Star Sonata Bug Tracking System:: test http://www.starsonata.com/bugs/ 2010-08-19T17:01:07Z FS#267: Logging on with zero shields and or energy 2010-08-19T17:01:07Z 2010-08-19T17:01:07Z
Global bug as of this time not easily reproducible.

Known instances in which it occurs:

Logging onto your character when docked in a AI base or when kicked out of a dungeon galaxy will rarely cause the player to have zero shields and or energy even though they may have logged off with maximum banks of both.
Brent Mayes http://www.starsonata.com/bugs/:267
FS#266: Glory loss/reset 2010-07-21T02:44:31Z 2010-07-21T02:44:31Z
We currently have a glory loss / reset bug. No accurate information is known from reporters except that they found that their glory was less than it should have been regardless of PVP situations. Investigation has noted that their glory amounts are lower than they should be but a form of reproducing this issue needs to be found before it can be looked into further and fixed.
Brent Mayes http://www.starsonata.com/bugs/:266
FS#265: Slave kills not counting for Kill Count. 2010-07-18T22:19:16Z 2010-07-18T22:19:06Z
Currently drones, bases and player kills count for your kill count but slave kills do not. It should be based globally on the player and their assets.
Brent Mayes http://www.starsonata.com/bugs/:265
FS#264: Attached Andaman drones have the wrong graphic. 2010-07-18T22:17:00Z 2010-07-18T22:14:37Z
Attached Andaman drones currently use the Ambrosia drone graphic when they should be using the Andaman drone graphic.
Brent Mayes http://www.starsonata.com/bugs/:264
FS#263: Slaves losing their target and wandering off. 2010-06-28T01:47:29Z 2010-06-28T01:36:48Z
Slaves currently will wander off into deep space when they have lost their target and will not resume normal function until that target is known again. If not known by the player the slaves may wander millions of distance away.

This issue as far as I know covers the following:

Combat and Trade slaves set on Follow Me, and docking your player's character into a player base. - Occurrence: High // Current Fix: Undock and the slaves will turn around and follow you again.
Trading slaves set to mine asteroids and their designated drop off base is destroyed or abandoned. - Occurrence: Unknown/Rare // Current Fix: /resetslave
Combat slaves attacking a target and the target disappears. - Occurrence: Requires testing since server patch. // Current Fix: /resetslave
Combat slaves blowing up a base. - Occurrence: Unknown, requires testing. // Current Fix: /resetslave


There might be other occurrences that I've not been able to locate but it might be best to have a look through code and see if there's any way we can fix this loss of target issue once and for all.

Brent Mayes http://www.starsonata.com/bugs/:263
FS#262: Basil Energies cannot be unequipped. 2010-07-18T22:15:31Z 2010-06-28T01:04:31Z
With the recent reset and server patch we currently have wide spread issue with the recent inability to un-equip Basil Energies from all player ships, slaves and captured Basils.
Brent Mayes http://www.starsonata.com/bugs/:262
FS#261: Neurobound Items being sold to A.I. Bases. 2010-06-27T20:45:58Z 2010-06-27T15:58:46Z
Currently Neurobound items can be sold to A.I. bases and has the potential to cripple a player's character permanently due to mission restrictions. They cannot however be sold the Player bases, perhaps the same fix can be applied to the A.I. base sale?
Brent Mayes http://www.starsonata.com/bugs/:261
FS#260: RadX lvls do not apply to slaves whithout recapture or transfer 2010-04-20T14:41:58Z 2010-04-20T14:22:37Z
Note : Not tested by staff-


Is it possible to fix RadX slaves so that you DONT have to recapture or transfer them everytime you level something?

Even warp navigation requires you to do this, couldnt you just create something akin to a check code that would check every level gained on what skills were acquired with sp from previous levels.

Its not perfect as it would still be behind a level... but at least its something. Theres alot of reasons why radX slaves arent used, this is one of the big ones.
Rick http://www.starsonata.com/bugs/:260
FS#259: Tractor continues after docking and switching ships 2010-04-29T14:49:29Z 2010-04-19T23:39:10Z
Message:

When you tractor an object, dock, then switch ships the tractor remains active. I found that it isn't just the graphic. When I used the tractor bug on an ambrosia drone I found the drone was still actually being pulled while I was able to move around in my wingship. The tractor was a Rhino Roar and I was using my Rhino to pull it off. Btw the switching ships has to be done fairly quickly.

I can think of a couple ways this could be used. One, this actually works with an energy beam so a player could get an energy boost without me losing any energy. Two, this could prevent a base from being towed out. An example would be keeping the tractor on an Outpost kit in bio for when the galaxy isn't being watched.

Anyways an emp chest would be awesome for finding this as it can be a pretty big exploit in pvp bvb etc.



I tried to do this a couple times and could not get it to work.

Could you try it again and make a step by step guide so I can reproduce this.

In the mean time I am closing this ticket. When you get the above info just reopen the ticket and I will check it out.

Thanks a lot.

MrDNA

Date: 2010-04-01 20:19:51
t
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Message:

They key to get this to work is speed. While you are sitting on an ai base, tractor any object then dock and switch to another ship (any ship that loads fast). It takes a few attempts to get this. I can show you it if you still can't reproduce it.

It may take a laggy galaxy to get it to work? I'm not really sure. It's pretty random how long the tractor stays active. I'll stay on Roffles for a bit if you want to pm me.
Date: 2010-04-03 03:38:45
Name: MrDNA
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Message:

Observed this bug with player demonstrating it. It seams the ship does not turn off the tractor quickly enough if it is running and you dock and switch to another ship very quickly. It took quite a few attempts to get tit to work, but it did work.

It may be able to be used as an advantage in pvp because it also works with energy transfer and the ship does not use energy during the transfer because it is not selected ship.

The user can actually undock in another ship and fly it around while the transfer/tractor is enabled.

Now the utility of being able to energy transfer without using energy or the possibility of being killed while doing it is undeniable, the interment nature of getting this bug to work makes it hard to do in combat situation.

MrDNA
Rick http://www.starsonata.com/bugs/:259
FS#258: Slave Stasis Generators Unequiping, Not equipped? 2010-03-03T16:41:18Z 2010-03-03T16:36:17Z
hello
Rick http://www.starsonata.com/bugs/:258