User talk:ChallengeSpaceYard: Difference between revisions

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:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)
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Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)

Revision as of 18:45, 30 June 2012

Instructions

When discussing, use ~~~~ or --~~~~ to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A February 2012 archive is available for viewing.

seeking information

question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3 when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)

In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --CSY 00:34, 17 June 2012 (UTC)
Also. When adding to a talk page, please add new topics and replies at the bottom. --CSY 00:34, 17 June 2012 (UTC)

Race template inclusions

Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example --Protomatter 14:16, 19 June 2012 (UTC)
Thermometer1.png

Okay, did that do it? Rbos 03:04, 20 June 2012 (UTC)

Not a pleasant afternoon, but an educational one. Rbos 03:13, 20 June 2012 (UTC)

On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. Rbos 03:19, 20 June 2012 (UTC)

Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --CSY 05:51, 20 June 2012 (UTC)

Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)