I find it just a little unnerving that you should know I have a beard. But I still have more hair on top! (for now anyway).
"I would look forward to your updates, but I can't get in!" That's what I was gonna say and show these screenshots: I got this as soon as I opened the Scenario page. Pressing "Continue", I selected PE,RE, RG and the others in turn. Each time I pressed "Start" and got the following: Pressing "Continue" simply brought me back to the start page each time to try again...and again...and again. This has persisted for some time. To make a long story longer, a while back when i first subscribed, I had started a RG game, ignoring the mission 'cuz I just wanted to play with the new toys. I was getting the CoQs then, but I had the RG going for now. Then, a few days ago, all the added scenarios were gone and I was told to delete my RG game. I opened it and everything related to RG was missing. This made the game pointless so I deleted it. I re-subscribed and tried to start a new game with the above results. This game seemingly confounds me at every turn. Then (!) I discovered if I select a scenario, press "Start", press "Continue" on the CoQ, press "Back" to the main menu, then press "Start" on the now pre-selected scenario, I can begin the game. I'm sure that's not the intended method to begin.... or is it? Anyway, I now look forward to your updates. BTW, I still can't follow the text when the responses are automatic requiring no input from me. It's my problem due to retinal damage but it would be nice (for me) if the text were all like the beginning where I had to click acknowledgement before the next text would pop up. Just saying.
Try all the standard troubleshooting procedures such as verifying files, restarting your PC, unsubscribing and then resubscribing to the scenario, etc.
Right click on the Game in the STEAM list open Properties Local Files Verify integrity of the Game files
Thanks. Just did that and it seems to have worked in all respects, so far. Once again, I did everything but the ONE thing that did the trick. > I did notice that "verification" reported 515 files that had to be reacquired. I don't really know what that means or what, if anything, I have to do.
Today I was goofing around and made a tugboat "blank" I'm debating on the utility of the build. It's an unarmed CV with a "tractor beam" on the rear ending in a landing pad block. The idea is to nudge a highly damaged CV into the rear landing pad block, dock it, then use the tugboat to tow it away. Alternately, I was thinking about using it for POI vessels. Core a wreck (if it has one) then use the copy and paste tool to attach it to the rear block for a NPC CV that is towing away a damaged vessel. Thoughts?
*** Update *** Another failed experiment, when docking CV's you cannot fly your CV into the landing gear of the other and initiate a dock. The landing gear must be on the docking CV itself. I guess I can still use it for NPC POI CV's. But I still had a little fun with it.
I was about to mention that. Still, it's a great idea. Better minds than mine will figure it outat some point. BTW: How did you rotate the Repair Bay on your Worker Bee to face forward. I couls do it a long time ago, as well as having more than one on a CV, but now I can't do either one.
The devs locked the position and number of repair bays a long time ago. I know I am probably going to regret this, because the devs are going to read how I got around it. (and possibly patch it so I cannot do it any more) Cut, paste, rotate, paste.
"Tractor Beam" ? Edit: ok, I think I figured it out. You deleted the intermediary blocks and made the beam with force fields. Right ?
Yep, I used the forcefield blocks to simulate the beam. It's actually me revisiting an old experiment of mine, seeing if I could use the in-game mechanics to make it work. This is how it looks when a wreck is attached. I made the "blank" so I could easily attach other wrecks.
Todays goofing around project. Not a lot of talent required, just knowledge of the copy and paste tool. Debating on taking the time to turn off all thrusters, weapons, and generators in the "wrecks"
I don't see a solution to this as long as there is no way for the game to make a distinction between a ship wanting to undock and a ship trying to tow another ship. If "inertia" was a thing, then we could simply grab and push ships around without requiring fancy coding...
My bad, I skould have sent a PM. Of course, you could have done the same. Personally, I think it's an absurd limitation that appears to serve no real purpose. They probably have one, but I can't see it. Probably has something to do with the repair console but it shouldn't.
If it's related to an internal problem / sorting of ships/ blocks/ whatever, the RepairPerSecond can be boosted in the config so repairs take (much) less time. The one thing I can't bear in this game is having ailments hitting the player in seconds (oh... you're in space, in space age, with a spacesuit ? Well then... freeze to death anyways, dude) while everything "beneficial" takes eternity to run (repairs, crafting, blueprints, etc). Or get one-shotted by enemies, but waste tons of ammo to kill one. Been playing computer games for too long to find this enjoyable. That's not clever design, that's lazyness and it's not fun. Sure we can mod it all, but that's not the point. As far as restrictions go, there are lots of very easy ways to circumvent these with simple tweaks in the configs. Not wasting time arguing which limit/ restriction makes sense or not, just arguing around this for a video game is time wasted enough.
You've got me on this one. I'm not clear how this relates to wanting to have more than (1) repair bay on a base or ship or not being able to orient it/them as I like. However, I agree with what you're saying.