Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem








http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=640841968
Also, the custom model for the targeting turret is broken. THe base is fine, but the turret head is just a tiny texture-less ball hovering a couple meters above the base.
I didn't search for that in the comments, so you may allready know that problem.
I've putted 28 Longbow launchers on an old carrier of mine, all of them integrated in the exterior deck floor. There are around 20 timers that are acting as a sequencer (waiting for a program to replace that), so the missiles are launching by 2 or 4 at the same time.
After a certain amount of launch, the sim speed drops slowly (moreover, the launchers are on a 14k blocks ship, it's not helping) and when it's under 0.5/0.3 the missiles start exploding immediatly when they're launched, destroying the launchers in the process.
I tried to elevate the launchers of 1 block outside the deck floor, and also to remove the doors that are covering them, but it still bug.
Here are two pics, on both it shows when i'm using the firing sequence (timers) and also that some of the destroyed launchers.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=677177303
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=676956418
I can make a video of that if you wish, tell me.
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_cm.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_ng.dds
2016-05-10 10:59:33.345 - Thread: 11 -> Missing or invalid texture: D:\BC\SpaceEngineers\Missile\MissileMod\Models\Textures\FireControlRadar_2_add.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _cm.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _ng.dds
2016-05-10 10:59:33.431 - Thread: 11 -> Missing or invalid texture: _add.dds
2016-05-10 10:59:33.638 - Thread: 11 -> Missing or invalid texture: Textures\Models\Cubes\armor\default_grey_ng.dds
2016-05-10 10:59:34.173 - Thread: 11 -> Missing or invalid texture: Textures\Voxels\Woods_needles_add.dds
Seems someone's left a local filepath reference in there ;)
2016-05-19 21:19:13.044 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at GuidedMissile.GuidedMissileScript.GuidedMissileSingleton.UpdateBeforeSimulation()
at GuidedMissile.GuidedMissileScript.GuidedMissileCore.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)