) 2019-04-14 21:21

https://feedback.zerogravitygames.com/file_download.php?file_id=974&type=bug


jpg
Notes
(0002043)
Our Grid   
2019-04-14 21:21   

More pics...

(0002044)
Shomy   
2019-04-15 11:11   

Funny one :)
Not quite sure what can be a problem but I have few ideas where to start testing to reproduce this.

(0002058)
CheeseJedi   
2019-04-20 13:12   

I've had this also - @SmokeyRich got a video of it if I remember correctly! I think my player camera had been positioned correctly so I had to look UP at other players heads!

(0002065)
VIrusMD   
2019-04-23 10:43   

Ive also had this but in the other direction, for me it happened imeditalty after i equipped the SOE suit and say in the Steropes pilot chair, when i got back out of the chain i was taller, object at distance didnt appear quite right, sitting and getting out of the chair again made me slightly taller each time, until my head was sticking thru the roof of the ship when i stood up the 4th or 5th time. At this point i couldent move unless i crouched.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
889 [Hellion] Bug minor always 2018-12-19 15:48 2019-04-22 20:25
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.2.6a - 0.3.0 system messages of damaged system still starts to pop up after i start to repair
Description:

https://steamcommunity.com/sharedfiles/filedetails/?id=1595159149

original bugreport:

https://steamcommunity.com/groups/Hellion_Testing_Squad/discussions/14/1488866180601315103/

Tags:
Steps To Reproduce:

just go first time in a module after u warped too and start to repair damage

Additional Information:
Attached Files: 20181202184242_1.jpg (104,894 bytes) 2018-12-19 15:48

https://feedback.zerogravitygames.com/file_download.php?file_id=849&type=bug


jpg
Notes
(0002063)
Zorz   
2019-04-22 20:22   

same bug in v0.4.1

how long u want to have this bug ingame? the bug is reported since november the 24th 2017 in mentioned testing squad thread.. that is ~2,5 years now ^^

quote shomy from 2017-11-27: "I just had it broken on the fresh start and I was able to see it. I will test more to try to figure it how it happened."

so how many years u need more to test if two and a half year is not enough? oO

(0002064)
Zorz   
2019-04-22 20:25   

sry, it is 1,5years and not 2,5 years now, misstyped..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1068 [Hellion] Bug minor random 2019-04-14 21:05 2019-04-22 15:15
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Player moves around fine on own client, but appears in "Cryo Position" to other players (pic)
Description:

Player moves around fine on own client, but appears in "Cryo Position" to other players (pic)

In this bizarre bug, another player appears to be in the Cryo Bed position as they move around, literally floating down the hallway backwards! We have some video of this if it's needed.

Tags:
Steps To Reproduce:

Random occurrence - difficult to reproduce

Additional Information:
Attached Files: 20190331005521_1.jpg (242,591 bytes) 2019-04-14 21:05

https://feedback.zerogravitygames.com/file_download.php?file_id=970&type=bug


jpg

Luke-Flying.jpg (299,867 bytes) 2019-04-21 02:17

https://feedback.zerogravitygames.com/file_download.php?file_id=977&type=bug


jpg
Notes
(0002061)
Our Grid   
2019-04-21 02:17   

Here is another instance.....

(0002062)
Zorz   
2019-04-22 15:15   

very very old bug.. is reported multiple times and is ingame since years or since hellion came out on steam..

here is one of the reports in feedback tracker from ~1,5 years ago or just search in bugreports for "cryo position":

https://feedback.zerogravitygames.com/view.php?id=118

please close this report and link it as dublicate to the one of the 0.2.7 version report where "investigating" is on the ticked..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
980 [Hellion] Bug minor sometimes 2019-03-09 11:05 2019-04-20 14:03
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: urgent OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Nanite cores fall out of diffusor slots
Description:

This is triggered when a player enters their station.
It is confirmed and affecting many players (2 times for me in 2 days).

It is not due to inertial forces like docking etc.

The suits mostly fall out of the racks in the Outpost at the same time.

Some cores may be found on the floor, but the Outpost cores glitched away for me both times.
This is a likely game-breaker.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190329001555_1.jpg (222,781 bytes) 2019-03-31 17:57

https://feedback.zerogravitygames.com/file_download.php?file_id=955&type=bug


jpg
Notes
(0001875)
Gunner   
2019-03-10 02:11   

This happened to me several times in Multiplayer - logging out then back in as soon as it happened fixed it.

(0001876)
nahaul   
2019-03-10 09:53   

This is a game-breaking Bug. Please fix immediately.
It existed before and sometimes would fix itself or I'd have to tidy my station (again) but now with the requirement of Nanite Cores.. It has become a game breaker.
Went on a small mission, came back, whole station started falling apart.
Ay ay ay.

(0001885)
Shomy   
2019-03-11 13:25   

We are already working on the fix for this.

(0001990)
GuyC_UK   
2019-03-27 15:54   

Happening on 0.4.1 Public build

(0002001)
Our Grid   
2019-03-29 20:52   

Still happens post 0.4.1 - relog can fix if server has not saved - if players pick up objects the losses seem permanent.

(0002004)
Our Grid   
2019-03-31 17:57   

Yes this one tosses everything out of slots, if you are lucky to the floor, if not, to space. Whatever you do, don;t touch anything, just relog

(0002059)
CheeseJedi   
2019-04-20 13:31   
(Last edited: 2019-04-20 14:03)

I had this happen again to me (0.4.2b - current experimental build) and I wanted to share the steps that led to this - unsure what in this triggered it.

  1. Fresh start, warped to outpost and completed outpost/airlock quests (plus grabbed FM) then moved base to new location.
  2. Processed resources and fabricated a new T1 CIV core, and fitted this to the Outpost module. Outpost module health at 100% at this point.
  3. Warped to asteroid (one of the PAN asteroids around Bethyr) and filled two T1 raw cans.
  4. Warped to an asteroid at Everest Station (waypoint) and used ship scanner.
  5. Warped to a Storage Section near the main POI (think it's Amnisos?) and grabbed a CBM with IC attached.
  6. Returned to base and noticed the two resource cans on the AM's suit rack shelf were missing - one of them was partially phased through bottom part of the suit rack, so I relogged.
  7. The two resource cans were back where they should have been, so I went in to the Outpost module,
  8. On entering the Outpost I immediately noticed a large damage patch on the grav gen structure, next to a cryo pod, in front of me.
  9. I checked the nanite core and it was MISSING - this was AFTER already relogging i.e. it didn't look like a client side dynamic object positional glitch.

At the time there were no modules attached to my base from outside the starting set - just the OP + AM + FM.

Based on the fairly considerable amount of damage to the Outpost module I suspect that the core was not persisted when I warped away (scene unloading issue?). I had been gone for 20 - 40 minutes and had I been much longer the outpost would likely have been vented, and shortly after destroyed.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1040 [Hellion] Bug minor sometimes 2019-03-28 22:42 2019-04-19 11:59
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 clients crashs/shuts down - warp to home base mostly end up in client crash
Description:

client crash/shut down - warp to home base mostly end up in client crash in the moment u arrive

the possibility that the clients crashs is increased if more player are in the same scene.

if u are not alone in the ship mostly the clients crashes for all players on board in the moment u arrive.

mostly all players have to wait till one player have docked the arrived ship or the clients will crash again if all players login

attached output_log was from me and playing online without friends online but client crashes.. but i had it happen that it dont crashes but need some seconds to load.

Tags:
Steps To Reproduce:

-build a normal base with stuff inside and war to it with some players on board on an official server

-normal base means in this case: 3xAM, 1xCM, 2xLSM, 1xPSM, 2xCBM, 1xFM and 2xSARA
shelfs and racks full of different stuff and different tiers, storage full of all kind of stuff which can be stored in CBM internal storage.

-warp to that base with some crew members on board(maybe 2 or 3)
-also chance is increased that clients crashes if someone is already online and running around inside the homebase while ship arrive with rest of the crew

Additional Information:
Attached Files: output_log.rar (70,541 bytes) 2019-03-28 22:49

https://feedback.zerogravitygames.com/file_download.php?file_id=947&type=bug

Notes
(0001993)
Zorz   
2019-03-28 22:49   

ok, i have seen that the output_log file is near 100MB big ^^

so i made a rar file with the txt file in it ;)

(0002011)
Zorz   
2019-04-04 10:41   

please investigate befor next bugfix tomorrow..

all of our players of the base top playing becuase of client crash of all players agian and again..

makes fun to fly with 3 peoples to another planet and go mine and loot for 2 hours.. bud that comes the worst part.. u need 1-2hours of client crash and and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting and client crash and restarting..
and maybe than someone get the possibility to dock the ship with 3FPS to the base and all other players can log in..

please investigate and look into the client log file. i invest time to report this gamebreaking but, but seems u ignore the report.. i think client crashes should have priority number 1 after server crashes.

(0002012)
Shomy   
2019-04-05 13:12   

@Zorz can you tell me on which server is this and the base name or some ship nearby? I get the save file from the server and try to reproduce this locally. Also if you don't wish to post here that info feel free to pm me on Steam.

(0002014)
Sky173   
2019-04-07 03:12   

@Shomy - I can confirm this. It occurs frequently, even without other players in the area. It seems to happen more when you warp into a base that is larger in size, but not always. To prevent it from happening, it helps when you are not looking directly at the base when you come out of warp (turn away and don't look at it while it loads after a warp).

Zorz is correct in saying that crashing occurs more often when you are with a group.

USE4 server

(0002015)
Our Grid   
2019-04-07 20:38   

This crash occurs more and more frequent once you have a few modules in your base and some inventory - out of warp at base and Bam crash on base load.

Suggest Temp Workaround: Make warp in to base at 500m instead of 200m - or sufficient distance to prevent need to instant load whole base. Then, fix the netcode ;-)

(0002020)
Sky173   
2019-04-10 23:44   

Here's the problem that occurred while streaming.
https://www.twitch.tv/videos/409036143

All the problems begin once I disconnect the ship from the base beginning at the 34:40 mark in the video.
It got to the point where the base disappeared. A relog fixed that and everything worked fine thereafter.

(0002057)
Zorz   
2019-04-19 11:59   

@shomy

sry for late reply, the base/our base should be on EU west #4 (one of our both LSM's should have name "LSM-AC:HE3/17C098", because no outpost)

i have not look into some days or weeks, but should all still be there because t4 cores in all modules..

good luck to find and fix the reason for crashes!

@our grid

bad idea, because 200m away makes it easier to dock the ship with bad fps if client don't crash and befor client/PC crash by overheating. if u would come out of warp more far away that it will be near impossible to dock befor client crash again. and yes docking all floating stuff is need to get "normal" fps back or u will come into crash-restart-loop after some time.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1077 [Hellion] Suggestion minor always 2019-04-18 06:45 2019-04-18 18:02
Reporter: Mr Sparkles Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Efficiency jump between tiers is too simple.
Description:

The efficiency jump between tiers of components is too simple. You'd think the "quests" would give incentive to "try" them until they can get tier 3; that is not the case. Now I just want to skip the missions entirely, after getting the Agres.

I do not recommend making anything harder about jumping straight into tier 3. I suggest that T1 and T4 remain as they are, but that jumps between them each possess the same jump of efficiency as the last.

I am a proponent for gameplay that should not be complicated just to be complicated. However, this is exactly a point where that idea was overthought. Going to -60% resource consumption at tier 2 is just a waste of a player's time. Get the Agres, put in two T1 military cores, get to a T3 system, suppliment a T1 military core by supplanting the other military core.

Calculate. It's been a while since calculus, so I brute forced this. But it came down to something like this for Resource Injectors and Servo Motors:

T1 .5 [-50% use]
T2 .368 [-63.2% use] (could just round to .37 for simplicity)
T3 .271 [-72.9% use] (could just round to .27 for simplicity)
T4 .2 [-80% use]

The previous tiers (.5, .4, .3, .2 factors) grant a giant boon for simply getting the item at tier 1. T2 causes generators and components to use 80% as much as T1. T3 causes them to use 75% as much as T2. T4 causes them to use 66.67~% as much as T3. It is nice that each tier is a more efficiency jump than the last; but then we should give that incentive to T2 over T1. The nothing to T1 jump should not be good as the T1 to T2 jump.

Thank you for your consideration. If you decide to maintain course, it is not a big deal. I suspect most servers will be heavily modified at release. Another option is to kick new players in the nuts with a somewhat reduced T1 advantage. It's been a while since I did calculus, but you could figure out what lower value you could set T1 at to follow the rate of change for these efficiency jumps. I can do it if someone's saying "let's do that".

It's a game, and this probably won't be taken seriously. Someone in discord told me I should post it. The game is amazing! Thank you so much for bringing Hellion to my life.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002055)
Mr Sparkles   
2019-04-18 18:02   

I think it's unclear, but I think the current values make everyone just skip tier 2. Material gathering is largely inconsequential. Either you go get it, or you don't. Seems like tier 2 is just a big skip.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1060 [Hellion] Bug minor always 2019-04-07 20:39 2019-04-16 18:59
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Arges / Mule - No Warp, airlock or other ship sound in this patch
Description:

Arges / Mule - No Warp, airlock or other ship sound in this patch

Tags:
Steps To Reproduce:

Always, for all players in our group.

Additional Information:
Attached Files:
Notes
(0002052)
GuyC_UK   
2019-04-16 18:58   
(Last edited: 2019-04-16 18:59)

on build 0.4.2a Arges has Warp sound now and Airlock pressurizing sound
not hearing thruster/rcs sounds also no lift sound or inner airlock door open/closing sounds either


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
483 [Hellion] Bug minor always 2018-06-01 21:09 2019-04-16 13:53
Reporter: Neouni Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.2.8a  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Command module fire extinquisher slot upstairs is non-functional
Description:

The slot is located in the engineering closet behind the suit rack.

it does not pop up a F to interact.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20180528163311_1.jpg (239,684 bytes) 2018-06-05 23:49

https://feedback.zerogravitygames.com/file_download.php?file_id=441&type=bug


jpg
Notes
(0000945)
CheeseJedi   
2018-06-05 23:49   

This issue has been around since the introduction of the fire extinguishers.

I suspect it's the interaction that's broken, as an extinguisher can spawn there, so it appears to be a (mostly) functional slot.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
717 [Hellion] Bug minor always 2018-11-14 16:59 2019-04-15 16:05
Reporter: ToriHanzo Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 0.4.2  
Summary: Safe Haven - Tutorial mission - Find a welding tool step (if player does the following)
Description:

There is a problem with the tutorial mission if you pick up the large resource canister in the "Derelict power section" where you also find the warp cell, and then attach this to the cargo panel in your "Safe haven" and unload it before you pick up your welder.

The result is that the resource canister can not be removed from the cargo panel, putting a complete stop to your tutorial progression.
I realize this is a scenario that wont happen a lot but it will happen occasionally since players do all kinds of crazy stuff.

I guess no video is required.

Best Regards
Me

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Cargo Panel 0.3.0d.txt (119,991 bytes) 2018-11-23 19:13

https://feedback.zerogravitygames.com/file_download.php?file_id=721&type=bug

Notes
(0001403)
SXyGeeK   
2018-11-14 17:04   

I reproduced this as Tori stated.

(0001406)
ToriHanzo   
2018-11-14 17:09   

I guess this will happen if you insert your "Soda can" too (Small resource canister)

(0001523)
ToriHanzo   
2018-11-23 19:13   

So, this apperantly is not related to the quest objective.

I was on my first spawn, first life (0.3.0d) , came to the "Haven" module, inserted a Large resource canister and can not remove that now.

So, here is another log file and video: https://youtu.be/VqSizzIErUg

(0001524)
ToriHanzo   
2018-11-23 19:16   

I tried a "relog", there was no server restart or anything.
And when I logged back in, I was back at the "contingency" - starting location (Logged out at my Haven)..

(0001525)
ToriHanzo   
2018-11-23 19:40   

So , basically , this is still an issue in 0.3.0d

(0001526)
ToriHanzo   
2018-11-23 19:47   

probably related to https://feedback.zerogravitygames.com/view.php?id=743

(0001530)
ToriHanzo   
2018-11-24 02:19   

Choosing a "Fresh start" is not fixing this problem, since you come back to the same haven/airtight which is still unusable because of the irremovable item.

Will try a "Character Wipe" from he server now.

(0001899)
SXyGeeK   
2019-03-13 01:28   

Still present in 4.0 , commenting to raise it to front for many people are reporting it duplicate.

(0002031)
Shomy   
2019-04-12 11:52   

We fixed this for 0.4.2 release. Removed step in the quest to pick up welder after attaching it to the panel, which solved the issue of getting stuck by attaching anything besides the welder.

(0002048)
aMUSiC   
2019-04-15 16:05   

Note that this also happens with the welder itself. If you insert it to the Cargo Terminal using the inventory drag and drop (and not your hand), the welder becomes stuck and you can't take it out. The quest objective is also not getting completed.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
852 [Hellion] Bug minor always 2018-12-14 23:46 2019-04-15 12:47
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Outpost / LSM Air Generator: Using Resource Injector Reduces O2, but Not N2 consumption
Description:

Outpost / LSM Air Generator: Using Resource Injector Reduces O2, but Not N2 consumption

As title, when you install the injector, it slows O2 use but N2 continues to deplete at unmodded rate.

Tags:
Steps To Reproduce:

Plugged in a T3 Resource Injector.

O2 and N2 tanks filled 100%

N2 tank quickly surpasses depletion over O2

Pic...

Additional Information:
Attached Files: 20181209195242_1.jpg (313,719 bytes) 2018-12-14 23:46

https://feedback.zerogravitygames.com/file_download.php?file_id=805&type=bug


jpg

20181215184828_1.jpg (411,843 bytes) 2018-12-16 22:36

https://feedback.zerogravitygames.com/file_download.php?file_id=825&type=bug


jpg

20181215185057_1.jpg (396,841 bytes) 2018-12-16 22:36

https://feedback.zerogravitygames.com/file_download.php?file_id=826&type=bug


jpg
Notes
(0001733)
Our Grid   
2018-12-16 22:36   

More pics...

(0001752)
CheeseJedi   
2018-12-21 23:13   

I'm linking this to previous ticket 0000264 that is under investigation

(0002041)
Our Grid   
2019-04-14 20:55   

OK thanks, problem persists.

(0002047)
Shomy   
2019-04-15 12:46   
(Last edited: 2019-04-15 12:47)

The problem might be in understanding how it works. Combination of O2 and N2 to make Air is 20% of O2 and 80% of N2. And that is our fault, we didn't explain that. We will add the consumption rate next to the bar that show's tank values. Also, that way we will see if the resource injector does not work.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1066 [Hellion] Bug minor always 2019-04-14 20:44 2019-04-15 12:24
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Kill Players By Shooting Through Windows (Without Damage To Windows)
Description:

Kill Players By Shooting Through Windows (Without Damage To Windows)

As title, this is not cool for the "realism" effect - players die and windows remain undamaged.

Video of this from some players...
https://vimeo.com/328092132

Tags:
Steps To Reproduce:

Take a gun on your ship, have a buddy EVA, shoot them, they die, your window takes no damage.

Additional Information:
Attached Files: 20190414112013_1.jpg (191,815 bytes) 2019-04-14 20:44

https://feedback.zerogravitygames.com/file_download.php?file_id=966&type=bug


jpg
Notes
(0002046)
Shomy   
2019-04-15 12:24   

This is already fixed in 0.4.2 build. Don't have a release date yet but it will be announced on steam so stay tuned.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
849 [Hellion] Bug minor sometimes 2018-12-14 21:14 2019-04-15 11:20
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Client Crash on Warp Complete - Mostly Occurs When NPC or Player Base in Vicinity
Description:

Client Crash on Warp Complete - Usually Occurs When NPC or Player Base in Vicinity

Has happened frequently with one or more players on server.

Usually hangs and have to close via the windows "has stopped working" message.

Tags:
Steps To Reproduce:

Warp to an NPC base or player base (possibly related to number of modules in the group? 6 or more?).

Upon warp complete game stutters, freezes and crashes, appears to be during attempt to build the scene/render.

Happens with 1 or more players on server, client crashes seem to be sychronized (using voice or playing more than one machine locally).

Additional Information:
Attached Files:
Notes
(0001732)
Our Grid   
2018-12-16 22:35   

UPDATE: Seems like if you deliberately "miss" the warp target, still a "Green M" but off to one side, you arrive out of Warp further away, and crash is avoided from large base load in at once out of warp.

SUGGESTION: Extend Warp Exit VFX so scene can be composed more slowly by client?

(0001928)
Shomy   
2019-03-18 15:51   

Is this still a happening for you in 0.4.0 version?

(0002042)
Our Grid   
2019-04-14 20:59   

UPDATE: This appears to be something to do with loading in a larger collection of modules or modules with some inventory, as though the shear volume of data chokes the client bad enough to crash.

Still happening, and after a crash, you may need a server restart to prevent That client, from crashing Every time they load.

SUGGEST: Increase the warp in distance from a base to 500meters - it may allow game to more slowly load bases and not have to suddenly load all, crash.

(0002045)
Shomy   
2019-04-15 11:20   

@Our Grid this happens on your station? On which server it is, I would like to take the save file to test it out. If you want you can send me details over Discord if it's a private server then just send me the save file.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1072 [Hellion] Suggestion minor always 2019-04-14 21:45 2019-04-14 21:45
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Cargo Bay Module: Please put second Cargo Terminal Back in the Prep Room! (pic)
Description:

Cargo Bay Module: Please put second Cargo Terminal Back in the Prep Room! (pic)

Being able to setup Refinery or Fill a Suit Without going outside was Super Useful!

Can we have this screen back? Thx.

Tags:
Steps To Reproduce:

Always

Additional Information:
Attached Files: 20190414123031_1.jpg (402,193 bytes) 2019-04-14 21:45

https://feedback.zerogravitygames.com/file_download.php?file_id=976&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1071 [Hellion] Suggestion minor always 2019-04-14 21:39 2019-04-14 21:39
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: ARGES / MULE: Allow Unused Overhead Storage to hold Stims & Small Cans! (game asset exists) Pic
Description:

ARGES / MULE: Allow Unused Overhead Storage to hold Stims & Small Cans! (game resource exists)

You already have this art and asset made up for the new type CTM/CIM modules at Ft. Bel etc.

Thanks!

Tags:
Steps To Reproduce:

Always

Additional Information:
Attached Files: 20190407184846_1.jpg (329,795 bytes) 2019-04-14 21:39

https://feedback.zerogravitygames.com/file_download.php?file_id=975&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1070 [Hellion] Suggestion minor always 2019-04-14 21:19 2019-04-14 21:19
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Command Module: Welder Hanger Added To Empty Cabinet (next to extinguisher) Pic!
Description:

Command Module: Welder Hanger Add To Empty Cabinet (next to extinguisher) Pic!

As title, and picture below, this would be a simple QoL upgrade, and honestly we REALLY need this in the Qutpost as well!

Thanks

Tags:
Steps To Reproduce:

Always!

Additional Information:
Attached Files: 20190414112721_1.jpg (319,491 bytes) 2019-04-14 21:19

https://feedback.zerogravitygames.com/file_download.php?file_id=972&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1069 [Hellion] Suggestion minor always 2019-04-14 21:11 2019-04-14 21:11
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: PLEASE! Let Us SAVE Server Passwords! (pic)
Description:

PLEASE! Let Us SAVE Server Passwords! (pic)

As title, I don't mind having to relog a lot, but it would help Immensely to have the server password saved!!

(pic below)

Thanks

Tags:
Steps To Reproduce:

Every time you login!

Additional Information:
Attached Files: 20190331200157_1.jpg (165,476 bytes) 2019-04-14 21:11

https://feedback.zerogravitygames.com/file_download.php?file_id=971&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1061 [Hellion] Bug minor always 2019-04-07 20:42 2019-04-14 20:46
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Outpost & Arges: Bottle/Tool/Jetpack Attachment - Can't Retrieve Items - Last 3 Patches, Still Broken
Description:

Outpost & Arges: Bottle/Tool/Jetpack Attachment - Can't Retrieve Items - Last 3 Patches, Still Broken

Players Can get above items back from FM or CBM no problem. This has been on going issue about Half our players have.

Tags:
Steps To Reproduce:

Put jetpack, bottle, tool on the Outpost or Arges Cargo port, fill it, can see it but cannot pick it up, ever, no relog or restart fix, stuck.

Unaffected player can walk up and pick it up.

All players playing on same server, none on same as hosting machine.

PLEASE Fix!

Additional Information:
Attached Files:
Notes
(0002019)
Shomy   
2019-04-08 12:22   

This fix will require a wipe which we want to avoid for now, but we plan to fix it in one of the next versions.

(0002040)
Our Grid   
2019-04-14 20:46   

Thanks for checking it out, while a wipe is undesirable, getting this fixed is worth it! ;-)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1036 [Hellion] Bug minor always 2019-03-26 17:58 2019-04-12 11:49
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Carbon filters with 0% health continue to work.
Description:

Carbon filter in my Arges continue to function even with zero health.
"PartType": 6,
"Tier": 1,
"Health": 0.0,
"Armor": 0.0,
"AttachPointType": 2,
"AttachPointID": 974,
"ItemID": 101,

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
999 [Hellion] Bug minor have not tried 2019-03-14 21:43 2019-04-12 11:47
Reporter: Yozheek Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: The old degradation system of modules still working in parallel with new one
Description:

Airlock, Fabricator, SPM and Steropes still degrades exactly as before Exposure update even with Nanite Core installed.
Outpost do not degrades with default 3-tier nanite core installed, but after nanite core changing Outpost began to degrade also.
As you can see on the attached screenshot - HP of modules are below 100%, but all of them was fully repaired 2 or 3 hours ago. Status of Nanite cores also seen on the screen. And my station is on very high orbit around Bethyr - so the radiation level is only 1HP/s. All of this is on EU East #1 server and some people from server also confirm this problem.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: screen.png (683,955 bytes) 2019-03-14 21:43

https://feedback.zerogravitygames.com/file_download.php?file_id=895&type=bug


png

20190316121419_1.jpg (324,925 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=897&type=bug


jpg

20190316121423_1.jpg (324,028 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=898&type=bug


jpg

20190316121446_1.jpg (277,965 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=899&type=bug


jpg

20190316121515_1.jpg (269,867 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=900&type=bug


jpg

20190316121531_1.jpg (244,312 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=901&type=bug


jpg

20190317130511_1.jpg (328,561 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=902&type=bug


jpg

20190317130515_1.jpg (329,953 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=903&type=bug


jpg

20190317130602_1.jpg (274,964 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=904&type=bug


jpg

20190317130624_1.jpg (272,394 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=905&type=bug


jpg

20190317130637_1.jpg (243,084 bytes) 2019-03-17 18:18

https://feedback.zerogravitygames.com/file_download.php?file_id=906&type=bug


jpg

Hellion_2019_03_17_21_03_08_014.png (1,702,401 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=907&type=bug


png

Hellion_2019_03_17_20_52_10_782.png (1,686,195 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=908&type=bug


png

Hellion_2019_03_17_20_52_59_072.png (1,680,222 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=909&type=bug


png

Hellion_2019_03_17_20_54_56_094.png (1,396,390 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=910&type=bug


png

Hellion_2019_03_17_21_00_17_944.png (1,643,050 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=911&type=bug


png

Hellion_2019_03_17_21_17_24_862.png (1,320,170 bytes) 2019-03-17 19:49

https://feedback.zerogravitygames.com/file_download.php?file_id=912&type=bug


png

20190318183523_1.jpg (302,326 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=913&type=bug


jpg

20190318183530_1.jpg (305,260 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=914&type=bug


jpg

20190318184119_1.jpg (266,378 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=915&type=bug


jpg

20190318184141_1.jpg (255,336 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=916&type=bug


jpg

20190318184156_1.jpg (245,563 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=917&type=bug


jpg

20190318184942_1 redacted.jpg (148,804 bytes) 2019-03-19 00:21

https://feedback.zerogravitygames.com/file_download.php?file_id=918&type=bug


jpg

20190319082743_1.jpg (186,874 bytes) 2019-03-19 09:42

https://feedback.zerogravitygames.com/file_download.php?file_id=921&type=bug


jpg

Hellion_2019_03_22_18_21_33_431.png (602,240 bytes) 2019-03-22 16:56

https://feedback.zerogravitygames.com/file_download.php?file_id=927&type=bug


png

Hellion_2019_03_22_18_21_43_883.png (598,775 bytes) 2019-03-22 16:56

https://feedback.zerogravitygames.com/file_download.php?file_id=928&type=bug


png

Hellion_2019_03_22_18_21_58_046.png (602,870 bytes) 2019-03-22 16:56

https://feedback.zerogravitygames.com/file_download.php?file_id=929&type=bug


png
Notes
(0001909)
SXyGeeK   
2019-03-15 16:52   

I have not been able to reproduce this on a private server that had a clean install for 4.0
are there other public servers with this issue?
are there other private servers with this issue?

(0001912)
Yozheek   
2019-03-15 19:23   

I didn't check it myself but now did a quick poll on all EU East servers. And players from all polled servers confirm that the degradation of the modules is slow but goes always, despite the presence of nanite cores, whose armor value is obviously higher than radiation value

(0001915)
Ziggy   
2019-03-17 10:25   
(Last edited: 2019-03-19 09:40)

19/03/19
I confirm damage at Eridil after an overnight test. With new T2 cores, modules took substantial damage on a high orbit of Eridil. This cannot be due to distance because the orbit is polar and the distance to Hellion less than the outer point of Eridil's moon.

(Original comment below)

I cannot confirm this with anyone in the testing squad. The only degradation we have seen, or heard of, is collision damage. There will still be degradation if you collide with your base/modules.

There is also a small amount of degradation when you swap Nanite cores. Arguably this should not happen. But 1% damage happens almost instantly when you replace one core with another.

One thing I will test on the current exp build is this:
Are new/replacement Nanite cores correctly recognised when swapping using the proximity/Inventory menu.

(0001916)
Doubleumc   
2019-03-17 18:18   

I am experiencing module degradation much like what Yozheek described. This is in multiplayer on the US East #4 server, around Bethyr without any debris fields.

First, I replaced all my station cores with fresh ones and ensured all modules were at 100% health. Screenshots 1-2 are of the life support overview, 3-5 are of the individual cores.

One day later I returned to check on the station. All modules had taken approximately 3% damage during those 24 hours. This was while only in a 1/s rad field, no debris, and with 2 armor. Screenshots 6-7 are of the life support overview, 8-10 are the individual cores.

If it matters, station is at 0.5 pressure and the Fab & Cargo modules were unpowered during the absence.

(0001917)
Yozheek   
2019-03-17 19:49   

There are new data.

Yesterday I repair all modules and changed some cores just before exit.
Now after about 20 hours left we can see the following:

  1. modules with armor 5 and 13 has not degraded at all
    .
  2. all modules with armor 2 has degraded on fixed amount 0000171:0000260 HP, and for SPM, for example, it is more than 17% and already has led to fire.
    So the problem may be not concern with old degradation system but instead with incorrect radiation values or armor counting.
    On last screnshot you can asure that orbit is far from any debris fields and radiation value 1 HP/s should be completely negated by Tier 1 Nanite cores, but it does not.
(0001932)
Shomy   
2019-03-18 16:15   

Hey, guys we are looking into this, there might be a difference in damage since the way it was set is not by planet it's set by distance, so it is possible that high orbit of Bethyr has more than 2 damage which explains why you are getting damage there with tier 1 nanite core and with higher tier you are not getting damaged. We will adjust the distance so this will be fixed.

(0001937)
Doubleumc   
2019-03-19 00:21   

Did not repair modules since the start of this and saw a significant difference in their health today. The Haven specifically suffered over 30% damage, solar panel failure, and a hull breach, with the Steropes missing entirely, presumed destroyed. The Haven was also the only module whose nanite core's max durability was bugged.

SS 1-2 is life support overview. SS 3-5 is nanite core of Fab, Haven, and Cargo respectively. SS 6 is orbit for reference. This station is within the orbit of Everest Station, never saw the display indicate anything other than 1.0 hp/s.

(0001938)
Ziggy   
2019-03-19 09:42   

See my earlier post above. Heavy damage overnight in this orbit of Eridil with 100% T2 nanite cores.

(0001958)
Yozheek   
2019-03-21 15:56   

Bug is still present in 0.4.1

(0001962)
Yozheek   
2019-03-22 16:56   

It is even much worse after yesterday hotfix.
I was absent in game only 12 hours and all modules was at 100% before exit, and you can see the situation now on screenshots below.
Pay your attention that armor on all modules at least 5 and I am still on the same orbit around Bethyr. Even Mule with armor 13 !!! was degraded.

All modules was degraded on the same fixed amount ~ 360 HP and it is even worse then before Exposure update.

(0001967)
Yozheek   
2019-03-23 03:03   

It is even more strange than I thought before.
Another 9 hours after my last post and none of the modules degrades now. It is heisenbug.

(0001968)
Doubleumc   
2019-03-23 16:54   

I have experienced the decay with T1 cores (2 armor), but at the same time modules with T2 cores (5 armor) take no damage. That is perhaps what you are seeing.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1064 [Hellion] Bug minor random 2019-04-12 04:30 2019-04-12 11:45
Reporter: SnakierDrip6 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Random Error Messages After Crashes??
Description:

The game will crash randomly without warning and these error messages appear.
-Crash with error : NVIDIA SHARE.EXE: exception breakpoint 0x80000003
-Game crash with error : wefault.exe 0xc000012d

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002029)
Shomy   
2019-04-12 11:44   

For this issue we will also need a game log file located in:

C:\Users\YOUR USER\AppData\LocalLow\ZeroGravity\HELLION\output_log.txt

If it happens again please add the output log file. An issue, why it happened, will probably be printed out there.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1063 [Hellion] Bug minor random 2019-04-12 04:29 2019-04-12 11:43
Reporter: SnakierDrip6 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Not able to interact with anything...
Description:

This glitch happens quite often in the game, even with no specific trigger. I'll be walking around my station, and randomly, it won't allow me to interact with anything. I can still move and walk freely, but F seems to have no function at all, as well as I can't move anything in my inventory. (I'll click on it to drag, and it will drag, but as soon as I plop it over a slot, it'll appear back in the slot I tried to move it from) This is a really crappy glitch, as I can't save either when it happens, it seems as if I can't interact with anything at all, not being able to open doors, or pick up items. It depends, but usually about a minute after I stop being able to interact, the game crashes. This isn't always true though. The only way to fix this glitch is to restart the game, then everything is ok until it happens again.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002028)
Shomy   
2019-04-12 11:42   
(Last edited: 2019-04-12 11:43)

Hi @SnakierDrip6 please if this happens again can you attach the log files from the game and from the server, they are located on the following location
Game log:

C:\Users\YOUR USER\AppData\LocalLow\ZeroGravity\HELLION\output_log.txt

SP server log:

STEAM INSTALLATION FOLDER\Steam\steamapps\common\HELLION\HELLION_Data\HELLION_SP\output_log.txt

They will give us more information on what the problem is and then we could solve it. We will also try to reproduce it on our end to see what could be the issue.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1041 [Hellion] Bug minor always 2019-03-29 04:40 2019-04-11 13:53
Reporter: Doubleumc Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Arges nanites incorrect on Life Support panel
Description:

From within the Life Support summary panel, an Arges nanite monitor only shows the health of the core in the right diffuser slot. A core in the left slot still protects the Arges but is displayed as 0 remaining health within the Life Support panel.

SS 1-2 shows core in left diffuser and resulting Life Support display, SS 3-4 shows same with core in right diffuser.

Tags:
Steps To Reproduce:
  1. Obtain an Arges and a nanite core.
  2. Place nanite core in left diffuser of Arges.
Additional Information:
Attached Files: 20190328232228_1.jpg (246,064 bytes) 2019-03-29 04:40

https://feedback.zerogravitygames.com/file_download.php?file_id=948&type=bug


jpg

20190328232231_1.jpg (313,785 bytes) 2019-03-29 04:40

https://feedback.zerogravitygames.com/file_download.php?file_id=949&type=bug


jpg

20190328232237_1.jpg (280,723 bytes) 2019-03-29 04:40

https://feedback.zerogravitygames.com/file_download.php?file_id=950&type=bug


jpg

20190328232240_1.jpg (311,343 bytes) 2019-03-29 04:40

https://feedback.zerogravitygames.com/file_download.php?file_id=951&type=bug


jpg
Notes
(0001996)
Zorz   
2019-03-29 10:44   

the core in the right slot is the core which get consumed first.. thats the reason why i think that it is ok as it is..

if it would summary both cores, than it will be hard to see how good the core is which actualy protect my ship(if left is normal core and right military)

(0001998)
Doubleumc   
2019-03-29 17:41   

Right is consumed first, yes, but after that left is consumed and its durability isn't displayed. Displaying 0 when durability isn't 0 can't be intended behavior.

I would prefer that an indicator for how much protection is left on my ship actually show how much protection is left on my ship. I would need to inspect it manually to see the remaining time and durability, which in my eyes defeats the point of the Life Support summary.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1046 [Hellion] Bug minor always 2019-03-30 17:24 2019-04-11 13:52
Reporter: CheeseJedi Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Data\Stations\Asteroid.json has two errors (typo/easy fix)
Description:

The current build has a file in the Data\Stations directory (Asteroid.json) that has two errors I've spotted (which I suspect were likely typos) - one serious (fails to deserialise, not valid json) and one less serious.

It's entirely possible this file is not actually used currently by the game and is a remnant of something else, in which case removal rather than correction may be better.

Issue #1 - potentially serious

The "Local" parameter (looks like an offset vector) doesn't have it's trailing comma before the next parameter, "LocalAngularVelocity" - this is invalid json and will trigger Json.NET (in my program) to cause an exception:

LoadFile() - Exception caught during StreamReader or JsonTextReader while processing Asteroid.json
Newtonsoft.Json.JsonReaderException: After parsing a value an unexpected character was encountered: ". Path '[0].Local', line 27, position 4.

In this case LoadFile() is the routine in my program that is called once on each of the files in the Stations folder. It seems likely the dedicated server either isn't using this file, or is gracefully handling the deserialse error.

Issue #2 - less serious

The only structure listed in this station blueprint has a StructureID of 1 - the numbering for these was originally intended to start at zero and all the other ZG generated StationBluprint files follow this convention and start numbering at zero.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002026)
Shomy   
2019-04-11 13:52   

It's not being used, it's an old file that was being used before, it will be removed.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
581 [Hellion] Bug minor have not tried 2018-10-19 23:30 2019-04-11 13:22
Reporter: Commander Kitten Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0a  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Cryo Pod animation glitches
Description:

Randomly, sometimes the player will retain the idle in-cryopod animation as if they were asleep but still be able to move around and interact with the world as normal. Along with this, the Cryopod stays open permanently.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: image.png (469,310 bytes) 2018-10-19 23:30

https://feedback.zerogravitygames.com/file_download.php?file_id=545&type=bug


png

image-2.png (176,084 bytes) 2018-10-19 23:30

https://feedback.zerogravitygames.com/file_download.php?file_id=546&type=bug


png
Notes
(0001138)
Shomy   
2018-10-22 15:13   

This is an old one, probably from when the game was released :) I get the feeling that we will be able to fix this one for this update. Info "Cryopod stays open permanently" is the key to resolving it.

(0001167)
Commander Kitten   
2018-10-23 13:57   

Just a note, If I remember correctly, a relog did not fix the animation issues when we tried it. Neither did getting in/out of a cryopod for the afflicted character. (In case that helps narrow anything down)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1051 [Hellion] Bug minor random 2019-03-31 18:06 2019-04-11 13:05
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: AC - G5p Drilling System - Produces Mining VFX On Shelf (pic)
Description:

Drill is still "mining on the shelf" sometimes after using it.

Tags:
Steps To Reproduce:

Random, pic

Additional Information:
Attached Files: 20190329122134_1.jpg (174,949 bytes) 2019-03-31 18:06

https://feedback.zerogravitygames.com/file_download.php?file_id=957&type=bug


jpg
Notes
(0002024)
Shomy   
2019-04-11 13:05   

This happens if you have it turned on when you place it on the shelf, the animation doesn't stop.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1052 [Hellion] Bug minor sometimes 2019-03-31 18:09 2019-04-11 13:02
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: After you have more than Three modules in your base, Exterior textures fail to render sometimes (pic)
Description:

After you have more than Three modules in your base, Exterior textures fail to render sometimes (pic)

This has been going on since Rude Awakening, still happens.

Tags:
Steps To Reproduce:

Build a base with more than three modules, enter and exit base, missing ext textures randomly.

Additional Information:
Attached Files: 20190330183609_1.jpg (190,680 bytes) 2019-03-31 18:09

https://feedback.zerogravitygames.com/file_download.php?file_id=958&type=bug


jpg
Notes
(0002023)
Shomy   
2019-04-11 13:02   

This is due to the optimization that hides exterior when you are inside a module, but it should not hide exterior when you are inside the cockpit. It's a bug.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1057 [Hellion] Bug minor random 2019-03-31 18:34 2019-04-11 13:01
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: AM walking to SPM - Player Walked Into Space - Instant Dead
Description:

This happened to my wife while I was walking right behind her; on her screen she walked right into space from inside the pressurized base! No suffocation, just dead, then her body appeared back inside, in front of my feet.

Perhaps the game didn't render the SPM she walked into from the AM? She said the SPM was missing at the last second and she "walked into space", then Splat! Dead and inside at my feet.

Only happened a couple times but wanted to report.

Tags:
Steps To Reproduce:

Random and difficult to reproduce.

Additional Information:
Attached Files: 20190331005441_1.jpg (216,615 bytes) 2019-03-31 18:34

https://feedback.zerogravitygames.com/file_download.php?file_id=963&type=bug


jpg
Notes
(0002022)
Shomy   
2019-04-11 13:01   

This is probably due to the desync with undocking, a lot desync happens when you undock so probably on her client module was rendered but on the server was something else which caused the collision. She probably had died from impact screen?


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1055 [Hellion] Bug minor always 2019-03-31 18:23 2019-04-11 12:58
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version: 0.4.2  
Summary: Modules Completely Wrong Location After Undocking, When Towing Two+ (pic)
Description:

Modules Completely Wrong Location After Undocking, When Towing Two+

In the attached picture, I am anchored to the CTM Mod, The CTM module also had a LSM attached to it (I was carrying both by holding the CTM)

When I undocked the LSM from the CTM, the LSM stacked on top where the ship should be, and the ship is in a completely new position!

You can interact with Ship and Power display still shows attached to the CTM as it should.

Relogging the game fixes this apparently visual only display error.

Tags:
Steps To Reproduce:

Tow two modules, without unanchoring, separate a module from the one attached to the ship.

Additional Information:
Attached Files: 20190330200641_1.jpg (199,237 bytes) 2019-03-31 18:23

https://feedback.zerogravitygames.com/file_download.php?file_id=961&type=bug


jpg
Notes
(0002021)
Shomy   
2019-04-11 12:57   

We fixed this for the next release 0.4.2 build.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1056 [Hellion] Bug minor always 2019-03-31 18:28 2019-04-08 12:14
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: LSM - Air Generator - Resource Injector Still Poking out like a Spear!
Description:

LSM - Air Generator - Resource Injector Still Poking out like a Spear!

Continuing from last version, but it isn't falling out of the slot anymore, that I have seen.

(which it used to do as well)

Tags:
Steps To Reproduce:

Put resource injector in LSM Air Gen, Poke your eye out!

Additional Information:
Attached Files: 20190330205047_1.jpg (277,959 bytes) 2019-03-31 18:28

https://feedback.zerogravitygames.com/file_download.php?file_id=962&type=bug


jpg
Notes
(0002017)
GuyC_UK   
2019-04-07 22:16   

can confirm this is happening on public 0.4.1, also on 0.4.2 test build


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
947 [Hellion] Bug minor always 2019-02-21 09:21 2019-04-08 11:31
Reporter: lianite Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Outpost disappears after a couple warps away from Haven
Description:

I have experienced this numerous times, and have been able to reproduce it nearly every time I try. What happens is you arrive back at your base, specifically, a base that is centered around the Outpost you get in the beginning, and just the Outpost module is missing. Everything else is there, leading to a disconnected station. I was also unable to see any docking points on the now fragmented station.

This is merely a graphical issue, as a relog fixes it every time. I have noticed it happens more reliably when you warp while in a debris field, but can happen outside of it as well. A good indicator that there is an issue as soon as you warp back to your outpost would be your radar. If you see Haven along with a couple (I always see 2) Ship_ entries, then you will see the issue when you get closer, or you are basically one jump away from seeing the issue. You don't always see the Ship entries on the radar, but I usually do. Additionally, this happens regardless of how many modules you have attached. I have had this happen with only an airlock and fabrication module attached, and I've had it happen with 1 FM, 1 CM, 1 AL, 2 CBMs, 1 PSM, 2 ICs, and a Stereops all attached when I arrive back.

I have also got this on video while streaming my latest run through on a dedicated server that I am hosting on a system about 10 feet away from me, so I have ruled out latency issues. This also appears to be the same issue as the disappearing derelict stations, both of which I have on camera. I will re-verify all steps to reproduce on my next stream.

Here are the video links of the first time I experienced them in my current run through the game:
Video of missing station at point of warp-in: https://youtu.be/9fGhKWq2e_Y?t=1821
Missing Outpost with CM, FM, and AL attached: https://youtu.be/2F9-DvYvkRM?t=1479

This series started with me wiping the server completely and re-installing from scratch. It is also password protected, and when I experienced this, I was the only person on the server. I've also had this on my last instance of the server, where no-one else had ever connected to the server, just me, and as such there was only a single outpost module in existence.

Tags:
Steps To Reproduce:

I always get modules in the same order in the beginning.

Steps:

  1. Go through tutorial, following steps exactly.
  2. Upon arriving at Haven at end of Theona's guidance, do the quest to attach the airlock to the station first and attach to the connector near the cryopods/gravity generator.
  3. Next, complete the outpost quest as directed by the quest guidance.
  4. Warp to the Production Module Be-1 (I always find a FM at this specific site when I first start, but any FM will work) located around Bethyr.
  5. Disconnect the Fabrication Module and bring it back to Haven.
  6. Attach the FM to your Outpost on the available connection point.
  7. Warp to another derelict and spend about 5-10 minutes looting (Not sure if time matters, will verify tomorrow, but I have always seen this issue during the course of normal gameplay, in which case, I spend some time looting at the derelicts)
  8. Repeat step #7 at least once, possibly more
  9. Warp back to Haven
  10. At this point, you should see the outpost gone

I will record a replication of this bug tomorrow and post for your review.

Additional Information:
Attached Files: 2019-03-21-13-48-15.zip (952,569 bytes) 2019-03-21 13:56

https://feedback.zerogravitygames.com/file_download.php?file_id=926&type=bug

Notes
(0001844)
lianite   
2019-03-02 11:53   

Had some personal issues that prevented me from producing the replication video. With how close the next patch is, I'll wait until that is released and verify if it still exists.

(0001924)
Shomy   
2019-03-18 15:29   

This was addressed with 0.4.0 release.

(0001956)
Loma   
2019-03-21 13:54   

I still have a disappearing station , started sp game on 4.0 , rechecked in 4.1 , still disappears.
I attached a savegame with my ship still attached to the station, if you jump from it it's gone.
In the jump menu,you'll see I have a home station, a few minutes after the jump the button is red

(0001957)
Loma   
2019-03-21 13:56   

save file was too big, didn't attach, here is the zipped version

(0001961)
GuyC_UK   
2019-03-21 17:10   

Still occurring on 0.4.1 public

(0001997)
Zorz   
2019-03-29 10:50   

i had the bug now one time on EU west 4 MP server.. i warp back to homebase which result in client crash in the moment i arrived.. after i log back in the homestation button is red and the station infront of the ship window is just not loaded.. also ALL my authorized vessels was missing(only ship where i'am in was visible)

after relog the base is loading normaly..

so seems this bug is just a loading issue and a relog fix it.. as long u can relog which is not possible in SP as far as i know.

also if u want to know this bug still happen or not, than just look into bug report section of steam forums.. there is a massiv bug-thread about that topic/bug:

https://steamcommunity.com/app/588210/discussions/2/1742227898983796635/

(0002005)
Our Grid   
2019-03-31 18:00   

This seems to happen to me if I dock the Haven to modules, not fly the modules to Haven, almost like the base gets flagged for despawn and the base changes to the module name.

(0002018)
aMUSiC   
2019-04-08 05:25   

I can confirm this has happened to me as well in SP (0.4.1). I docked a CM to Haven, warped out, and then the My Station button appears but it's red, and the station is nowhere to be found.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1024 [Hellion] Bug minor always 2019-03-22 23:26 2019-04-03 18:01
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Crafted T3 Military Nanite core reverts to 9k after server restart
Description:

Craft a new T3 Military Nanite core. It has 56k units.
Leave it on a shelf or in a box, or in a diffusor slot and it reverts to only 9k after server restart.

(Not tested with other Mil cores).

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0002009)
Gremwolf   
2019-04-03 16:49   

Short story:

  1. Atnar looting
  2. Before i could unload Steropes, restart happened
  3. Military nanite core Tier 3 5-6 piece turned from 20-22/56K to 9/9K

Longer story:
To be exact I was coming back from loot round from Athnar (got loot from everywhere) and then i aligned my ship with my CBM to unload it (Steropes) right before restart hit in.
After restart i started unloading and i saw that some of my military cores were full which didn't make any sence since i got them 20-22Kish out of 56K and then i checked:
Military core Tier 3 9K out of 9K
Both the current hp and the max hp decreased while it was on the shelf of the Steropes
Sadly i doN't have proof of that since i got little sad after that and rather recycled them to make a civil one.
I think i said everything so that's it

(0002010)
GuyC_UK   
2019-04-03 18:01   

enter link description here

Yep Had Bug on 0.4.1 Public Build


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1058 [Hellion] Suggestion minor always 2019-03-31 23:08 2019-04-02 18:43
Reporter: xhosia Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Timer im Naivgationsmodus
Description:

Ich habe eine Maus ohne Mausrad und bin beim erhöhen bzw. erniedrigen der benötigten Warp-Zeit stark eingeschränkt, da bei einer 15 minütigen Reise
mehr als 600 ( 10 Minuten á 60 sekunden pro Klick 1 Sekunde ) Mausklicks notwendig sind.

Lösungsvorschläge:

  1. Mit Shift + 10 Sek und mit Ctrl + 1 Minute die einzelnen Mausklicks effektiver gestalten.
  2. Tastureingaben erweitern.
Tags:

controls, mouse, nav-map, warp

Steps To Reproduce:

Im Pilotensitz, die 2 (Navigation) Ziel auswählen. Warp to anklicken und bei den 2 Timern muss ich für jede Sekunde mehr oder weniger einzeln klicken.

Additional Information:
Attached Files:
Notes
(0002006)
xhosia   
2019-03-31 23:10   

If you need a translation, i may write it also in english

(0002007)
Zorz   
2019-04-01 13:08   

du kannst auch das icon des ankunftspunktes anklicken, geklickt halten und verschieben um die zeit einzustellen.. viele nutzen nur das weil das die schnellste möglichkeit ist..

(0002008)
xhosia   
2019-04-02 18:43   

Super, funktioniert


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1054 [Hellion] Suggestion minor always 2019-03-31 18:17 2019-03-31 18:17
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: AC Battery - Add the Charge/Health bar like Nanites or Other Mods already have
Description:

AC Battery - Put Charge/Health bar in like Nanites or Other Mods

Can we have a Green/Orange/Red health/charge bar for batteries please?

Be a big help in the UI thx

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190330210134_1.jpg (271,634 bytes) 2019-03-31 18:17

https://feedback.zerogravitygames.com/file_download.php?file_id=960&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1053 [Hellion] Suggestion minor always 2019-03-31 18:13 2019-03-31 18:13
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Seats & Cockpit - If Players could Seat, they would be attached to vehicle - less random issues in flight
Description:

Seats & Cockpit - If Players could Seat, they would be attached to vehicle - less random issues in flight

Sometimes players clip through ship to outside and I've flown off and left them in space, didn;t even know it.

Seats would attach player to the ship - use code like pod?

Would help for people going away for a few minutes (kids, food, bio break etc!)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190330184031_1.jpg (289,798 bytes) 2019-03-31 18:13

https://feedback.zerogravitygames.com/file_download.php?file_id=959&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
902 [Hellion] Bug minor always 2018-12-28 15:07 2019-03-31 17:55
Reporter: Nobody5842 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Aegis assault rifle unable to be placed in rifle storage slots
Description:

I tried to store the craftable aegis assault rifle on one of the ships and in multiple modules' rifle storage areas and it could not be placed. I attempted to equip the rifle and use the Interact Key to place it and attempted to use the Tab menu to drag it between inventory slots. Rifle is able to be dropped from inventory and unequipped/"holstered".

Tags:
Steps To Reproduce:

Craft Aegis assault rifle.
Attempt to place in a rifle storage slot of any kind.

Additional Information:
Attached Files:
Notes
(0001976)
Yozheek   
2019-03-24 23:07   

This bug is still present in 0.4.1
Also we cannot get blueprint for Aegis Assault Rifle, as it is not placeable for blueprinting

(0002002)
Yozheek   
2019-03-30 14:10   

correction for 0.4.1:
Aegis assault rifle is not placeble in any Fabricator weapon rack and for blueprinting but can be placed in weapon racks in Outpost or Mule for example.

(0002003)
Our Grid   
2019-03-31 17:55   

This is an old bug - only place the rifle can sit is slots for the Mining Drill - still needs fixed.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1045 [Hellion] Suggestion minor have not tried 2019-03-30 14:21 2019-03-30 14:21
Reporter: Yozheek Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Please, add structure integrity scanner of some kind
Description:

Now investigation of debris in high radiation zones is just a roulette.
It can explode with you at any moment and you have no any chance to know when it happens.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
913 [Hellion] Bug minor always 2019-01-17 11:39 2019-03-29 20:50
Reporter: Alex Ringess Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Each time I warped out from my station, all the catalyst, and so are floating in space around the station when I returned
Description:

Each time I warped out from my station, all the catalyst, and so are floating in space around the station when I returned.
My station is only the Haven and a Fabrication Module docked on it but I issued it also with the Haven only.

I'm issuing that on single player, standard mode. I didn't test that on multiplayer and/or single player, sandbox mode.

Tags:
Steps To Reproduce:

Dock your ship (no matter if it's the Sterope or the Agres) on the Haven or on another module docked on it (it's happen if the ship is docked thru Ancho and/or Airlock).
Put upgrades on the Haven (catalyst, resource injectors, servo motor, plasma accelerator, etc).
Jump into your ship, undock it from it's anchor/airlock, engage a little thrust, open the system map, select a warp destination, initialize the warp, out of the map, align your ship to the warp point, wait until warp engaged, once the travel's ended, do your things, return to your ship, open the map, select Home, tweak the times to be ready to warp, initialize the warp, approach your Haven, stabilize your speed to the Haven, open the docking interface, choose a proper docking point, do the manoeuvers to dock, dock, go out of your ship, return to the Haven.
Once you'll be on the Haven, all the upgrades disappeared (they are on the ground and/or floating in space around the Haven), all the equipments (helmets, space suits, jetpacks, weapons, ammunitions, canisters) you put on their storages are out.

Additional Information:
Attached Files: 20190326190109_1.jpg (144,009 bytes) 2019-03-27 08:27

https://feedback.zerogravitygames.com/file_download.php?file_id=943&type=bug


jpg

20190326185623_1.jpg (227,912 bytes) 2019-03-27 08:27

https://feedback.zerogravitygames.com/file_download.php?file_id=944&type=bug


jpg
Notes
(0001772)
WouterF   
2019-01-18 11:29   

I can confirm this.

It does not however happen every time the base is left. i have had this happen once yesterday after we added the command module.

(0001773)
WouterF   
2019-01-21 06:26   

When this were happening we used to have a Control tower and two havens connected to our base. We jettisoned the two havens after replacing it with a life support and two crew quarters. Since then the problem seemed to have stopped.

We also had other issues with naming and not finding home station with the havens attached that has also now gone away.

Its almost like the havens and the Control tower were competing for dominance in the database.

(0001910)
Doubleumc   
2019-03-15 18:26   

I have experienced this twice out of 0000014:0000030 journeys on US East 4. Station is starter Fab+Haven+Airlock.

The first time I placed some of the dropped item back onto shelves/slots, then relogged. Most items returned to their proper place, but some shelved items were missing.

The second time I relogged immediately upon noticing an extinguisher floating outside my airlock. So far as I could tell the issue was entirely resolved, all items were in their proper place.

(0001911)
Doubleumc   
2019-03-15 18:28   

That first sentence parsed weird, is meant to say "...twice out of about 30 journeys..."

(0001918)
Shomy   
2019-03-18 15:15   

This issue has been addressed in 0.4.1 build we had internal and external tests that have verified that it's not occurring, but since it's not that easy to reproduce we are not 100% certain.

(0001919)
Shomy   
2019-03-18 15:16   

If anyone experiences the same issue after the 0.4.1 release please comment here.

(0001986)
SadPandaa   
2019-03-25 23:22   

@Shomy Yesterday and today both. Warped home after mining and EVERY item whether on a shelf/floor or in its functioning slot was either on the floor or floating in space with velocity away from station.
Current base is Haven/CTM/AM/CBM/SPM/FM/Steropes, I was warping with arges. Base is seen on nav map as Fabricator.

(0001987)
ds   
2019-03-26 11:17   

@Shomy, I think problem happens during base spawn in client and linked with gravity, because dynamic objects local coords changed only by gravity and players. Maybe racing condition (gravity activated too early during spawn).
We can check it with players (disable gravity in OUTP and PSM with switches) and try to reproduce problem. Items in zero gravity rooms should remain in places, but in others - drops down from slots. Or maybe SPM (last in chain) can help.

Any ideas, guys?

(0001988)
Shomy   
2019-03-26 11:55   

Thanks, guys for the feedback on this. I'm doing a further check on this issue. @ds I'm not sure that gravity has anything to do with this, yes the problem is in how stuff is being loaded, but this is certainly happening because of the client loading items before attache points. If you do relog items will be back in place, the server knows that items are in the slots. We did something to try to prevent it from happening but that was not enough as it seems. @SadPandaa I would need some details from you about your base, I will pm you on discord.

(0001989)
Havoc-Dadelous   
2019-03-27 08:27   

I have also had this happen post 0.4.1, I did try to relog but I still lost some items. I'll double check next time it happens

(0002000)
Our Grid   
2019-03-29 20:50   

Still happens and relog won't fix if the server has saved again!


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1044 [Hellion] Suggestion minor N/A 2019-03-29 19:53 2019-03-29 19:55
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Suggestions
Description:

Grenade Damage

  • Allow interior doors to be blasted open with grenades. They would be permanently damaged and remain in the open position until they are repaired with the repair tool.

Ship Control Panel

  • Move 'cancel' and 'resign' buttons so they don't overlap with 'add crew'.
    An accidental double click on 'cancel' could kill the owner (via turret).
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 1.jpg (238,881 bytes) 2019-03-29 19:53

https://feedback.zerogravitygames.com/file_download.php?file_id=952&type=bug


jpg

2.jpg (305,661 bytes) 2019-03-29 19:53

https://feedback.zerogravitygames.com/file_download.php?file_id=953&type=bug


jpg
Notes
(0001999)
Sky173   
2019-03-29 19:55   

Sorry, should have been 'RESIGN' button, Not 'add crew'


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1043 [Hellion] Suggestion minor N/A 2019-03-29 11:35 2019-03-29 11:35
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Available memory indicator.
Description:

We all know, this game leaks memory like hell, especially SP server, and half of the problems about disappearing caused by this. Can devs add available memory indicator to the screen?
Of course, fixing memory (and handlers) leaks will be better, but..

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1042 [Hellion] Bug minor N/A 2019-03-29 08:45 2019-03-29 10:41
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Sudden change in orbital position
Description:

Avoiding a collision with IA, we use thrusters to burn our way into a higher orbit. In the process, both of our ships and the attached station skipped part of the orbit.

(hint, hint) Gauges, or a ball, would be very useful here (hint, hint)

(video - https://youtu.be/8Vh8Yp91CK0 )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001995)
Zorz   
2019-03-29 10:41   

already reported:

https://feedback.zerogravitygames.com/view.php?id=1012


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1025 [Hellion] Bug minor sometimes 2019-03-23 12:18 2019-03-29 10:40
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Interrupted warp exit is opposite side of Hellion
Description:

This is a variant of the bug reported for 0.4.0, but it may help with understanding the error.

The attached SShot shows the story. The worst results happen when warping towards an inner planet from an outer planet, because the constantly changing orbit during warp is one around Hellion. A relog made no difference.

Warp was from a high orbit of Bethyr to a ship on a doomed orbit of Arhlan. The place where I pressed "W" to cancel the warp is marked by the arrow.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190322235024_1.jpg (212,215 bytes) 2019-03-23 12:18

https://feedback.zerogravitygames.com/file_download.php?file_id=933&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1013 [Hellion] Suggestion minor N/A 2019-03-19 16:47 2019-03-28 14:59
Reporter: Doubleumc Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Automatically plot shortest-time warp
Description:

Currently when plotting a warp a pilot must adjust the start time, end time, and warp level independently to find a valid and acceptable solution.

The issue is the times when a pilot would want anything besides the shortest-time solution for their selected start time & warp level are few and far between, which creates unnecessary and uninteresting UI fiddling for most warps. Why expend more time and core durability when the minimum will do?

Suggest that by default the end time is locked to the shortest-time solution for the selected start time & warp level, with an option of unlocking it if the pilot desires an alternate end time.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001992)
GreenBeing   
2019-03-28 14:59   

Great idea. A warning if your course is going to intersect known large objects (e.x. planets) would be helpful also.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1038 [Hellion] Bug minor have not tried 2019-03-27 05:56 2019-03-27 05:56
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Civi (teir 2) Nanite core disappeared
Description:

Civi (teir 2) Nanite core disappeared from FM module after docking a CBM to another CBM.

After docking the last CBM to my station I walked into my FM to find it at %15 health. I quickly repaired everything and found the core was missing only from that module. Everything else was fine.

( station design - http://gametools.online/hellion/hsp/#bmeijygfpafbagbfac )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1035 [Hellion] Bug minor sometimes 2019-03-26 06:47 2019-03-26 10:30
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Jump Bug places ship away from destination
Description:

Hellion 0.4.1 bug report - Jump Bug

The jump ended no where near my intended destination. Typically when this does happen, it's usually because I aborted the jump using RCS. I've never seen it restart the jump as seen in the video.

(see video - https://youtu.be/qRSS211vVKk )

This appears to be related to report no. 0001012

Tags:
Steps To Reproduce:

Jump from 'A' to 'B' within the starting gravity well and press the RCS keys to abort the jump.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1022 [Hellion] Bug minor always 2019-03-22 20:07 2019-03-25 17:52
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Tier 2 Carbon Filters give 0% Air Filtering
Description:

As Description, and also has Blueprinting Issue

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001965)
GuyC_UK   
2019-03-22 20:08   

They are in game as Findable Loot

(0001969)
GuyC_UK   
2019-03-23 23:13   

Unable to Blueprint them either

(0001972)
Zorz   
2019-03-24 13:08   

they are not in the BP list.. so they are not designed to make BP and u know that tiers of filters never worked and u know that tiers of filter never made sense and u know that devs never droped the tier filters since 1 or a half year..

this is reported multiple times and ignored same often..

"
As Description, and also has Blueprinting Issue"

there is no BP issue.. open your own BP list, hover over the filter and u see that it is intended to just be able to craft and BP the t1 filter, which make 100% sense.. because other tier of filters was never working as i already wrote and as u know by yourself..

(0001985)
GuyC_UK   
2019-03-25 17:52   

If the Intention is not to Have Tier 2 Air/carbon Filters in game then completely remove them from the game, because they serve no purpose except to cause confusion and waste an inventory slot, and incite questions and bug reports about them.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1028 [Hellion] Bug minor always 2019-03-24 16:32 2019-03-25 16:16
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Asteroids on unstable orbit around Sinha
Description:

Celestial bodies on unstable orbits does not make sense.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001979)
Zorz   
2019-03-25 10:52   

why not? for me it makes sense, but we should be able to see them earlier.. it makes no sense to see them spawning like stations strait befor collision..

(0001983)
Doubleumc   
2019-03-25 16:16   

I believe he means that, realistically, any celestial body on a collision course would likely have impacted millennia ago.

I can understand the orbits from a gameplay and fun perspective though.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1031 [Hellion] Bug minor sometimes 2019-03-25 10:56 2019-03-25 16:06
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 suits - wrong color of suit parts
Description:

suits - wrong color of suit parts

4t helmet and jetpack in screenshot, but gray..

Tags:
Steps To Reproduce:

seems to happen to fresh crafted parts and seems to need some time to change the color..

Additional Information:
Attached Files: 20190324214238_1.jpg (159,476 bytes) 2019-03-25 10:56

https://feedback.zerogravitygames.com/file_download.php?file_id=936&type=bug


jpg
Notes
(0001982)
Doubleumc   
2019-03-25 16:06   

I have seen this in "freshly looted" suits as well, only for t4 Proteus helmets so far.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1030 [Hellion] Bug minor sometimes 2019-03-25 06:40 2019-03-25 13:47
Reporter: Tobbsey Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Disconnect from server in singleplayer, and crashes
Description:

So. As I said in a thread on Steam, I have had atleast 2 crashes, and 3 disconnect from server. and that's about 2-3 min. into the first part of the game.. "rude avakening".
I was about to stream it, but with all the problems I've had, I'd rather wait til a fix has been released :) But keep up the good work guys, I realy want to play this game^^,

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: output_log.txt (7,638 bytes) 2019-03-25 13:47

https://feedback.zerogravitygames.com/file_download.php?file_id=942&type=bug

Notes
(0001980)
Shomy   
2019-03-25 11:01   
(Last edited: 2019-03-25 11:01)

Hi, @Tobbsey can you attache the output log file after the game crashes? File is located

C:\Users\YOUR_USER\AppData\LocalLow\ZeroGravity\HELLION\output_log.txt
(0001981)
Tobbsey   
2019-03-25 13:47   

Here you go ^^,


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1017 [Hellion] Bug minor always 2019-03-20 21:48 2019-03-25 11:24
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 blueprints - decorativ items missing in blueprint list
Description:

blueprints - decorativ items missing in blueprint list

but i'am able to craft it

Tags:
Steps To Reproduce:

open BP libary.. resolution 1280x720

Additional Information:
Attached Files: 20190320213846_1.jpg (167,163 bytes) 2019-03-20 21:48

https://feedback.zerogravitygames.com/file_download.php?file_id=922&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1034 [Hellion] Bug minor always 2019-03-25 11:17 2019-03-25 11:19
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 cargo panel - fabricator - too much ress needed for parts - new row invisible/half visible
Description:

if u look at the t4 nanite core and other high tier stuff in screenshot u see that some ressources are thrown in a new row, but this new row isn't completly visible..

Tags:
Steps To Reproduce:

open fabricator in 1280x720

Additional Information:
Attached Files: 20190320202414_1.jpg (178,100 bytes) 2019-03-25 11:17

https://feedback.zerogravitygames.com/file_download.php?file_id=941&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1033 [Hellion] Bug minor random 2019-03-25 11:11 2019-03-25 11:17
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 item desync - raw container of crew visible in slot of CBM while mining with it
Description:

i was mining with arges and CBM at la

i want to empty my can of drill and see that there is a can inside which i can not get. looking into the panel makes me see that ressources go into the slotted raw-can... so i told my friend to start mining again and i can see it in panel till container was full

relog fixed it..

Tags:
Steps To Reproduce:

play together with other players and u have to relog every 5 minutes to get invisible stuff visible. to get visible stuff invisible..

Additional Information:
Attached Files: 20190323223934_1.jpg (133,092 bytes) 2019-03-25 11:11

https://feedback.zerogravitygames.com/file_download.php?file_id=938&type=bug


jpg

20190323224034_1.jpg (133,178 bytes) 2019-03-25 11:11

https://feedback.zerogravitygames.com/file_download.php?file_id=939&type=bug


jpg

20190323224038_1.jpg (130,665 bytes) 2019-03-25 11:11

https://feedback.zerogravitygames.com/file_download.php?file_id=940&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1032 [Hellion] Bug minor always 2019-03-25 11:03 2019-03-25 11:03
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.1 texure - high texture in setting but planet looks like low texture
Description:

texure - high texture in setting but planet looks like low texture

planet: new hirath model looks like a big blue point in the back and simply don't looks nice..

all players of my crew have this, so not a grafic card issue with my pc..

Tags:
Steps To Reproduce:

fly to hirtha to a close orbiting asteroide

Additional Information:
Attached Files: 20190324033442_1.jpg (142,198 bytes) 2019-03-25 11:03

https://feedback.zerogravitygames.com/file_download.php?file_id=937&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1029 [Hellion] Bug minor always 2019-03-24 23:46 2019-03-25 10:58
Reporter: Doubleumc Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Son of Earth Mk9 - Jetpack does not fit in jetpack storage slots
Description:

Unlike the Proteus or normal Mk9 jetpacks, the SoE Jetpack cannot be placed into suit storage slots. Have tested with the Steropes, Haven, & Fab storages. Cannot be dragged in via the proximity interact, nor placed there by "using" it on the slot.

Screenshot shows that the empty jetpack slot indicates red for invalid when trying to drag it into the slot.

Tags:
Steps To Reproduce:
  1. Obtain a "Son of Earth Mk9 - Jetpack".
  2. Attempt to place jetpack in a suit storage slot.
Additional Information:
Attached Files: 20190324183921_1.jpg (325,788 bytes) 2019-03-24 23:46

https://feedback.zerogravitygames.com/file_download.php?file_id=934&type=bug


jpg

20190324210801_1.jpg (164,209 bytes) 2019-03-25 10:49

https://feedback.zerogravitygames.com/file_download.php?file_id=935&type=bug


jpg
Notes
(0001978)
Zorz   
2019-03-25 10:49   

it's not just the jetpack..

suit don't goes in too..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
981 [Hellion] Bug minor always 2019-03-09 17:48 2019-03-25 00:13
Reporter: SXyGeeK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: higher tier Hacking tools totally consumed by one use
Description:

hacking tools are consumed (disappear) with one use even when they have more than one use remaining.

Tags:
Steps To Reproduce:

get a tier 2 or 3 hacking tool and use it on a locked door.
note the tool disapears from hand

Additional Information:
Attached Files:
Notes
(0001878)
SXyGeeK   
2019-03-10 22:41   

it appears that hacking a door is consuming 2 charges from the tier 3 hacking tool.
given a tier 2 tool has only 2 charges it is consumed in one use.
however a tier 1 tool which only has 1 charge is still able to hack a door.

(0001880)
Shomy   
2019-03-11 13:08   
(Last edited: 2019-03-11 13:10)

The bug is actually in double use on the door lock, if you use it on security panel it will work. Not sure if we will be able to fix this without having to wipe the servers since it's doors are connected to scenes, but if not we will leave it for next update that will require a wipe.

(0001898)
SXyGeeK   
2019-03-13 01:26   

i'd personally love to see it stay as a "feature" with a little rounding out.
https://feedback.zerogravitygames.com/view.php?id=965

(0001977)
GuyC_UK   
2019-03-25 00:13   

Happening still Public Build 0.4.1


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
471 [Hellion] Bug minor always 2018-05-22 01:47 2019-03-24 13:15
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.2.8  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.2.8 jetpack and helmet invisible (female char)
Description:

jetpack and/or helmet get sometimes invisible (female char)

Tags:
Steps To Reproduce:

play together with a female char

Additional Information:
Attached Files: 20180521204058_1.jpg (197,823 bytes) 2018-05-22 01:47

https://feedback.zerogravitygames.com/file_download.php?file_id=433&type=bug


jpg
Notes
(0001975)
Zorz   
2019-03-24 13:15   

same bug in 0.4.1 for male char too also jetpack get invisuble too now.. so issues are increased and not reduced..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
890 [Hellion] Suggestion minor always 2018-12-19 16:09 2019-03-24 13:11
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.2.6 - 0.3.0 please finish power rework from a year ago please
Description:

https://steamcommunity.com/groups/Hellion_Testing_Squad/discussions/14/1488866180608878868/

https://steamcommunity.com/app/588210/discussions/1/1519260397780172554/

Tags:
Steps To Reproduce:

please finish it to something which makes sense if u mount / demount something. there is a need to see a difference by adding power consumtioners or deleting them.

Additional Information:
Attached Files:
Notes
(0001973)
Zorz   
2019-03-24 13:11   

4months again and still waiting for a power work which makes sense..


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
969 [Hellion] Bug minor always 2019-03-03 22:12 2019-03-24 10:22
Reporter: shibby Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: see 0000528: Single player mode stuck on loading
Description:

Same issue as in this report:

0000528: Single player mode stuck on loading

Tags:

single player

Steps To Reproduce:

Start single player

A game is stuck on loading.

Additional Information:
Attached Files: output_log.txt (9,737 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=886&type=bug


output_log-2.txt (359 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=887&type=bug


output_log_backup.txt (359 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=888&type=bug

Notes
(0001931)
Shomy   
2019-03-18 16:12   

We are working on this problem. This issue is being a long time problem for us but we are close to resolving it finally. Thank you for reporting and the logs!

(0001970)
shibby   
2019-03-24 10:22   

Thank you! :)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1027 [Hellion] Suggestion minor always 2019-03-24 03:11 2019-03-24 03:11
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Recharge Station/ Charging point Text needs changing
Description:

Charging Stations, Recharge points need info changed, still stating/showing you can charge Jetpacks on them, when looking at them.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1026 [Hellion] Suggestion minor have not tried 2019-03-23 20:33 2019-03-23 20:33
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.1  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Suggestion: Updating the Glossary
Description:

Suggestion: Updating the Glossary, Map is out of Date, Turrets not listed also adding tier Values would be good for armor and damage %, Suits and Protection Values could be added, etc.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1012 [Hellion] Bug minor sometimes 2019-03-19 09:14 2019-03-23 12:20
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Interrupted warp, ship is a very long way off course line
Description:

If a warp is interrupted (either accidentally of deliberately) the ship may exit warp a very long way from its warp line. The SShot shows a warp from Bethyr to Ia and the spot where I excited warp by accidentally pressing "W" instead of "2" ;)

(This is confirmed by at least 1 other player.)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20190318191623_1.jpg (118,913 bytes) 2019-03-19 09:19

https://feedback.zerogravitygames.com/file_download.php?file_id=920&type=bug


jpg

20190311213301_1.jpg (88,832 bytes) 2019-03-21 03:14

https://feedback.zerogravitygames.com/file_download.php?file_id=924&type=bug


jpg

20190311213608_1.jpg (81,962 bytes) 2019-03-21 03:14

https://feedback.zerogravitygames.com/file_download.php?file_id=925&type=bug


jpg
Notes
(0001939)
Shomy   
2019-03-19 14:49   

Where did the ship end up don't quite get it form the SShot?

(0001941)
Ziggy   
2019-03-19 18:04   
(Last edited: 2019-03-19 18:04)

Start point was the arrow bottom right (pointing left to Bethyr).
Destination was Ia (left edge of picture).
Warp exit point was my ship, indicated by the arrow to the right of Ia, pointing right.

The warp starting point symbol is in completely the wrong place :)

(0001949)
GuyC_UK   
2019-03-21 02:42   

Yes I had same Issue, Ran out of power during warp and it put me nowhere near where i was warping to and from, Initially warping from Hirath to Bethyr, plotted course 5-6 mins, after losing power and stopped mid warp due to lack of power, the warp to bethyr from this new location then took 12-13 minutes, to get home. lucky i had a spare full warp cell, looks like the orbit path reverted back to begining where Hirath location was when the server initially started, ship location was in the correct place between orbit lines of Hirath and Bethyr, just on a clockwise rotation around the Hellion Star of maybe 120 degrees, to where the Planets actually were.

(0001951)
Zorz   
2019-03-21 03:14   

thread from 2019-03-19

https://steamcommunity.com/app/588210/discussions/0/1835685838083336627/

[quote=Zorz;1835685838086008572][quote=kyletcarter;1835685838084136726]Running out of power before finishing flight? [/quote]
yes.

was in warp(warp2) back from hirath to bethyr and i ran out of power. normaly there was ~5minutes left. it took me 22minutes and a 2/3 warpcell to arrive in bethyr because i was on the correct orbit between bethyr and hirath, but on wrong position on the orbit :D

https://steamcommunity.com/sharedfiles/filedetails/?id=1680834626
[/quote]

(0001952)
Sky173   
2019-03-21 03:43   

I can confirm this. If I can find the file, I'll post it.

When jumping from 'A' to 'B' and cancelling FTL travel midway using RCS, the ship is placed in a random area of space. If jumping within the gravity well of a planet, the cancelled jump will place you at a random point inside that specific system.

I haven't attempted to cancel outside the gravity well of a planet because I have no idea where it will place me within the Hellion solar system.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1014 [Hellion] Bug minor sometimes 2019-03-19 22:10 2019-03-21 12:08
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: I attempt to enter a module and get flung and teleported to a different location. Also, I can't exit a module without detaching
Description:

This may be a repeat of a previous bug report

I attempt to enter a module and get flung/teleported to a different location. Also, I can't exit a module without detaching it from the group.
( video - https://youtu.be/ft5Tl-vrnyM )

Tags:
Steps To Reproduce:

This appears to happen at random times. It's hard reproduce or know when it will occur.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1018 [Hellion] Bug minor always 2019-03-21 00:06 2019-03-21 12:07
Reporter: Zorz Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.4.0-0.4.1 loot - no loot in and outside of doomed outposts around nimath
Description:

loot - no loot in and outside of doomed outposts around nimath

no loot in 0.4.0
no loot in 0.4.1

Tags:
Steps To Reproduce:

just fly to nimath

Additional Information:
Attached Files: 20190320235817_1.jpg (118,604 bytes) 2019-03-21 00:06

https://feedback.zerogravitygames.com/file_download.php?file_id=923&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
96 [Hellion] Suggestion minor have not tried 2018-01-20 12:45 2019-03-21 11:25
Reporter: Neouni Platform:  
Assigned To: Chomz OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Bring back inventory access in cryopod so we can equip helmet before stepping out
Description:

Bring back inventory access in cryopod so we can equip helmet before stepping out.

It might be unrealistic in such a tight space, but dieing because helmet is down while in the pod is not handy either.
But if you have the helmet in your pocket, you might have mere seconds to put it on when hull breach occured.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0000062)
AAAlexander   
2018-01-20 17:28   

+1

(0000063)
Heromant   
2018-01-20 18:47   

+1

(0000064)
Cortana_KI   
2018-01-20 22:13   

+1

(0000082)
CheeseJedi   
2018-01-23 19:31   

+1

I might add that an external air pressure/quality readout on the inside of the cryo pod would be useful in case of base power failure so you'd know whether you'll need to equip a helmet before you step out.

(0000532)
Lance DeBrooks   
2018-04-10 01:24   

+1

Have had this happen on occasions where I wasn't one for 2.5 days, only module to receive a hull breach was, of course, my CQM where I sleep. Saw the pod's AQ/P readout was bad and prepared to equip helmet, but the animation played so long I was badly injured by the time I managed to equip the Proteus' Helmet. Survivable, yes, but only at high health.

(0001940)
Doubleumc   
2019-03-19 17:00   

+1

Recently experienced this myself. Wearing Proteus in cryo, woke up to a hull breach. Had no way to don the helmet I was carrying while inside so had to hop out and suffocate through several seconds of animation before I could open my inventory and put it on. Unpleasant to say the least.

(0001950)
GuyC_UK   
2019-03-21 02:48   

+1

Would like to see this too, the ability to put on eva Helmet before stepping out into a 0 bar atmosphere

(0001953)
Sky173   
2019-03-21 07:29   

+1

(0001954)
Zorz   
2019-03-21 11:25   

problem is that they have to add completly new animations just for this little thing..

cryopod isn't big enough to play the animation for using helmet.. and the player is already in another position..

so the char have to do a special move in the cryopod to move the helmet out of pockets and bring it to the top of the head while cryopod doors are closed.. good luck character :D


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1015 [Hellion] Bug minor have not tried 2019-03-19 22:56 2019-03-20 09:48
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Severe injury from taking control of ship
Description:

Hellion 0.4.0 bug report - Severe injury from taking control of ship

After an invite to do some exploring, I received injury/death upon taking control of the Arges after the pilot could no longer control it.
( video - https://youtu.be/i20yNFaM8kU )

First, I changed my outfit from the MK9 to the Proteus suit.
Second, the pilot couldn't control it any longer.
Third, I stepped in and died attempting to take control.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001942)
Ziggy   
2019-03-20 09:48   

OK, I watched the vid and this is an old one come back to haunt us I fear:
The player at the controls logged out while still standing in the pilot's position. You then "collided" with his avatar when trying to take control. I'm guessing the injury happened the moment you pressed "F".
It is the game trying to force your avatar into the same space occupied by the other player's avatar that causes the "injury".


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1011 [Hellion] Suggestion minor always 2019-03-19 00:10 2019-03-19 00:10
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Giving Health Heart Monitor more Colors
Description:

Giving Health Heart Monitor more Colors,
Green at 95%-100%,
White at 75%-95%,
Yellow at 50%-75%,
Orange at 30%-50%,
Red at 0%-30%

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1010 [Hellion] Suggestion minor always 2019-03-19 00:02 2019-03-19 00:02
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Reducing range of Item Inventory Transfers
Description:

Reduce Range of Inventory Item Transfer, due to items can be collected / transferred through walls

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1001 [Hellion] Bug minor unable to reproduce 2019-03-15 17:59 2019-03-18 17:28
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Gravity disappears at random times
Description:

Hellion 0.4.0 bug report - Gravity disappears

Gravity disappears at random, sporadic times. I have not found a way to duplicate this issue on a regular basis.
( Video here - https://youtu.be/D9LUJfN67S0 )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1002 [Hellion] Bug minor sometimes 2019-03-15 19:13 2019-03-18 16:40
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Planets are tilted (incorrectly oriented)
Description:

Hellion 0.4.0 bug report - Tilted Planets
(I believe I reported this in the past)

At random times, planets are not oriented correctly.

A relog usually fixes the issue but in one case, it took 4 relog attempts to correct the problem. ( see video - https://youtu.be/klNAhX62QSY )

Tags:
Steps To Reproduce:

This happens at random times. I can not see a consistent pattern in order to reproduce this regularly.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
998 [Hellion] Bug minor always 2019-03-13 23:02 2019-03-18 16:40
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: low OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Fried Electronics do not fit in Transport Box or medium slots
Description:

I am fairly sure this is a bug ;)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001907)
SXyGeeK   
2019-03-15 16:41   

I can confirm this behavior as well.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1000 [Hellion] Bug minor always 2019-03-14 21:55 2019-03-18 16:40
Reporter: Yozheek Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Person is dragged in side direction when using lift on docked Mule
Description:

If you use lift on Mule docked to Airlock you always will be dragged in side direction.
But if Mule is not docked or docked on top of station module it will works fine.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
997 [Hellion] Bug minor always 2019-03-13 22:46 2019-03-18 16:39
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: T3 Military Nanite core from Fabricator has only 9.31k
Description:

A T3 Military Nanite core crafted from a Blueprint gets the wrong max capacity.

This may be related to the other Nanite core lower/max values being wrongly set, but it seems different enough to warrant a separate report.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001934)
Shomy   
2019-03-18 16:39   

@Ziggy is this also in 0.4.1 experimental build?


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1003 [Hellion] Bug minor random 2019-03-15 20:25 2019-03-18 16:35
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Multiple bugs while visiting Acheron Station
Description:

Hellion 0.4.0 bug report - Multiple bugs while visiting Acheron Station

Entering the LSM vent across from docking port B caused see-thru walls and no gravity
( video - https://youtu.be/l-h0_uaKN0I )

Tags:
Steps To Reproduce:

This is a bug that has happened before but is random in nature.
I don't know how to consistently reproduce it.

Additional Information:
Attached Files:
Notes
(0001933)
Shomy   
2019-03-18 16:35   

This is a bug with that vent passage, the player gets thrown outside and game things you are in space but you are actually inside a module. When you passed to the next module you were back inside.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1006 [Hellion] Bug minor always 2019-03-15 21:40 2019-03-18 16:31
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Crafting Higher Tier Hacking tools
Description:

Crafting Higher Tier Hacking tools(T2, T3, T4) uses same materials as Tier 1 ie 5 Nickel and 10 Carbon

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001913)
GuyC_UK   
2019-03-16 18:14   

Could this be the cause of Having the tier 2 hacking tool only having 1 use and vanishes?


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1007 [Hellion] Bug minor always 2019-03-16 18:52 2019-03-18 16:30
Reporter: GuyC_UK Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Weapons do not harm Players
Description:

Only Melee attacks harm Players, Firing projectile weapons do not

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001914)
Sky173   
2019-03-16 19:45   

I can verify this.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1008 [Hellion] Bug minor sometimes 2019-03-16 19:58 2019-03-18 16:30
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Jump ends in the wrong location
Description:

Hellion 0.4.0 bug report - Jump ends in the wrong location

After jumping from Eridil to my station at Bethyr, the map shows I'm in the wrong location.
A relog appears to be 'the fix' for the problem. ( See video - https://youtu.be/DBQr_z6vdU8 )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1009 [Hellion] Bug minor always 2019-03-18 11:40 2019-03-18 16:11
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CBMs spawned without nanite cores
Description:

Spawned Cargo Bay modules does not have any nanite core in slot, and destroyed very quickly.

Tags:
Steps To Reproduce:

No items with ItemID 136 in DynamicObjects array.

Additional Information:
Attached Files:
Notes
(0001930)
Shomy   
2019-03-18 16:11   

This is going to be addressed with 0.4.1 release. All items were spawning in one module in the array of the blueprint.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
843 [Hellion] Bug minor always 2018-12-12 18:43 2019-03-18 16:08
Reporter: CheeseJedi Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Arges ship model visual defects
Description:

These are all minor glitches - some have existed a very long time - but I did want them catalogued for reference :)

  1. I noticed that the Arges' piloting screens poke out through the glass, visible from both the inside and outside (pictures 1, 2 and 3). This probably happened when the old piloting console was switched for the new style one.

  2. The main radar screen for the Arg is overly visible from outside - it's like it's not being drawn behind the glass. (visible in picture 1 but not picture 3!)

  3. Gap in ceiling when viewing piloting area from warp drive room - walk up to glass, turn around, then look up. (picture 4)

  4. Turret clipping through extended Air Filter enclosure. (picture 5)

  5. Hole in base of Warp Cell receptacle allows viewing down in to the cargo bay below. (picture 6)

  6. The oldest one! Piping in main deck next to Air Generator is not long enough to meet the 90 degree join in front of it. Visible back face culling effects are visible on the top of the pipe so it seems likely this was not intended. Been like this since early access release. Was jokingly blamed for some of Hellion 0.1 life support issues at the time by some members ;) (picture 7 and 8)
Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181212171421_1.jpg (219,628 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=788&type=bug


jpg

20181212171443_1.jpg (284,364 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=789&type=bug


jpg

20181212171639_1.jpg (179,494 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=790&type=bug


jpg

20181212172053_1.jpg (318,871 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=791&type=bug


jpg

20181212172024_1.jpg (252,912 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=792&type=bug


jpg

20181212172118_1.jpg (134,873 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=793&type=bug


jpg

20181212174037_1.jpg (242,948 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=794&type=bug


jpg

20181212174043_1.jpg (229,277 bytes) 2018-12-12 18:43

https://feedback.zerogravitygames.com/file_download.php?file_id=795&type=bug


jpg
Notes
(0001713)
Our Grid   
2018-12-14 20:29   

Nice posting!


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
830 [Hellion] Bug minor have not tried 2018-12-06 07:20 2019-03-18 16:06
Reporter: SadPandaa Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Warp animations and trajectory on nav map not visible.
Description:

Relogged after starting warp maneuver because on nav map I could not see my ship following red line and when centered on ship the camera did not follow.
Once logged back in the blue warp sphere was not visible, along with any warp timer or nav map trajectory. Video HERE

Tags:
Steps To Reproduce:

Only happened once, no indicators prior and game was running smoothly.

Additional Information:
Attached Files:
Notes
(0001717)
Our Grid   
2018-12-14 20:43   

Have seen the same thing as well after a client relog during warp.

Ship did complete the warp maneuver though.

Loss of Nav info and Warp VFX seemed only aberration - weird.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
891 [Hellion] Bug minor random 2018-12-19 18:16 2019-03-18 15:47
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Minor: Warping won't start
Description:

I selected a warp, where I had just one second between speed to low and low of fuel. When I selected this the warp won't start when the time is over.
When I move my target a bit so I have two seconds between speed too low and low on fuel, I was able to warp.

Tags:

minor, Steropes, warp

Steps To Reproduce:

Hard to reproduce with the information above. Might be a rounding problem?

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
881 [Hellion] Bug minor always 2018-12-16 23:21 2019-03-18 15:36
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Arges Elevator Smashing Players To Sides; Sometimes Injuring + Other Issues
Description:

Arges Elevator Smashing Players To Sides; Sometimes Injuring + Other Issues

1 - (Always) When you use the Arges Elevator, especially when docked, it smashes you to either side and can injure you on the way up (see pics)

2 - (Sometimes) When you go down the stairs of Arges Cargo bay you can get injured (pic)

  • Also, hopefully there is a plan in a future ship pass to fix the graphically anomalies documented elsewhere on this tracker, and fix the weird Aft of this ship - it has no Ass now! (lol) Use the space for? (Cyropod please?)
Tags:
Steps To Reproduce:

1 - Use the Arges Elevator, especially when it is docked.

2 - Run down the Arges stairs.

    • Pics
Additional Information:
Attached Files: 20181216131119_1.jpg (362,842 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=833&type=bug


jpg

20181216131137_1.jpg (284,404 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=834&type=bug


jpg

20181216131145_1.jpg (266,300 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=835&type=bug


jpg

20181216131212_1.jpg (246,087 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=836&type=bug


jpg

20181216141059_1.jpg (397,270 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=837&type=bug


jpg

20181216141014_1.jpg (424,849 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=838&type=bug


jpg

20181216130831_1.jpg (189,870 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=839&type=bug


jpg

20181216130918_1.jpg (251,195 bytes) 2018-12-16 23:21

https://feedback.zerogravitygames.com/file_download.php?file_id=840&type=bug


jpg

collapsible-door-500x500[1].jpg (37,316 bytes) 2018-12-21 21:19

https://feedback.zerogravitygames.com/file_download.php?file_id=854&type=bug


jpg
Notes
(0001747)
CheeseJedi   
2018-12-21 21:19   

Hi @Our Grid

The Arges issue with the sideways forces experienced when using the elevator when the ship is docked to an Airlock Module is an older known one. I don't know if there was a ticket previously for this one so it's good it's logged. Anchoring the Arges doesn't seem to have this effect, but there are/have been other elevator glitches in the past like ending up outside (usually due to network issues, often when at warp and resulting in being stranded...)

The 'skewer spikes' :) were added to prevent players entering the elevator when the platform was at the top and/or descending. I like the idea of the folding door and imagine it could look a bit like the attached inspirational image, although I doubt there's scope for adding things like this at this point in development, but who knows.

@Shomy This players 6th picture (looking down the stairs in the Arges cargo bay) and the issue they describe there is also present in the PSM on the stair/catwalk areas and you can sustain damage - like if you are sprinting down the stairs (falling) and cutting the corner a bit for example. Often takes 2-5 % of health off.

(0001761)
AAAlexander   
2018-12-23 23:02   

+1

(0001764)
LightningEagle   
2018-12-24 10:34   

even when anchoring the Arges it happens.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
858 [Hellion] Bug minor always 2018-12-15 18:08 2019-03-18 15:34
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Item Percentage Charge Incorrect After Server Restart, Until After Relog (Steropes)
Description:

Item Percentage Charge Incorrect After Server Restart, Until After Relog
-- This may be possibly for items on Steropes Shelves Only --

After you restart a server, and the first time client logs in, item states appear at extremes;

Warp cells at 100%, Repair gun at 0%, Both Visual and Inventory preview.

Relog the client, states return to normal.

Tags:
Steps To Reproduce:

Restart server.

Login, check item states visual and inventory they are 100% or 0%

Relog client.

States are correct.

Additional Information:
Attached Files: 20181215090246_1.jpg (186,483 bytes) 2018-12-15 18:08

https://feedback.zerogravitygames.com/file_download.php?file_id=807&type=bug


jpg

20181215090330_1.jpg (186,078 bytes) 2018-12-15 18:08

https://feedback.zerogravitygames.com/file_download.php?file_id=808&type=bug


jpg
Notes
(0001765)
LvlLord   
2018-12-26 10:56   

Had this problem today too on singleplayer.
The visuals of the warp cell was 100%, even the one in the warp engine.
The navgiation also showed 100%, but only allowed a jump to the "real" warp cell percentage. Maybe this will help to track the bug down.

(0001771)
CheeseJedi   
2018-12-27 12:57   

Sounds like the wrong health value being sent to the client, but not consistently. Perhaps being shortly after the server restart is a factor?


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
906 [Hellion] Bug minor random 2019-01-03 02:54 2019-03-18 15:33
Reporter: CenturySlayer Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Manually opened Door won't stay open
Description:

As the delay for doors are sometimes too long, sometimes you'd want to keep doors (e.g. in a long floor) open. Unfortunately this is riddled with some bugs.

  1. the "best" way to open a Door is to have it open in front of you, then close it manually, walk through (it wont close until you walk through), turn around, pull the second lever to open the (now closed) door.
    Alternativly you can open the door, walk back and then be faster than the reaction of the door... which feels not intended.

  2. Sometimes those doors switch back to automatic. I think I can confirm that its not always for a power shortage or some ingame related reason (pressure, undocking e.g.). Last time it happened after we warped away and came back.

  3. As we were IN the station, some doors randomly were closed and did NOT open automatically. Sometimes it was the same door 3 times, so it seems not to be because we pressed buttons twice (opening the door as mentioned in 1.).

As a suggestion: implement door controls in a station wide control panel (renaming, power, LS, Air, doors, docking clamps all together, maybe with a "top down" 2D grid to see which module is where)

Tags:
Steps To Reproduce:

maybe:
Open Doors manually as mentioned in 1. or 2., warp away or walk around a bigger base some. irregularities should arise.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
910 [Hellion] Bug minor sometimes 2019-01-09 19:28 2019-03-18 15:32
Reporter: Furian Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: grapping the ship pushes me away by lightspeed
Description:

so just bought this game, what an awesome start, was about to enter my ship to input the warpcore, grapped a hold on my ship to push the panel. then i was pushed away at hyperspeed, in 2 sec. I was 1km away from my skip.

Tags:
Steps To Reproduce:

reload the game, go get my warpcore go back to my ship try to grap it to stabalize, from time to time I get pushed away by lightspeed

Additional Information:
Attached Files: hellion superjetpack.png (1,864,470 bytes) 2019-01-09 19:28

https://feedback.zerogravitygames.com/file_download.php?file_id=868&type=bug


png
Notes
(0001925)
Shomy   
2019-03-18 15:31   

This is addressed with 0.4.1 release that will soon be live.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
988 [Hellion] Bug minor have not tried 2019-03-10 21:44 2019-03-18 15:27
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Raining warp cells
Description:

The server USE4 just rebooted (approx 4:30EST).

I logged in while standing in the fabrication module. Approximately fifty (50) warp cells 'exploded' from the center of my screen and fell to the floor. It was 'raining' warp cells. (see attached photo)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Raining_warp_cells.jpg (223,035 bytes) 2019-03-10 21:44

https://feedback.zerogravitygames.com/file_download.php?file_id=891&type=bug


jpg
Notes
(0001881)
Shomy   
2019-03-11 13:11   

Were they on the shelves and they fall off when you got back?

(0001892)
Sky173   
2019-03-11 22:22   

Just before the server restarted, I was standing in the FM making a warp cells. The server restarted and I logged in.

The moment I was in the server, the center of my screen 'exploded' with balls of light and warp cells went flying around the room. It was loud and startled the heck out of me.

(0001894)
Sky173   
2019-03-11 22:28   

I only had 1 in the ship and just made a fresh one. I had nothing on the shelves.

(0001895)
Sky173   
2019-03-11 22:31   

The four (4) you see on the shelf were part of the 'explosion' of cells. I picked some up and placed them on the shelf, then realizes I should take a screen shot before cleaning the mess. There were approx 50 in total.

(0001922)
Shomy   
2019-03-18 15:25   

This had some connection to the bug where stuff falls out of the shelves. This should not happen anymore since the way stuff is being loaded when the player starts the game has been changed which prevents this kind of situation. However, I will keep this ticket open just in case.

(0001923)
Shomy   
2019-03-18 15:27   

Forgot to mention it will be fixed with 0.4.1 release :)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
991 [Hellion] Bug minor sometimes 2019-03-11 17:26 2019-03-18 15:22
Reporter: codekestrel Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Warp exit point is not where warp course was set
Description:

Most common example is you will warp to a station (your own or NPC) and you will exit warp some way behind the station in orbit, requiring an additional warp or two. In the worst case, you can warp to another planet and come out of warp on the other side of the solar system, effectively stranding you.

Tags:
Steps To Reproduce:

To reproduce, warp to a location some distance away. May be more prevalent on more populated servers.

Additional Information:
Attached Files:
Notes
(0001890)
codekestrel   
2019-03-11 17:57   

enter image description here

(0001896)
Ziggy   
2019-03-12 10:38   

I confirm this is quite common. There are several variations, most common is a warp exit on (roughly?) the same orbit as the target but in the wrong position on the orbit. Distances can vary from 20km to thousands of km. Sometimes the exit is actually farther away from the target than the starting position.

At least 4 testers and numerous players have described this.

(0001921)
Shomy   
2019-03-18 15:22   

I saw this problem on my end as well, will need to investigate it further to find what the problem is.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
1005 [Hellion] Bug minor always 2019-03-15 21:18 2019-03-18 15:21
Reporter: kaihalsey492@yahoo.co.uk Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Modules disappearing when loading game or warping to other planets
Description:

hello, my modules disappearing when loading game or warping to other planets, this happens when i save the game and load back in all modules that i had would vanish, the only way around this would be to have my ship docked to the station, however all will vanish if i warp to another planet.

This has happened around 5 times now in my singleplayer game, anything from a singe reactor module left in orbit to a 5 module base being completely gone

Tags:
Steps To Reproduce:

saving, exiting then loading the save. also warping to another planet from start

Additional Information:
Attached Files:
Notes
(0001920)
Shomy   
2019-03-18 15:21   

Hello, this issues is not common as it's much as its happening to you. In my tests, I was unable to reproduce this. There are also other players who don't have the same issue as you have.
Can you tell me how much RAM memory does your system have, I think it might be the problem with loading type that your game has. But still, even if I changed load type manually I was unable to reproduce it.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
995 [Hellion] Suggestion minor always 2019-03-13 10:18 2019-03-13 10:18
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Ship's target display annoying behavior during range selection.
Description:

If you cycle radar range on ship current target selection can reset.
For example, if target on 24km distance, cycle through 10km will reset selection, forcing you to search it in list again and lose time.

Suggestion: change current target ONLY after up/down key press, even if radar range is not enough.

Tags:
Steps To Reproduce:

Select target on 20-50 km, cycle through all radar ranges, on 10km selection will be removed, and first available target selected.
IMHO current target must remain selected even if radar range not enough, and selection should be changed only on up/down keys.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
986 [Hellion] Bug minor sometimes 2019-03-10 19:22 2019-03-11 22:24
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Hellion 0.4.0 Bug Report - Teleportation bug
Description:

After disconnecting an airlock from the outpost, I exited the base. I was immediately teleported approximately 70 meters away from the place I should have been.
( video here : https://youtu.be/LwrIcwL39Gw )

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001883)
Shomy   
2019-03-11 13:19   

Will try to reproduce this to be able to see what the problem is. If you can tell me was the ship matched to the station before undocking?

(0001893)
Sky173   
2019-03-11 22:24   

Yes, the ship was matched to the station.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
990 [Hellion] Bug minor always 2019-03-11 08:22 2019-03-11 18:20
Reporter: ds Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Periodic client lag with equipped drill
Description:

Equip drill with canister and/or battery (drill should be in hands) and open inventory, you will see "flashing" on the paperdoll, helmet removed and equipped back each 2-3 seconds.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001887)
Shomy   
2019-03-11 13:32   

This was done in order to improve inventory management, character preview is updating in a separate thread, not as you move items. We will see if this can be fixed, but it's a low priority.

(0001891)
ds   
2019-03-11 18:20   

Paperdoll usually updated only on items equip/unequip, not by timer.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
992 [Hellion] Suggestion minor always 2019-03-11 17:35 2019-03-11 17:35
Reporter: codekestrel Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Derelict stations outside of Bethyr have a very short lifespan
Description:

Currently it isn't worth the effort for me to travel to other planets to find tech because when I get there most (if not all) of the stations and modules are in a rapid decay. I went to Hirath twice for example, and both times the first station I entered blew up within 20 seconds of me entering it.

While I know that you can inspect modules from the outside to estimate how long they will live, doing so, while also being forced to skip potential looting spots is beyond challenging, and simply straining, and no longer enjoyable.

I suspect this only happens so frequently outside of Bethyr because the radiation and debris damage is high enough to rapidly burn through whatever cores those derelicts had. I would recommend that until a better solution/tuning is figured out, that the rate in which a module decays without a nanite core, is returned to the same duration as during Rude Awakening.

Tags:
Steps To Reproduce:

Play the game naturally for roughly 3 hours preparing for a trip to Hirath, and visit the station to loot them.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
978 [Hellion] Bug minor have not tried 2019-03-08 17:26 2019-03-11 13:45
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Hellion 0.4.0 Bug report - stuck hand
Description:

Hand stuck in 'hold-item' position after crouching, zooming, and hacking a door lock. See video for details.

https://youtu.be/yViO0qegRGI

Tags:
Steps To Reproduce:

Crouch, Zoom, and hack lock while remaining in those states.

Additional Information:
Attached Files:
Notes
(0001871)
Sky173   
2019-03-08 17:46   

Please Not - to fix, grab another object and release it.

(0001888)
Shomy   
2019-03-11 13:45   

This is connected to the bug with the double use of the hacking tool on doors when this bug gets fixed 0000981 this one will also be resolved.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
984 [Hellion] Bug minor always 2019-03-10 14:43 2019-03-11 13:23
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: No Loot on derelicts
Description:

I have visited 5 or 6 derelicts and not one of them had any loot other than a nanite core. I was running low on O2 and I was unable to jump back to Haven because of the planetary alignment, I thought i'd push on to the next derelict to find some O2 but nothing I visited had any. I had to revert to an earlier save to avoid suffication.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001884)
Shomy   
2019-03-11 13:23   

Thank you for the report, we noticed this and it's on our top priority list to fix. More info when the patch will drop will be announced this week.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
985 [Hellion] Bug minor have not tried 2019-03-10 17:47 2019-03-11 13:21
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Hellion 0.4.0 bug report - Ship and/or station position change
Description:

After the server restarted (USE4),part of the Steropes was inside the airlock. Either the ship or the station changed position after the restart.

I usually 'park' the ship and speed match to the station (5-10M away) with the doors lined up. It's easier to enter/exit the base. After a server restart, the ship was inside the airlock, preventing me from exiting.

I had to undock the FM to exit the base, then reassemble the module afterwards.
(Video Here: https://youtu.be/GFQ1ijq-bvU)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001877)
Sky173   
2019-03-10 17:57   

If it helps, this is my base setup at the time this was recorded:
http://gametools.online/hellion/hsp/#bmeipaha


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
989 [Hellion] Bug minor always 2019-03-11 00:42 2019-03-11 13:03
Reporter: Valen Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Oribital elements entries in navpanel shown incorrectly and corrupted on entry
Description:

Playing in singleplayer mode.
Steropes disconnected from Haven and preparing for jump to custom orbit. Trying to enter specific orbital elements. I notice the values of all orbital elements have a double 0 trailing them, as if they are 100 times larger. Specifically the angles are beyond 360 degrees and a decimal point is lacking.

Tags:
Steps To Reproduce:

After entering a specific value (apo/peri distance) and acknowledging with Enter key (or left clicking the number) the actual value is multiplied by 100. Left clicking the number again results in a larger number 894736470km. Which happens to be the same value as when stretching the R-node to it's furthest apo-distance. If I click the orbital element below to enter that one, the previous line is changed (by a factor of 100 it appears)

Same happens to angle orbital elements. They are shown 100 times larger after acknowledgement with Enter. When the angle below it is left clicked the previous one is multiplied by 24. (intial angle entered is 15 degrees, 1500 degrees is shown. After clicking next orbital element the one above changes to 36000)

Additional Information:
Attached Files:
Notes
(0001879)
Shomy   
2019-03-11 13:03   

@Valen thank you for the report, I will check this out to see what the problem is and we will fix it.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
559 [Hellion] Bug minor sometimes 2018-08-28 05:37 2019-03-09 17:38
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: test Product Version: 0.2.9  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Glitched into space
Description:

Every time I left the Steropes, I was stranded in space. See video link below.
https://youtu.be/pHa7kDHgJqg

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001670)
Shomy   
2018-12-06 12:21   

This was also solved in 0.3.0 build, should not happen anymore.

(0001873)
Sky173   
2019-03-09 17:38   

This bug is back and never really left completely.

It happened two days before the release of 0.4.0.
It did happened a couple times in .3.0 but not as frequent as prior versions.

Regardless, it happened again on launch day of 0.4.0, although my body wasn't doing the 'jello' effect. I was orbiting Bethyr at the Knossos station returning to my ship when I was suddenly placed in a different spot around Bethyr, no ships in sight.

I'll try to capture video and post again.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
550 [Hellion] Bug minor always 2018-07-25 19:16 2019-03-09 04:04
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.2.9  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Client freezes while engine burn attached to large base
Description:

While attached to my base and doing an engine burn in the Arges, select the map and the client freezes. I have not tried this with a smaller base yet. This is on the multiplayer servers (USE4).

https://youtu.be/h1vkmdhNJ8I

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001666)
Shomy   
2018-12-06 11:59   

Is it possible to retest this in the new build? there were many changes done to the game logic so this might have been fixed.

(0001872)
Sky173   
2019-03-09 04:04   

Hey Shomy,

I just noticed that you responded to some of the bugs I've posted. I didn't get any notification that you responded, so I'll check my spam folder in my email to see if your responses are going there.

As of 0.3.30, I can verify that this WAS still an issue. It was most notable as more modules were connected.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
979 [Hellion] Bug minor sometimes 2019-03-08 20:43 2019-03-08 20:43
Reporter: Sky173 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Hellion 0 4 0 Bug report - Station desync issues
Description:

After exploring some bases around Bethyr, I arrived at my base to see it not showing correctly. My base modules are missing/broken. A re-log fixes the issues.

See video below (5 min, 36 sec):
https://youtu.be/FVjKWlrT2BY

Tags:
Steps To Reproduce:

What I did to reproduce this:

    • Jump away from base
    • Explored Bethyr for 1.5 hours
    • Return to base
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
975 [Hellion] Bug minor always 2019-03-07 22:08 2019-03-08 17:34
Reporter: Cortana_KI Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Ship's pushing it in the opposite direction.
Description:

every time you accelerate in the ship you will be pushed in the other direction I have already cost several stationsteile

tested on EU west 3 and on private servers

that shouldn't happen

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001870)
Sky173   
2019-03-08 17:34   

I can verify. This also happened in the previous version.

When you move the ship, you will go in the opposite direction for the amount of time you hold the directional button. The moment you release, you 'slingshot' in the direction you intended to go originally.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
977 [Hellion] Bug minor always 2019-03-08 16:50 2019-03-08 16:50
Reporter: joker169 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.4.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Dedicated server [ERROR] Object reference spam in log
Description:

[ERROR] Object reference not set to an instance of an object.
at ZeroGravity.Extensions.ToVector3D(Double[] arr) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Extensions.cs:line 67
at ZeroGravity.Objects.Asteroid.LoadPersistenceData(PersistenceObjectData persistenceData) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Objects\Asteroid.cs:line 314
Asteroid.cs Ln 314 Col 17

Tags:
Steps To Reproduce:

This is an upgrade from previous HELLION_Dedicated.exe via Steamcmd, which had no issue. Started server with same settings.

As a note, the spam stops once a blank/new save file is provided. But any of the previous saves causes this spam.

Additional Information:
Attached Files: output_log.txt (798,351 bytes) 2019-03-08 16:50

https://feedback.zerogravitygames.com/file_download.php?file_id=890&type=bug

There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
976 [Hellion] Bug minor always 2019-03-08 03:49 2019-03-08 03:49
Reporter: ToxicPig Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: version is 0.4.0 - cannot start dedicated server
Description:

output.log error:

**** MAIN EXCEPTION ****
2019/03/08 02:44:59.3334 - [ERROR] Could not load file or assembly 'BulletSharp.dll' or one of its dependencies. The specified module could not be found.
at ZeroGravity.BulletPhysics.BulletPhysicsController..ctor()
at ZeroGravity.Server..ctor() in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Scripts\Server.cs:line 346
at Program.Main(String[] args) in C:\Program Files (x86)\Jenkins\workspace\Hellion\Server\GameServerConsole\Program.cs:line 150
Program.cs Ln 150 Col 17

Tags:
Steps To Reproduce:

run the hellion_dedicated.exe and the above error results. looks like a path errantly left in the code somewhere.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
968 [Hellion] Bug minor always 2019-03-03 22:12 2019-03-03 22:12
Reporter: shibby Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: see 0000528: Single player mode stuck on loading
Description:

Same issue as in this report:

0000528: Single player mode stuck on loading

Tags:
Steps To Reproduce:

Start single player

A game is stuck on loading.

Additional Information:
Attached Files: output_log.txt (9,737 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=883&type=bug


output_log-2.txt (359 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=884&type=bug


output_log_backup.txt (359 bytes) 2019-03-03 22:12

https://feedback.zerogravitygames.com/file_download.php?file_id=885&type=bug

There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
948 [Hellion] Bug minor N/A 2019-02-22 22:57 2019-02-22 22:57
Reporter: Veion315 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Game freeze then crash
Description:

Playing single player sandbox. After approx 10 to 15 min in game, it will freeze up. I have left alone for as long as an hour, still frozen. I have to do a hard start on my computer to clear the freeze. Running a stock dell g7 laptop. No issue on any other game. Tried running it a lowest graphic setting. Still freezes. Will also kinda freeze up, for like a one or two, when I manually save. I love this game. It's great for the 15 min it works. Please help me

Tags:
Steps To Reproduce:

Everytime I play will freeze. Only play single sandbox.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
932 [Hellion] Bug minor always 2019-02-06 19:56 2019-02-06 19:56
Reporter: Inumeru Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: persistant turret noise
Description:

loud annoying bang/chirp noise coming from turret after it get place. sound persist even after turret is removed and will persist until you re-log.

Tags:
Steps To Reproduce:

place a working turret into a turret mounting location that has power.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
917 [Hellion] Bug minor always 2019-01-24 07:50 2019-01-24 07:50
Reporter: spanky Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Can't undock 2 airlocks
Description:

If you connect 2 airlocks together with the 2 outer doors connected, you cannot undock them. The undocking lever on both is inactive and cannot be pulled so the docked airlocks cannot be separated and used elsewhere.

Tags:
Steps To Reproduce:

Dock 2 airlocks together so that the outer doors are facing inward and the inner doors are facing outward then try to undock them.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
916 [Hellion] Bug minor always 2019-01-20 23:46 2019-01-20 23:46
Reporter: spchancey Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Stuck in Cryo Pod
Description:

I am Stuck in the cryo pod even on unofficial servers

Tags:
Steps To Reproduce:

log out log back in?

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
915 [Hellion] Bug minor always 2019-01-19 12:07 2019-01-19 12:07
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Heart of Stone QWuest Bugged
Description:

I'm unable to get past checking the terminal at Limbo, I have powered up the section but when I check the terminal the quest doesn't move to the next phase

Tags:
Steps To Reproduce:

access terminal

Additional Information:
Attached Files: 2019-01-19-09-58-06.rar (916,718 bytes) 2019-01-19 12:07

https://feedback.zerogravitygames.com/file_download.php?file_id=874&type=bug

There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
914 [Hellion] Bug minor always 2019-01-18 09:49 2019-01-18 09:49
Reporter: NoScape Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Helmet, jetpack, jetpacks stats on hud and tips disappears
Description:

SP, civilian scrapyard near Burner. When I go out to docking port B, there's tiny glitch and after that helmet and jetpack has disappeared. Also tips and jetpacks stats disappears too. Reloading game doesn't have any effect. This bug appears only, if I go out to docking port B using this door first time (I go in scrapyard using another door). If I go in scrapyard using this door, bug doesn't appear even if I go out using same door. I tried this several times.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
911 [Hellion] Bug minor always 2019-01-12 18:51 2019-01-12 18:58
Reporter: alekseyburakov Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Не запускается одиночная игра
Description:

При запуске одиночной игры появляется сообщение об ошибке и игра виснет
enter image description here

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: Ошибка.jpg (133,695 bytes) 2019-01-12 18:52

https://feedback.zerogravitygames.com/file_download.php?file_id=869&type=bug


jpg

output_log.txt (359 bytes) 2019-01-12 18:54

https://feedback.zerogravitygames.com/file_download.php?file_id=870&type=bug


output_log_backup.txt (359 bytes) 2019-01-12 18:54

https://feedback.zerogravitygames.com/file_download.php?file_id=871&type=bug


output_log-2.txt (9,808 bytes) 2019-01-12 18:54

https://feedback.zerogravitygames.com/file_download.php?file_id=872&type=bug


Брандмаузер.jpg (423,490 bytes) 2019-01-12 18:58

https://feedback.zerogravitygames.com/file_download.php?file_id=873&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
909 [Hellion] Bug minor always 2019-01-09 14:09 2019-01-09 14:24
Reporter: megs Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: brutal back to windows after starting new solo/multi game
Description:

context :
steam / install
automatic config / changing language to FR and key assignements
( video simple or good config with nvidia configured to launch game on performance 760M /alienware 16Gb memory machine).
BUG
after complet install, launching game load perfectly launcher and menu options. But when choosing to start any game mode make game hang and back to windows without warnings ( during the firsts percent of loading).

tryed
verifying integrity of gamefiles from steam tools -> no changements.

Tags:

client crash

Steps To Reproduce:

trying to launch any new party ( solo/multi)

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
908 [Hellion] Suggestion minor have not tried 2019-01-06 00:56 2019-01-06 00:56
Reporter: Thales Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Limit Framerate
Description:

There should be framerate limiter. FPS goes up to hundreds in menu or in game in some cases that cause GPU unnecessarily heated.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
907 [Hellion] Suggestion minor always 2019-01-04 03:35 2019-01-04 03:35
Reporter: CenturySlayer Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Airlock Gravity wont change even if modules (with gravity) on both sides
Description:

As mentioned in the title, being able to walk in a CBM airlock shows, that this is possible. maybe make 2 airlocks connected behave the same way?

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
905 [Hellion] Bug minor have not tried 2019-01-01 20:39 2019-01-01 20:39
Reporter: CenturySlayer Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Docking Haven to Haven produces a kind of "same polarity Magnet effect"
Description:

As a mate and I tried to dock 2 Havens together (port A to Port A) we experienced an effect (intentional from DEV?) that prohibited us to dock them.
I am fairly sure that this was without other control issues (like random offset or such that are resolved with a relog).
I was heading straight (just thrust per "w", no lat. offset) onto the port with the haven module (not sure if in ship or docking control of Haven Module).
At some point (several times, around 5m away) the Module started getting random control inputs. it felt like the effect of 2 magnets you try to push together with both facing the same polarity to each other. We had this on 2 servers, after that we just got rid of the second Haven (cause it felt that the Airlock you get from Tutorial was bugged too and thus we abandoned all "2nd player stuff")

Tags:
Steps To Reproduce:

2 Haven Modules
both docked with their Starter Airlocks
at least one docked Starter Ship on corresponding Airlock
(I think) the other one docked on Haven Module...)

Try to dock "Docking Port A" (Haven 1) into "Docking Port A" (Haven 2)
Use either Ship Docking Controls or Haven Docking Controls (I think it was Haven...)

It should behave eradically at close proximity

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
904 [Hellion] Bug minor always 2019-01-01 19:56 2019-01-01 19:56
Reporter: Thales Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Tab (Inventory) key doubles itself
Description:

Frequently, when I press tab key to access my inventory, game decides like -I pressed tab key two times very quickly-. This opens my inventory then closes it and cause problems. It tends to happen more likely when environment is dense with objects.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
901 [Hellion] Bug minor always 2018-12-27 20:13 2018-12-27 20:13
Reporter: CheeseJedi Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Spelling errror - Everest Station Poster
Description:

Spelling error on the poster when visible in the inventory - see attached snip.

Perhaps a problem within localisation, as it doesn't look like it's coming from the DynamicObjects.json file?

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: image.png (89,741 bytes) 2018-12-27 20:13

https://feedback.zerogravitygames.com/file_download.php?file_id=867&type=bug


png
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
897 [Hellion] Suggestion minor N/A 2018-12-24 10:28 2018-12-27 12:55
Reporter: LightningEagle Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Warp setup
Description:

It would be nice, if we can see the hole warp line. From the point of departure to the arriving orbit.
Now i can only see the orbit of the arriving point. And i want to know for sure that i don't hit a planet or someting els in my warp thats causing death.

Tags:
Steps To Reproduce:

n.v.t

Additional Information:
Attached Files:
Notes
(0001768)
CheeseJedi   
2018-12-27 12:29   

Click the My Ship button.

You will need to re-select the warp (W icon) once you've moved away from the end point, before you can initialise it. I regularly do this check prior to departure - it's responsible piloting! :)

(0001770)
CheeseJedi   
2018-12-27 12:55   

Actually I'd like to take the momentum @LightningEagle has started here and make a related suggestion:

In previous versions of Hellion's Nav Map you could click the icons next to the departure/arrival timers and the nav map camera would jump to the selected end of the planned maneuver, without interrupting the warp setup screen.

Currently we have to select My Ship (which de-selects the warp and requires re-selecting) to see the exit trajectory is clear.

It would be nice if we could have this previous functionality back :)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
899 [Hellion] Bug minor N/A 2018-12-25 21:08 2018-12-27 12:50
Reporter: Thales Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Echoes of the past, replace Power Coupling and Signal Amplifier
Description:

Hello,

In the quest, "Echoes from the past", I found both Power Coupling and Signal Amplifier. They didn't appear in my inventory. But the quest moved on and told me replace Power Coupling and Signal Amplifier. I went to the quest place but I couldn't replace any of them.

I exit the game and tried to find help but I found this bug report page. Before I submit this as bug, I load the last save to try again, this time I managed to replace both parts (but they still weren't in my inventory).

In short, reloading the last save fixed it.

I'm new to the game, I bought it yesterday and I love it already. Thank you for making a realistic space survival game.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001769)
CheeseJedi   
2018-12-27 12:48   
(Last edited: 2018-12-27 12:50)

Hi @Thales - glad you're enjoying the game! :)

The Power Coupling and Signal Amplifier are not 'inventory' items - there's no physical representation of these items beyond seeing the pick up and install animations.

When you interact with one to 'pick it up' an animation plays and that part of the quest is completed, allowing you to progress. Same with installing them.

If a player had to have a physical item and died, loosing it, or perhaps not enough space to pick the item up in the first place that would be bad for progressing the quest. This way once you've 'picked up' the item it doesn't matter how many untimely deaths you suffer, that item is not at risk of being 'lost'.

There are a few bugs remaining in the new quest system and the time honoured Hellion tradition of 'doing a relog' applies in many cases. This also applies to Single Player mode - the equivalent is quick-save, then quick load. This resets the game client if it's got out of sync with the server (SP mode has a local server that's automatically set up - can still get out of sync)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
900 [Hellion] Bug minor always 2018-12-26 11:46 2018-12-26 19:57
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: NAV map numbers: missing decimal point
Description:

I first thought this is a general bug and already known, but on screenshots from other I see they don't have this problem.
In my nav-map the decimal point of all numbers (and also the m from km) is missing.

I did some tests and it seems to have something to do with the computer region format.

I have an english windows 10 but I'm using the german language package.
When the region format (in date, time and number settings) are set to "Deutsch (Deutschland)" (german, germany), I won't see the decimal points in the nav map.
When I change the region format to "Englisch (Vereinigte Staaten)" (english, USA), the decimal points are back.
It does not seem to be influced by the number format settings alone. When I change them to the english format when the region is set to german, the points are still missing.

Tags:

minor, nav-map

Steps To Reproduce:
Additional Information:
Attached Files: 20181226113506_1.jpg (234,789 bytes) 2018-12-26 11:46

https://feedback.zerogravitygames.com/file_download.php?file_id=865&type=bug


jpg

20181226112338_1.jpg (327,648 bytes) 2018-12-26 11:46

https://feedback.zerogravitygames.com/file_download.php?file_id=866&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
898 [Hellion] Bug minor always 2018-12-24 10:45 2018-12-24 10:45
Reporter: LightningEagle Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Quests not updating
Description:

When we where playing, and expanding our base we are also doing quest steps, but if you play to long in one go, the quest will not update once on location. And you have to relog. and thats a pain in the ass. we are wasting oxygen because we have to relog, in order to get that quest step compleet.

Its by almost all the quest steps.

Please fix this.

Tags:
Steps To Reproduce:

In most cases if you play for a long time, the quest stops updating so you have to relog.

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
770 [Hellion] Bug minor random 2018-11-25 12:57 2018-12-23 17:26
Reporter: Ziggy Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.3.0d  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Orbit of Home base broken (like straight-line bug)
Description:

Trying to navigate back to Home base was impossible. From Archon my base was unreachable. It was previously in a custom Bethyr orbit, but this had turned into an arc (see pic). I tried warping to it twice, but it never appears on the radar at any range.

The effect is the same as with the straight-line orbit, but a little different. Hence a new bug report.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181125115108_1.jpg (145,419 bytes) 2018-11-25 12:57

https://feedback.zerogravitygames.com/file_download.php?file_id=731&type=bug


jpg

20181126164156_1.jpg (131,349 bytes) 2018-11-26 17:47

https://feedback.zerogravitygames.com/file_download.php?file_id=734&type=bug


jpg

2018-12-23-15-40-33.zip (1,818,066 bytes) 2018-12-23 17:09

https://feedback.zerogravitygames.com/file_download.php?file_id=860&type=bug


20181223134035_1.jpg (246,467 bytes) 2018-12-23 17:09

https://feedback.zerogravitygames.com/file_download.php?file_id=861&type=bug


jpg

20181223154025_1.jpg (206,278 bytes) 2018-12-23 17:09

https://feedback.zerogravitygames.com/file_download.php?file_id=862&type=bug


jpg

2018-12-23-15-24-06.zip (1,832,245 bytes) 2018-12-23 17:14

https://feedback.zerogravitygames.com/file_download.php?file_id=863&type=bug

Notes
(0001555)
Shomy   
2018-11-26 12:37   

You seem really good with making this bug appear :D Can you make a screenshot with the custom orbit that you did make for your outpost? I want to try to reproduce this so that we can see what is going on. We made a change for straight-line orbit so this is probably because of it.

(0001564)
Ziggy   
2018-11-26 13:50   
(Last edited: 2018-11-26 17:47)

I don't have a screen of the actual orbit, and I can't remember clearly. It would definitely be a fairly circular polar orbit around Bethyr. That's all I can remember :/

I have scraped my memory modules for fragments and I think the orbit was close to the custom one in the pic below:

(0001571)
Zorz   
2018-11-27 11:32   

so u retested the line-flat orbit bug or not? oO

u did the same steps which are need to reproduce line-flat orbit? if not why u mention line-flat orbit bug?

is it the same or not?

is this a duplicated bug report or not?

because line flat was shark toothed befor.. so if this bug happen by the same way the line-flat orbit happen, than it's the same bug and no need to duplicte it.

(0001573)
CheeseJedi   
2018-11-27 12:58   
(Last edited: 2018-11-27 12:59)

@Zorz I re-rested warping to an orbit of a parent body where the warp exit point was within the gravity influence of a child body (Broken Marble) and on the most recent build I correctly ended up on a doomed orbit of BM rather than a straight line. That seemed fixed, based on the steps I documented to create it in the previous build.

@Shomy It may be that the same / a similar issue can be encountered without the warp maneuver - was the work-around part of the warp maneuver itsself or tied to a more general level within the game?

In other words if an object is on an orbit of it's parent that at some point in the future will intersect with a child celestial body's gravity well, triggering an SOI change, would that be picked up by the temporary work-around?

I wonder if that is what is repeatedly happening to Ziggy's station?

(0001581)
Zorz   
2018-11-27 20:08   

@cheese

oh ok, i asked because u could make the line-flat orbit looks like a bow-orbit in previous builds too, by just using the Engine/RCS while in line-flat orbit.. ;)

(0001757)
Havoc-Dadelous   
2018-12-23 17:09   

I think I have a similar issue (0.3.0) Haven seems to have adjusted to a doomed orbit. A reload doesn't solve the issue. I haven't intentionally done anythiong to my base, I was simply returning with a PSM. I have attached Pics and the save

(0001758)
Havoc-Dadelous   
2018-12-23 17:14   

Looks like it heads to burner and then the orbit decays

(0001759)
Havoc-Dadelous   
2018-12-23 17:26   

I have just gone back through my saves and it looks like it could be server related


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
874 [Hellion] Suggestion minor always 2018-12-16 22:01 2018-12-21 23:48
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: FM - Fabrication Module - Please Add Fire Extinguisher Hanger (pic)
Description:

FM - Fabrication Module - Please Add Fire Extinguisher Hanger

Please add a hanger here (excuse my cheap photo skills)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181216103327_1.jpg (335,325 bytes) 2018-12-16 22:01

https://feedback.zerogravitygames.com/file_download.php?file_id=822&type=bug


jpg
Notes
(0001753)
CheeseJedi   
2018-12-21 23:48   

Yes that's where I'd like it. :)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
264 [Hellion] Bug minor always 2018-03-14 23:59 2018-12-21 23:13
Reporter: Doubleumc Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: investigating Product Version: 0.2.7  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Injectors have no effect on air generators
Description:

The different tiers of resource injectors display differing resource cost reductions. However when placed in an air generator the injector does not reduce the quantity of gas consumed compared to the quantity of air produced. When tested with no injector, a t1, t2, or t4, all the available air generators always produced the same amount of air when limited by input gas. For 20 o2 and 80 n2 the outpost produced 0000072:0000036 air, the LSM 0000076:0000040, and the ship 0000113:0000100.

Tags:
Steps To Reproduce:
  1. Get a module with an air generator device such as an OUTPOST, an LSM, or an ARC.
  2. Place a measured amount of gas into the device. I used 20 o2 and 80 n2.
  3. Let the device run until empty and measure the increase in air stored.
  4. Repeat steps 2 & 3 with no injector or a different tier of injector.
Additional Information:
Attached Files: hellion air generator test data.txt (424 bytes) 2018-03-14 23:59

https://feedback.zerogravitygames.com/file_download.php?file_id=210&type=bug

Notes
(0000469)
Shomy   
2018-03-16 13:23   

Looking into this one!

(0000472)
Doubleumc   
2018-03-16 17:06   

Looks like part of the description got parsed. Last sentence should read "... the outpost produced about 36 air, the LSM about 40, and the ship about 100."


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
878 [Hellion] Suggestion minor always 2018-12-16 22:56 2018-12-21 23:10
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: FM - Fabrication Module - Please Make Recycler Toggle On/Off - Stop door spam
Description:

FM - Fabrication Module - Please Make Recycler Toggle On/Off - Stop door spam

Instead of Opening/Closing the Recycler door 900 times, can we just have the Recycler in the FM be a toggle On/Off?

Once on it will accept items until buffer full, then auto off, or you can Turn off to Close it.

Would be great to have rollers which make a grinding sound.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181215110926_1.jpg (368,620 bytes) 2018-12-16 22:56

https://feedback.zerogravitygames.com/file_download.php?file_id=830&type=bug


jpg

20180126203716_1.jpg (217,885 bytes) 2018-12-21 23:08

https://feedback.zerogravitygames.com/file_download.php?file_id=855&type=bug


jpg

20180210223155_1.jpg (335,195 bytes) 2018-12-21 23:08

https://feedback.zerogravitygames.com/file_download.php?file_id=856&type=bug


jpg

20180210224426_1.jpg (277,215 bytes) 2018-12-21 23:08

https://feedback.zerogravitygames.com/file_download.php?file_id=857&type=bug


jpg
Notes
(0001751)
CheeseJedi   
2018-12-21 23:08   
(Last edited: 2018-12-21 23:10)

A very similar concept was tried in the test builds - see attached pic #1. Sadly I don't have a pic with the grinders exposed. This was tested in the Outpost module along with the wall mounted single item variant we have now and was prior to the unveiling of the FM.

The panels opened and revealed a pair of grinders in to which you simply dropped items. They were no good for getting rid of corpses though, sadly - pic #2 They were also pretty deadly themselves, being in the floor.

I'd like to see this sort of bulk recycling function return somehow (not in the Outpost) as it makes recycling a lot quicker and riskier (there was an awesome death message screen for it - pic #3) :)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
893 [Hellion] Suggestion minor N/A 2018-12-20 20:27 2018-12-21 22:57
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: T section to line up
Description:

I have tried to build my base in a particular way and have been foiled by the T-Section, it's not square and doesn't line up. I think I might be having a similar "misfit" with the command section (4-way command / base section)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181220191759_1.jpg (267,198 bytes) 2018-12-20 20:27

https://feedback.zerogravitygames.com/file_download.php?file_id=850&type=bug


jpg

20181220193955_1.jpg (282,007 bytes) 2018-12-20 20:40

https://feedback.zerogravitygames.com/file_download.php?file_id=853&type=bug


jpg
Notes
(0001750)
CheeseJedi   
2018-12-21 22:57   

Hey @Havoc-Dadelous this issue is known and falls under a more general problem where the modules don't align to a common grid.

I'm linking this to the current ticket 0000555


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
555 [Hellion] Bug minor always 2018-08-14 08:15 2018-12-21 22:57
Reporter: Wildman Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: acknowledged Product Version:  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: 0.2.9 - Base sections do not connect
Description:

Always, if the player is attempting to connect modules from CM, A to C to create a base loop (continual loop from CM port A to CM port C), all the CTM, SPM, CIM etc. can never connect. All modules should be symmetrical so that the player can combine different types of modules together to create one or more loops within the base corridors. Currently all ports connected from the CM ports must run in linear directions until dead ending to space.. This is a huge problem, players should be able to have large bases that can interconnect to imerse the player in the game by creating sections of a base that eventually loops back to the CM module.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: CTM to CTM.jpg (224,069 bytes) 2018-08-14 08:15

https://feedback.zerogravitygames.com/file_download.php?file_id=515&type=bug


jpg

Problem1.jpg (303,448 bytes) 2018-08-14 08:15

https://feedback.zerogravitygames.com/file_download.php?file_id=516&type=bug


jpg

Problem2.jpg (260,732 bytes) 2018-08-14 08:15

https://feedback.zerogravitygames.com/file_download.php?file_id=517&type=bug


jpg

Problem3.jpg (308,239 bytes) 2018-08-14 08:15

https://feedback.zerogravitygames.com/file_download.php?file_id=518&type=bug


jpg

Problem4.jpg (301,395 bytes) 2018-08-14 08:15

https://feedback.zerogravitygames.com/file_download.php?file_id=519&type=bug


jpg

image.png (897,288 bytes) 2018-12-06 17:33

https://feedback.zerogravitygames.com/file_download.php?file_id=776&type=bug


png
Notes
(0001081)
Zorz   
2018-08-16 10:29   

this isn't a bug ^^

sections are correct, but u try to dock it wrong.. because u try to combine different modules, which isn't possible atm ^^

sugestion is already there:

https://feedback.zerogravitygames.com/view.php?id=294

but as i said in the other thread, i would prefer a NEW module which can be adjusted in lengh..

so there will be no need to adjust each module, u simply need thes adjustable module, u can sell it as a new ingame feature, and all possible rings can be docked, because the "adjustable module" can take place near everwhere.

or we get a possibility to shorten or extent the modules by ourself with the welding tool. this feature can be selled as a feature too..

or maybe both.. ;)

"and befor adjusting maybe bring possebilitys into play to shorten or extent a corridor by needed width and all problems are solved ;)"

(0001083)
Wildman   
2018-08-25 09:07   

I think it is Zorz…. The player should be able to connect the base together as shown above. Unless you work for ZG, let them tell me that, thank you very much

(0001669)
Shomy   
2018-12-06 12:18   

Problem is in level design of the modules it was not done in grid, it will be a lot of work to make a grid module design, but it is not impossible. We are thinking about it.

(0001687)
CheeseJedi   
2018-12-06 17:33   
(Last edited: 2018-12-06 17:34)

@Shomy thanks for the update - I hope this gets addressed eventually. :)
I just wanted to add the following old picture (not mine) for reference on this issue as it highlights the problem well.

(0001749)
CheeseJedi   
2018-12-21 22:57   

Linking new issue - 0000893 T section to line up


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
853 [Hellion] Suggestion minor always 2018-12-15 14:31 2018-12-21 22:28
Reporter: ToriHanzo Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: QA - Update for Server Browser - client side fix - to avoid player panic mode.
Description:

Today the game client will list all available servers as soon as it gets the list from the main server.

It seems that in some cases (maybe on game application restart) the game will list all cashed servers as "Offline" by default and not show any of them as "Online" until it receives a new updated list from the "Main Server"
This have caused a few players to enter "Panic Mode" and scream in the support chats.
Example:

BraveHeartHellionToday at 5:56 AM
WARNING ALL SERVERS OFFLINE NOW !!!

ringarang11/29/2018
OOf all the servers just went offline for me

My suggest is adding another possible "State" to the server list.
An unknown state, a state that we used whenever a game is restarted or if servers are listed before the status update is received.

It could be anything like "Waiting for Status update", "Waiting for update", "Loading", "Unknown" or anything that adds quality to the information the player sees.

Best Regards
Me

Tags:

All Servers Offline, Offline, Server Browser

Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001748)
CheeseJedi   
2018-12-21 22:28   

+1 from me.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
894 [Hellion] Bug minor always 2018-12-20 20:28 2018-12-21 20:22
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Disappearing light in Steropes
Description:

Disappearing light in Steropes

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181220175226_1.jpg (321,316 bytes) 2018-12-20 20:28

https://feedback.zerogravitygames.com/file_download.php?file_id=851&type=bug


jpg

20181220175228_1.jpg (320,123 bytes) 2018-12-20 20:28

https://feedback.zerogravitygames.com/file_download.php?file_id=852&type=bug


jpg
Notes
(0001746)
CheeseJedi   
2018-12-21 20:22   

Duplicate issue, linking.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
832 [Hellion] Bug minor always 2018-12-06 18:38 2018-12-21 20:22
Reporter: CheeseJedi Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Steropes Storage Room overhead light model draw cut off distance too short.
Description:

The light in the ceiling of the Steropes#s Storage Room disappears when looking at it from below and crouching, or moving away from it by a few metres.

Pic 1 looking at the turret in my ship, light model is visible.

Pic 2 Tilted head upwards and the light model disappears.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181206173511_1.jpg (353,801 bytes) 2018-12-06 18:38

https://feedback.zerogravitygames.com/file_download.php?file_id=777&type=bug


jpg

20181206173513_1.jpg (376,457 bytes) 2018-12-06 18:38

https://feedback.zerogravitygames.com/file_download.php?file_id=778&type=bug


jpg
Notes
(0001688)
CheeseJedi   
2018-12-06 18:40   

The other lights in this ship don't have this behaviour.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
875 [Hellion] Suggestion minor always 2018-12-16 22:30 2018-12-19 15:51
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Steropes - Please Add Warp Cell Box & Poster Slot (QoL Stuff)
Description:

Steropes - Please Add Warp Cell Box & Poster Slot

1 - The First Thing we do is burn a few slots of shelf for the Warp Cells (as it only holds one anyway)
Please add box similar to picture

2 - Less important but nice, please add a Poster slot on the Port bulkhead in cockpit

(pics)

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181216130604_1.jpg (402,690 bytes) 2018-12-16 22:30

https://feedback.zerogravitygames.com/file_download.php?file_id=823&type=bug


jpg

20181216130612_1.jpg (421,268 bytes) 2018-12-16 22:30

https://feedback.zerogravitygames.com/file_download.php?file_id=824&type=bug


jpg

20181216143926_1.jpg (417,206 bytes) 2018-12-16 23:41

https://feedback.zerogravitygames.com/file_download.php?file_id=844&type=bug


jpg
Notes
(0001736)
Our Grid   
2018-12-16 23:41   

Whoops, correction, the Poster slot would be on the Starboard side, sorry.

(0001739)
LvlLord   
2018-12-17 12:22   

Regarding the warp box, I would find it useful if you could create these boxes and place them at pre defined spaces where you need them.

Same with wallboxes and posters (maybe usage of these access points??)

(0001744)
Our Grid   
2018-12-18 07:26   

Being able to place one would be great - I'd settle for just having one at this point though

(0001745)
Zorz   
2018-12-19 15:51   

as far as i know the marked space for what u want is reserved for something else.. u already can see that there will be something, because it looks like a door/doors


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
887 [Hellion] Bug minor always 2018-12-17 15:43 2018-12-17 15:43
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Graphic glitch @ Messiah
Description:

Near the entrance, there is a graphic glitch with Messiah. The other ships don't have this problem.

Tags:
Steps To Reproduce:

https://youtu.be/oXymmFRRK6Q

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
886 [Hellion] Bug minor sometimes 2018-12-17 12:20 2018-12-17 12:20
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Take suit included helmet, jetpack, will act like if none is there.
Description:

If you are undressed and take suit which already includes helmet and jetpack, these won't be active until you reequip them.

Tags:
Steps To Reproduce:

Tested with sons of earth.
Have a sons of earth suit, helmet and jetpack. Unequip the suit and all objects will be grouped in the suit.
Drop it. Save/Reload (not sure if needed).
Reequip the suit. You will see in your inventory, that the helmet and the jetpack is equipped again.
But when you depressurize your character will act like neither helmet or jetpack is available.
Putting it away and back again will fix this.

(I think it shouldn't be possible to unequip with attached helmet and jetpack).

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
885 [Hellion] Bug minor always 2018-12-17 12:15 2018-12-17 12:15
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Refill all won't refill properly
Description:

If you have for example a jetpack and use the refill functionality, it normally will refill all.
But if you lack oxygen in the current strorage, nitro won't be refilled, even when O2 is full.

Tags:
Steps To Reproduce:

Use a jetpack with missing nitro. Use the refill button with a storage where only nitro is available.
==> No refill of nitro

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
884 [Hellion] Suggestion minor N/A 2018-12-17 12:12 2018-12-17 12:12
Reporter: LvlLord Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Place objects into the shelf in an ordered manner.
Description:

When you use the time to place a canister into a shelf, the display should be aligned to the front. Since nobody is perfect, I would suggest a random deviation of +/- 15°.

In addition I would also suggest to replace the health (or add a new) bar with the useful information.
For example: The health of a canister is (currently) useless, since it can always be refilled. I would like to see a bar for the filling state.
Maybe even with different colors (white o2, red nitro, or a mixture of these).
The same with the clips, battery and more?

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
880 [Hellion] Suggestion minor always 2018-12-16 23:04 2018-12-17 12:02
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Gun Racks - Allow Use Of Two Top Left Slots
Description:

Gun Racks - Allow Use Of Two Top Left Slots

We pick up loot from these points, it would be very useful to store canister, stimpacks, etc where we do not have any provision for such.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181216131233_1.jpg (298,205 bytes) 2018-12-16 23:04

https://feedback.zerogravitygames.com/file_download.php?file_id=831&type=bug


jpg

20181216131234_1.jpg (281,972 bytes) 2018-12-16 23:04

https://feedback.zerogravitygames.com/file_download.php?file_id=832&type=bug


jpg
Notes
(0001738)
LvlLord   
2018-12-17 12:02   

Top! I also would suggest adding places at typical places where you would put things.
Like in the Creq Quarter under the tesla coil, in the cupboard (in all access points), and so on.

Also I would suggest adding something like a attach point separator. Like make if possible to put multiple vertrical objects into one small attach point (like multiple hacking tools), or something like a box for stimpacks where you could put 3x3 or 4x4 stimpacks inside.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
817 [Hellion] Bug minor have not tried 2018-12-02 15:53 2018-12-17 08:02
Reporter: Exsanguinator Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Stuck in Cryopod. There is no escape....
Description:

The Bug is in so far reproducable, as I can not exit the Cryopod, regardless of how many relogs I Try.
Logout does not work either. It just freezes after a while. When I end the Game via Task-Manager and restart. I can not exit the Cryopod again.
I did not try to reproduce it in so far, as to create a new Character and look for a new Life-Support-Module and so on.
Since the Game Freezes whenever I try to Logout, only since the Issue was encountered, I suspect a connection.
I will start a new Character next and report back should anything of the sort happen again.

Tags:
Steps To Reproduce:
  1. Left the Start constallation
  2. Found a Life-Support Module without Atmosphere.
  3. Registred a Cryopod.
  4. Went looting somewhere else and got killed by a turret.
  5. Choose "Continue" and respawned at the Life-Support-Module.
  6. Notice that I am trapped with this Character.
Additional Information:
Attached Files:
Notes
(0001611)
Exsanguinator   
2018-12-02 16:21   

Incident 2:
Deleted my Character and had a friend Invite me, to the same Life-Support-Module, but a different Pod. No Change, Still Stuck.
My Friend suggested waiting until the game is fully loaded(like in previous versions), before trying to exit the Pod. Waited for 10+ Minutes. Nothing.
My Friend also suggested reseting the Keybindings, which seemed illogical to me, because i never changed any Keybinding, but I am desperate and tried it. No Effect.
I hope this helps you zero in on the problem.

(0001612)
Exsanguinator   
2018-12-02 16:59   

I can get out of the Start-Cryopod, it seems.
Also curious, why my friend has no Problems with the Cryopods on the same Module.
Server was EU West #2, if that helps any.
On top of that, the "Respawn" button in the Menue, gets me disconnected to the Main-Menue, which is a good thing since "Logout" gets me an infinite Loop.
I did not write a second Issue on this, because it worked until the Cryopod behavior failed.

(0001716)
Our Grid   
2018-12-14 20:40   

This has happened to us as part of the "loss of interaction/messaging" bug as well, and either a client or server restart usually helped.

Worst cases required players to suicide/respawnto correct it.

(0001737)
Wrath_IX   
2018-12-17 08:02   

I have had that issue as well on first login every time in this build.
here is how I get around it.
Login; unable to open Cryo prod.
Log out; game freezes on the black screen.
Hit Alt+F4 to kill the hellion Process.
Relaunch hellion and I am usually able to get out of the pod from there.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
883 [Hellion] Bug minor always 2018-12-16 23:34 2018-12-16 23:34
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Players in Cryopod Clipping - Minor anomaly
Description:

Minor, but anytime close to players in pods they disappear in pieces / clipping.

Tags:
Steps To Reproduce:

Walk up to any player in a pod.

Additional Information:
Attached Files: 20181215184411_1.jpg (258,027 bytes) 2018-12-16 23:34

https://feedback.zerogravitygames.com/file_download.php?file_id=842&type=bug


jpg

model problem.jpg (280,353 bytes) 2018-12-16 23:34

https://feedback.zerogravitygames.com/file_download.php?file_id=843&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
882 [Hellion] Suggestion minor always 2018-12-16 23:27 2018-12-16 23:27
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Proteus Suit Helmet - Double Click Equip/Remove to Inv (not the Visor again)
Description:

Proteus Suit Helmet - Double Click Equip/Remove to Inv (no Not the Visor again)

  • I am NOT talking about the visor, we've done that enough maybe.

Would be great if Double Clicking on your Head, would put it into your Inv, Not your Hands.

Then to Equip it, Double Click in Inventory, it goes on your Head, not to your Hands!

(both steps, free space provided, else back to your hands again)

Tags:
Steps To Reproduce:

Double click the Proteus hat.

Additional Information:
Attached Files: 20181215113046_1.jpg (379,502 bytes) 2018-12-16 23:27

https://feedback.zerogravitygames.com/file_download.php?file_id=841&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
879 [Hellion] Bug minor always 2018-12-16 23:00 2018-12-16 23:06
Reporter: Armon69 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Station Respawn kills you and said ship crashed
Description:

When the Askatar Advanced Proccessing Facility re-spawns if your outside its field the station moves 200 meters away and if your in the station it kills you and tells you your ship crashed but when i log back in my ship is still there in the stations orbit and fine

Tags:
Steps To Reproduce:

park your ship 40 to 50 meters from the station go in to station and loot it till it respawns the looted items if your in your ship upon respawn the station will move away if your in it you will be killed

Additional Information:
Attached Files:
Notes
(0001735)
Armon69   
2018-12-16 23:06   

this has happen on US East #4 hellion official Server. Others have told me it has happened to then also.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
877 [Hellion] Suggestion minor always 2018-12-16 22:51 2018-12-16 22:51
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: PSM - Power Supply Module - Please Make One Extinguisher Hanger Into Welding Tool Hanger
Description:

PSM - Power Supply Module - Please Make One Extinguisher Hanger Into Welding Tool Hanger

We need Reps more than two extinguishers here for sure.

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181215080730_1.jpg (467,797 bytes) 2018-12-16 22:51

https://feedback.zerogravitygames.com/file_download.php?file_id=829&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
876 [Hellion] Bug minor always 2018-12-16 22:50 2018-12-16 22:50
Reporter: Armon69 Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Station Respawn
Description:

When the Askatar Advanced Proccessing Facility re-spawns if your outside it field the station moves 200 meters away and if your in the station it kills you and tells you your ship crashed but when i log back in my ship is still there in the stations orbit and fine

Tags:
Steps To Reproduce:

park your ship 40 to 50 meters from the station go in to station and loot it till it respawns the looted items if your in your ship upon respawn the station will move away if your in it you will be killed

Additional Information:
Attached Files:
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
859 [Hellion] Suggestion minor always 2018-12-15 18:12 2018-12-16 22:49
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Provide Welding Tool Storage Slot In Unused Access Point Box! (perfect spot)
Description:

Provide Welding Tool Storage Slot In Unused Access Point Box! (perfect spot)

As important as the Welding Tool is now, we need a spot to store it.

You already have the perfect place provided in Modules and Arges; and Steropes needs one:

Check it out!

Tags:
Steps To Reproduce:

Put Welding Tool in the hanger of this cabinet.

PROFIT!

Additional Information:
Attached Files: 20181215085809_1.jpg (207,491 bytes) 2018-12-15 18:12

https://feedback.zerogravitygames.com/file_download.php?file_id=809&type=bug


jpg

20181215085819_1.jpg (193,415 bytes) 2018-12-15 18:12

https://feedback.zerogravitygames.com/file_download.php?file_id=810&type=bug


jpg

20181216134255_1.jpg (231,883 bytes) 2018-12-16 22:49

https://feedback.zerogravitygames.com/file_download.php?file_id=827&type=bug


jpg

20181216134247_1.jpg (261,308 bytes) 2018-12-16 22:49

https://feedback.zerogravitygames.com/file_download.php?file_id=828&type=bug


jpg
Notes
(0001734)
Our Grid   
2018-12-16 22:49   

A little more...


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
860 [Hellion] Suggestion minor always 2018-12-15 18:46 2018-12-16 22:31
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Transport Box Needs A Place To Snap / Store
Description:

There is no where to snap the Transport Box, thus likely to become lost.

COuld fit in same slot as Helmet / Jetpack / Etc

Tags:
Steps To Reproduce:

Place Box On Shelf

Profit.

Additional Information:
Attached Files: 20181215094429_1.jpg (281,419 bytes) 2018-12-15 18:46

https://feedback.zerogravitygames.com/file_download.php?file_id=811&type=bug


jpg
Notes
(0001731)
Our Grid   
2018-12-16 22:31   

Whoops - Duplicated - REMOVE


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
873 [Hellion] Bug minor sometimes 2018-12-16 21:35 2018-12-16 21:39
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: AC - G5p Drilling System - Produces Mining VFX On Shelf, NO Sounds In Use.
Description:

AC - G5p Drilling System - Produces Mining VFX On Shelf, NO Sounds In Use.

The drill Never makes drilling noises anymore; used to have a "in the air" and "in rocks" sound.

After using, sometimes returning to scene the drill is running on the shelf sparks, dust and all!

Tags:
Steps To Reproduce:

Use Drill,

Shelf it.

Return to Steropes later.

Additional Information:
Attached Files: 20181216114911_1.jpg (224,847 bytes) 2018-12-16 21:35

https://feedback.zerogravitygames.com/file_download.php?file_id=820&type=bug


jpg

20181214162941_1.jpg (226,483 bytes) 2018-12-16 21:39

https://feedback.zerogravitygames.com/file_download.php?file_id=821&type=bug


jpg
Notes
(0001730)
Our Grid   
2018-12-16 21:39   

Different occasion

(relog fixes this)


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
872 [Hellion] Bug minor always 2018-12-16 21:31 2018-12-16 21:31
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: CM - Command Module - Gravity Outside, On Roof Of Corridor "C"
Description:

CM - Command Module - Gravity Outside, On Roof Of Corridor "C"

EVA over Corridor C on CM slams you onto roof

Tags:
Steps To Reproduce:

EVA over CM corridor C, get gravity in one spot.

Additional Information:
Attached Files: 20181215092427_1.jpg (231,299 bytes) 2018-12-16 21:31

https://feedback.zerogravitygames.com/file_download.php?file_id=818&type=bug


jpg

20181215092439_1.jpg (485,007 bytes) 2018-12-16 21:31

https://feedback.zerogravitygames.com/file_download.php?file_id=819&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
871 [Hellion] Bug minor always 2018-12-16 21:27 2018-12-16 21:27
Reporter: Our Grid Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Transport Box has no "Shelving Snap" Location
Description:

Transport Box has not "Inventory Snap" Location

Can we have a location to park the box on a shelf?

Tags:
Steps To Reproduce:

Use Box

Try to place on shelf.

Additional Information:
Attached Files: 20181215092146_1.jpg (315,049 bytes) 2018-12-16 21:27

https://feedback.zerogravitygames.com/file_download.php?file_id=817&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
866 [Hellion] Bug minor always 2018-12-15 21:44 2018-12-16 21:25
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Unable to open Helmet on the Proteus suit
Description:

I have to take my helmet off to breath in the station

Tags:
Steps To Reproduce:
Additional Information:
Attached Files:
Notes
(0001729)
Our Grid   
2018-12-16 21:25   

Standard feature of the Proteus - "H" only toggles the lower right HUD.

You just have to pull it off (price for the extra capacity I guess).

Dev choice.


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
864 [Hellion] Bug minor random 2018-12-15 21:41 2018-12-16 15:15
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Returning to Haven to find all my gear outside the station
Description:

Been in several mining missins and when I return to Haven I find all my gear outside the station

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181216095241_1.jpg (278,694 bytes) 2018-12-16 11:55

https://feedback.zerogravitygames.com/file_download.php?file_id=815&type=bug


jpg
Notes
(0001728)
Havoc-Dadelous   
2018-12-16 15:15   

Just happened again but as I was outside the game saved. After loading up the save my gear was back in the station


View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
870 [Hellion] Bug minor random 2018-12-16 12:07 2018-12-16 12:07
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0  
Product Build: Resolution: open  
Projection: none      
ETA: none Fixed in Version:  
    Target Version:  
Summary: Locked in fabricator room
Description:

After fabricating a tier 4 core containment field generator I was locked in the fabricator, even the emergency release failed to work

Tags:
Steps To Reproduce:
Additional Information:
Attached Files: 20181216110512_1.jpg (234,307 bytes) 2018-12-16 12:07

https://feedback.zerogravitygames.com/file_download.php?file_id=816&type=bug


jpg
There are no notes attached to this issue.

View Issue Details
ID: Category: Severity: Reproducibility: Date Submitted: Last Update:
869 [Hellion] Bug minor random 2018-12-16 11:55 2018-12-16 11:55
Reporter: Havoc-Dadelous Platform:  
Assigned To: OS:  
Priority: normal OS Version:  
Status: new Product Version: 0.3.0