[1.60HF1] More minor bugs noticed while playing

Ask here if you experience technical problems with X4: Foundations.

Moderator: Moderators for English X Forum

Kumba42
Posts: 42
Joined: Sat, 23. Nov 13, 13:18
x4

[1.60HF1] More minor bugs noticed while playing

Post by Kumba42 »

Below are more bugs I've come across. As in my last post in the public beta forum, the save I am using was started back in the initial 1.0 release and generally still plays fine in the latest 1.60HF1. The game start was "Young Gun". My game is vanilla. No mods are in use, or have been in use.
  • The speed readout on the mini-superhighway in Nopileos' II Fortune is wrong. For my ship, a Nemesis Vanguard, it usually reads around 894 m/s, but the actual speed is much, much faster.
     
  • When installing the first "cooling mod" under the basic category at the ship dealer, the random number bounding is not working fully as expected, specifically the lower bound. The bounds are +5% to +20%. However, I am frequently getting lower bounds between +4.80% and +4.99%, which is less than +5%. My guess is it's due to a rounding error that isn't rounding any value less than +%5 up to a minimum of +5%.
     
  • I cannot upgrade or repair a ship at the ALI Shipyard in Sacred Relic, as the context menu item is greyed out. My current reputation with them is 14. I can do all of the same basic ship operations at the ALI Wharf, so I am not sure if this is an intentional limit due to that shipyard only capable of producing XL builder ships, or a genuine bug.
     
  • The "I'll wait for you to tell me to take off" bug that happens when the player character visits a player-owned station is still present. In my case, it happens when I at least teleport to the station from my ship. I haven't tried docking at the station in a long time, but last I remember, the issue would happen in that scenario as well. Once the player character departs the station by any means, then all of the ships that waited for permission to take off all took off at once. In the savegame file linked at the end of this post, this bug can be tested on the "Ship Technology Factory X" in Hatikvah's Choice I. It's a megacomplex, so should be easy to find on the map.
     
  • If one begins to dock a ship, but during the docking animation sequence (e.g., with a Docking Computer Mk 2 installed), one pauses the game and teleports the player character to another nearby ship, then unpausing the game, the docking interaction menu can randomly popup while on the other ship. Making the player character stand up then back down again makes it go away, generally, but I think I had it popup a second time.
     
  • If the player character owns a sector that also has SCA bases in it, and an allied faction ship engages the SCA bases or its defenders, then the allied faction ship will become hostile to the player character. My suggestion is that the allied faction ship remain friendly to the PC and only hostile to the SCA pirates, regardless of sector ownership. In the referenced savegame file linked at the end of this post, this can be tested in Heretic's End, which is player-owned, by checking the friend/foe status of a PAR Odyssesus Destroyer that should be currently attacking the SCA Solar Power Plant I base near the jump gate from Morning Star. Upon game load, the friend/foe status might be reset back to neutral, however.
     
  • If a ship mod is installed that adds additional capacity, such as more missiles or more countermeasure flares, this additional capacity is not usable. If the player purchases additional items to fill this extra capacity up, upon leaving the wharf or shipyard, the capacity is reduced back to the maximum defaults allowed without the ship mod. Currently, this has been verified on an Advanced Chassis Mod that adds 3 extra missile capacity and 2 extra countermeasure flare capacity.In the referenced savegame file linked at the end of this post, this can be tested by teleporting to a docked Nemesis Vanguard in Hatikvah's Choice I, on a small factory station near the Tharka's Cascade jump gate, to the Argon Prime Wharf, fully-restocking the flares to '4', then leaving the wharf. Check the deployables information in the map after leaving, and the number of flares should be reduced back to '2'.
     
  • If weapons are assigned to the secondary weapon slots, or missiles assigned to the primary weapon slots (so that slot assignments appear on both sides of the HUD), then upon removing those weapons at a wharf or dock, the icons in the HUD will remain until the player manually updates the weapon configuration.

I will post more as I find them. Below are several files that may be useful in verifying or fixing these issues:

Return to “X4: Foundations - Technical Support”