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 Post subject: unlimited waypoints
PostPosted: Wed Jan 27, 2010 12:15 pm 

Joined: Sat Jan 10, 2009 5:29 pm
Posts: 10
Faction: Flight School
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It is possible to queue flights of extreme length using the waypoints. In this picture, I outlined the shape of Skytopia without landing once. The flight lasts 40+ hours despite being made in a Tbolt with a range of 2277 and a max flight time on normal flight of 2.5 hrs.

In order to recreate this feat yourself, follow these simple steps.
1. Queue a waypoint to anywhere in the ocean.
2a. Queue a waypoint to anywhere else and then undo it.
2b. Start to queue a waypoint and then select cancel from the drop down menu
2c. Start to queua waypoint then select pause.
3. Click you last programmed waypoint and start fresh.

Basically, the game resets your range each time you undo a waypoint.


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 1:14 pm 

Joined: Sat Jan 10, 2009 5:29 pm
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In this epic battle, I hunt for pirates and shoot them down for 11 hours straight AND make pretty patterns in the sky! Admission to watch is free, mathematical analysis of that shape in radial coordinates costs extra.


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 1:40 pm 
Incarnation of Paper

Joined: Mon Feb 11, 2008 8:54 am
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That is a work of art Pendragon


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 2:16 pm 

Joined: Fri Nov 27, 2009 12:40 pm
Posts: 44
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This just allowed my CR4P Alt character to reach upgrades. This is awesome, and possibly gamebreaking. I wonder what the Dev have to say on this.

-Surume

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By necessity, by proclivity, and by delight, we all quote. In fact, it is as difficult to appropriate the thoughts of others as it is to invent. -Emerson


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 2:49 pm 
Incarnation of Paper

Joined: Mon Feb 11, 2008 8:54 am
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It's very game breaking, this bug doubles the range of every plane in the game like kits only for free.


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 4:51 pm 
Happy 2010

Joined: Sun Oct 21, 2007 3:08 pm
Posts: 182
Location: Left Coast Skytopia
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Pendragon you must have made the devs simultaneously very happy and very sad. They are very happy to have this exploit documented and very sad to have to devote scarce energies to squash this "bug". You found the most awesome, game-breaking tweeks I have seen to date. I salute you and your efforts to keep Skytopia exploit-bug free. Well done, or medium rare if you prefer it that way, cheers,

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kanamdso


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 5:03 pm 

Joined: Fri Nov 27, 2009 12:40 pm
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On that note, how did you discover this bug? It seems very specific.

-Surume

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By necessity, by proclivity, and by delight, we all quote. In fact, it is as difficult to appropriate the thoughts of others as it is to invent. -Emerson


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 5:09 pm 
Incarnation of Paper

Joined: Mon Feb 11, 2008 8:54 am
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It looks like the bug was introduced this round as an unexpected interaction with the auto refuel feature, and that's why no one has found it before (being as waypoints are useless this round :sad: )


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 Post subject: Re: unlimited waypoints
PostPosted: Wed Jan 27, 2010 6:44 pm 

Joined: Sat Jan 10, 2009 5:29 pm
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Faction: Flight School
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Quote:
It looks like the bug was introduced this round as an unexpected interaction with the auto refuel feature

I was thinking of this too.

I found it because I was trying to make a flight leg slightly longer so it would be ready when I cam back without wasting time. I made a mistake and undid my last leg and there we were.

BTW, sorry devs, next time I'll keep my SWEET discoveries for my private use till a quieter moment. :remywicked:


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 Post subject: Re: unlimited waypoints
PostPosted: Thu Jan 28, 2010 4:32 pm 
Developer

Joined: Tue Nov 21, 2006 12:02 am
Posts: 363
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Actually, we already knew about this, but it was sent as a PM and not made public, so we ignored it for a while and then forgot about it. This bug was indeed introduced in Skyrates 2.5, when fuel went away.

Now we know how Microsoft feels when some researcher emails them an exploit and they ignore it, then releases it on a public website and they have to fix it immediately. Oh well.


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 Post subject: Re: unlimited waypoints
PostPosted: Thu Jan 28, 2010 5:40 pm 

Joined: Fri Nov 27, 2009 12:40 pm
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Why did you leave the entire Waypoint system into this build anyway, even if the changes to 2.5 made it obsolete? Also it's not completely infallible as a glitch. With the CR4P Alt I'm running, he still cannot reach the Wood Reinforced Hull down at Tehras, even with all of the other range extension upgrades and this glitch. It seems to diminish in the range of each further way point, but that's not really significant unless you have poor range to begin with.

-Surume

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By necessity, by proclivity, and by delight, we all quote. In fact, it is as difficult to appropriate the thoughts of others as it is to invent. -Emerson


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 Post subject: Re: unlimited waypoints
PostPosted: Thu Jan 28, 2010 8:00 pm 
Incarnation of Paper

Joined: Mon Feb 11, 2008 8:54 am
Posts: 562
Location: Arcadia
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As a stunt, it is fun to have an alt in a cr-4p and a faction though. Otherwise this bug can't be fixed soon enough.


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 Post subject: Re: unlimited waypoints
PostPosted: Fri Jan 29, 2010 8:53 am 
Developer

Joined: Tue Dec 12, 2006 7:29 am
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neat, nice find. hopefully this isn't too bad to fix; marquis would know better.

-PL-


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 Post subject: Re: unlimited waypoints
PostPosted: Sun Jan 31, 2010 12:01 am 
Explorer

Joined: Mon Jan 21, 2008 4:23 pm
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Waypoints are still useful if you want to hunt off of a skyland or if you want to hold at a skyland waiting for prices to refresh while not getting a lot of combats (hunts) and not losing FP (sitting there).

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Captain of the Dawn Patrol
"Fly swiftly, and with a big gun."


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 Post subject: Re: unlimited waypoints
PostPosted: Mon Feb 01, 2010 11:21 pm 
Developer

Joined: Tue Nov 21, 2006 12:02 am
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This exploit has now been fixed.


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 Post subject: Re: unlimited waypoints
PostPosted: Tue Feb 02, 2010 3:03 am 

Joined: Mon Dec 14, 2009 6:51 pm
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Faction: Flight School
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How did you end up fixing it?

-Surume


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 Post subject: Re: unlimited waypoints
PostPosted: Tue Feb 02, 2010 11:51 am 
Developer

Joined: Tue Nov 21, 2006 12:02 am
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The easy way would have been to remove waypoint functionality, but I know that some people still use them, and I also have some ideas that will make waypoints more important in the future. So instead I took the time to figure out what went wrong when we changed fuel stuff for 2.5, and fixed it.


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 Post subject: Re: unlimited waypoints
PostPosted: Tue Feb 02, 2010 11:59 am 
Sapphire Luminary

Joined: Tue Dec 16, 2008 11:09 pm
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Waypoints are kinda neat, but a pain in the butt to actually plot :worry: Is there a chance there could be autoplotting waypoints? Like set it to go from here to here, plotting x% risky and x% safe?

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Oh wow I'm the governor of Kadath


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 Post subject: Re: unlimited waypoints
PostPosted: Tue Feb 02, 2010 7:51 pm 

Joined: Sat Jan 10, 2009 5:29 pm
Posts: 10
Faction: Flight School
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awww - no more artwork?? Thanks Marquis, and sorry for for making extra work when you're busy!


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