I might as well chuck a few that I've found here. All Mac EVN 1.0.8.
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Turrets with blind spots, or swivel weapons, can fire toward their blind spots if the weapon exit point is sufficiently far from the ship that a target can be in the correct direction from the ship center, but in the wrong direction from the weapon exit point.
This is minor, and I doubt it would really affect the base scenario - it's just a little odd.
Note: I've actually only tested it with front-quadrant-swivel cannons. I don't know for sure whether it would happen for blind-spot turrets.
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Certain weapon functions seem to be based on 1/30ths of a second, and some on the framerate. For example, if I made a beam weapon with reload 15 and count 15, it ought to appear constant (or perhaps with a one frame break, since reload is delay between firings). However, my computer plays EVN at about 47 FPS. Reload appears to be based on 1/30ths of a second, while count appears to be based on frame rate. The aforementioned beam has a significant gap in its firing.
This doesn't affect its damage per second, since it creates the same number of damage-inflicting frames per second, it's just that those frames pass faster than they "should".
However, weapons that fire every frame, such as Hail Chainguns and BioRelay Lasers are affected quite a bit. A full Hail Chaingun burst does indeed take longer to completely fire if the framerate is decreased - I accomplished that by flying over a ridiculously large test planet graphic. In practical use, this might have an affect depending on how fast the user's computer is. Anyway, for such weapons, this definitely affects how much damage they can put out per second, and does affect the Nova scenario.
And just for completeness of information, as I flew over the ridiculously large test planet, the gap in the aforementioned 15/15 beam's firing pattern shrunk to the point where the beam lasted longer than its firing rate, visible by a slight bright pulsing of the beam.
I have no idea how this bug could be fixed without major engine changes in the way it handles timing.
This may or may not significantly affect the EVN scenario, depending on how much framerate variance there is when EVN is played on computers of different speeds.
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Just making sure people don't forget that beam damage with beams when the player owns enough such that they would fire faster than once every frame is still messed up. As as some other board members and myself found in another thread, beam damage seems to work perfectly against asteroids, inflicting the proper damage no matter how many of a beam are owned and no matter their firing rate...so I know it's possible for the engine to do this correctly. Let's get this applied to vs. ship damage, please.
This affects the EVN scenario significantly.
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This isn't necessarily a bug, but is a feature that doesn't work like I'd expect. Circumstance: a ship with a beam that has a long count (meaning it stays on screen for a good period of time after the player presses fire), a weapon glow effect, and which unfolds to fire. The weapon glow will remain visible for as long as the beam is visible, regardless of whether the player holds down the firing key. However, the ship will refold shortly after the player releases the fire key.
I'd expect the ship to stay unfolded as long as the ship has weapons actively firing, key press or not. I made note of the way the ship's weapon glow works because it shows that the engine can indeed keep track of how long a beam weapon is emitting independent of key press. How about applying that to when a ship re-folds?
This doesn't affect the EVN scenario , but since the engine is already capable of doing this, how much work would it be to plug it into refolding? I admit, I have a selfish reason for wanting this change, I want to make a ship that works like this. But it still seems like currently works in a way that doesn't make sense.
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So yeah, those are mine.
Edit: and now, emailed to pipeline.
This post has been edited by Weepul 884 : 12 May 2005 - 01:47 PM