Pulsar Online

Roadmap for version Alfa 3 Expand all | Collapse all

67% of 7 tasks completed. 7 open tasks:

FS#26 - Selling cargo modules that are not empty Expand Collapse
Cargo
100/0
Food [100]

[EN]

When you sell cargo modules, the system does not check if they're needed or not... you can sell all your cargo modules and be left with cargo... nothing serious I guess, still a bug...

[PL]

Podczas sprzedazy Cargo Module powinno nastepowac sprawdzenie, czy przypadkiem nie jest on potrzebny... Mozliwa jest sytuacja, ze sprzedajemy wszystkie moduly cargo i nadal przechowujemy jakis ladunek... pewnie kabina pilota jest dosc pojemna ;P Niby nie jest to az taki powazny problem, ale wypadaloby naprawic...

Spoko
FS#31 - generating cargo Expand Collapse
[PL]

Dokujemy w porcie/stacji. nie musimy miec zadnych cargo holds ani storage space...

wywolujemy javascript:

executeAction('toStorehouse',x1,'-x2',x3,null);
gdzie:
x1 - product, item, weapon
x2 - ile chcemy wygenerowac
x3 - id produktu/przedmiotu

na przyklad:
1) komplet Twin Plasma Gun - executeAction('toStorehouse','weapon','-10',23,null);
2) firearms (nie wiem po co :P)- executeAction('toStorehouse','product','-1',5,null);
3) Volurian Crystal (szybki EXP i cash) - executeAction('toStorehouse','item','-10000',1,null);
FS#32 - quick disengage Expand Collapse
[PL]

gdy chcemy przerwac walke, normalnie kliknelibysmy [disengage] ... problem w tym ze trzeba poczekac az sie ten przycisk pokaze... a i szanse na powodzenie nie sa zbyt duze... no i znowu trzeba czekac... wiec szybciej jest wykonac taka komende:

executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
(...)
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);
executeAction('disengage',null,null,null);

(wszystko w ramach jednej komendy, co by bylo wygodniej)...
po faktycznym przerwaniu walki 'disengage' bedzie jeszcze wykonany kilka(nascie) razy ale lepiej o 10 za duzo niz o jeden za malo ;P

niestety (na szczescie) 'fireWeapons' tak nie dziala... ;]
FS#33 - missing [equip] button Expand Collapse
[equip] button is visible when you are in ports or in stations where you don't have any storage space left. But when you have storage space in a station, you can only see [to storehouse] buttons...
FS#34 - Not visible ships listing Expand Collapse
If you enter a sector with any ship you cannot see you still get the "Ships" box, its just empty. Quite gives it away.
FS#36 - Ship rating update in combat Expand Collapse
During combat after each round the target ships rating doesnt update, only its stat percentages. At every refresh the ship rating is what it was at previous refresh.

Also there are some typos in combat messages like "damaged an weapon" or "no power to fireLarge Laser" (missing space)
FS#37 - ingame chat Expand Collapse
During initial load, chat data is displayed in reverse order

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