Bugs and Improvements

I am not sure what it really does but seems more like it tries to navigate to a farther point in space. It looks to me like something rounds up and then different speed is used and with different speed the planet future position is estimathed to be further away but again I don’t know the algorithm. In this example it’s kind of “fine” as cost rises and time decreases but still the same position of the slider shouldn’t give two completely different calculations.

flight_distance_bug_path

Thanks for reporting that issue. Unfortunately that is one of the bugs we haven’t figured out yet, but we’ll have another go at it! You can redistribute your experts to your liking.

No, BASIC licencees being able to post shipping ads at stations LMs is a feature :wink:

It’s doing a time disatance calculation, the fact that there are two possible outcomes depending on which direction you approach the planet from is what you are seeing. If speed matters then click a few times for a shorter flight time, otherwise accept the first calculation.
The system is calcualting where the planet will be at the time your ship arrives which varies with the planet orbit and the ship speed. Generally with outer system planets it is worth checking for a shorter flight time but others don’t tend to have as large a variation.

There can be significant differences in fuel cost for a shorter route if the caclulation had to increase the ship speed to make the shorter flight time, so it is worth checking both time and cost as they can vary between the approach options.

Right.
My point is that it should not do that. It seems random from the player perspective.
Either the sensitivity should be lower or distance calculation should be to the center of the planet as the “average” so that it doesn’t flicker around every few seconds. It could display path to either end of the planet but few hours travel time difference and cost difference just by clicking again should not be the case.

It’s not just the ‘side’ of the planet, the planet is moving around the sun. The start point is also moving around the sun, you also have the speed the ship is travelling between the two points which is aslo not fixed as the ship speeds up and slows down based on distance.
This is not a simple calculation where the start and end point’s are fixed, everything is moving and at different speeds.

Distance calculation shows slightly bigger/smaller distance on every recalculation and that is fine and expected but several magnitude bigger distance flickers every few calculations are not fine. Maybe it works as expected but then what is expected is flawed.

Ok, I presented enough examples, if devs want to fix that - great, if not that’s fine I will keep checking whether I get unexpectedly shorter and more expensive route every time I change slider value. Maybe I am the only one bothered by this.

Maybe not once they understand how to refresh the route calculation. One thing to note when using this ‘feature’ is that loading and unloading cargo also refreshes the calculation, that one is quite frustrating when you add that last minute item to the cargohold and hit fly only to find your time has changed.
The work around for that is abort on the take off, then reset the route once the ship has reached planet orbit.

Can we get an update to the contract termination?

It isn’t obvious when a termination request has been recieved, just had a shipping contract that failed to autoprovision and a termination request was sent while I was offline. Came online and fulfilled my side of the contract not having seen either the notification or the ‘recieved’ notification in the contract.

Is it possible to get a warning when trying to process actions on a contract with a termation request or even just the font to turn red so it is obvious that there is a change of contract status.

1 Like

New bug with faction contracts:

I got notification about 3 new contracts (as usual) but it turned out that one of them is broken.

  1. It opens a contract window but keeps loading
  2. It is not mentioned in other contracts (as it usually was the case)
  3. It is not mentioned in the contracts list

I’m managing over 100 CX orders currently, and finding things is… a challenge sometimes.

I forget if I’ve requested this before honestly. Apologies if I have. I’d really love a filter field I could use to find specific tickers. It would also support “CI1” or “NC1” cx codes to filter any order from that cx. I don’t think it has to be complex at all, doesn’t need multi-variable. Just one input field that functions like this:

3 Likes

A minor UI bug:

image

The text “Basic Bulkhead” isn’t a link, so users can’t find the ticker for it. Had to tell newbies what the material ticker was.

2 Likes

do you ever use control+f in the meantime?

Our corp started the headquarters project on Danakil, and i was able to contribute towards it. Kinda flies in the face of “have to be built on a planet outside faction space”. I assume that’s a rule and not a strong suggestion :grinning: If faction space HQs aren’t allowed i’d think starting one wouldn’t be either


visual chat bug that I think people have known about for a long time now (I think molp accidentally deleted one of my messages months ago because of this [and his admin perms])

How to reproduce:
Step 1: use the web version of PrUn, on a device that has gestures for quick tab switching (e.g three-finger swipe on laptops)
Step 2: send a message when the chatroom is active (other players are posting messages regularly)
Step 3: hover your mouse cursor over where the delete button would usually pop up
Step 4: switch tabs while keeping the mouse cursor in place
Step 5: wait for a player to send a new message
Step 6: switch back to the PrUn tab
Step 6: you have a “ghost” (or functional if you’re an admin) delete button :smiley:

The chat input fields seem to be structured in some ways that is making Safari (16.4 on macOS Ventura) think they’re some part of a log-in form and sometimes even a field to autofill your credit card number to. I’m unable to come up with consistent steps to reproduce, but generally opening each channel will do it, and usually only one channel is “affected” at a time. This also occurred for someone else on mobile with Google Chrome on Samsung, with it consistently offering to autofill credit cards in the chat field.

I’m really not sure why Safari (and apparently one version of Chrome) is so intent on thinking this is some form considering the <input> tag sure seems set up correctly, but one tweak that seems to work for Safari is changing autocomplete="off" (which is ignored in pretty much every browser… because of course) to autocomplete="please-dont-autofill" or something similar, presumably causing the UA to assume it doesn’t know how to autofill that and not trying.

3 Likes

I thought the devs would be competent enough to fix the infamous “null” bug that has plagued many real-life businesses.

… or is @Dev Null a dev account hmmmmm… :thinking:

read more:

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I dont see a bug here?
Someone made a company with ticket NULL?

database error/bug- @Bant coliqed their old company shortly after getting invited and accepting my invite, the invite somehow got retained on the corp invite list, the view button linked to the company code “null” in the Prosperous Universe database, which didn’t exist at the time (hence the belated bug report), and then a random person made a new account with the aforementioned company code “null”, making the view button link to them.

ahh with that context it makes sense.