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PostPosted: Sat Dec 08, 2018 5:49 pm 
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Hi wesfire, thanks for the message! First, I am happy you are enjoying the HUD. As for the bug report, I can't reproduce it on my machine. The torus sound should only be activate when your torus is on, and this is not possible when you are close to a station due to being mass locked. Could you try explaining to me again how to reproduce this?


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PostPosted: Sat Dec 08, 2018 6:51 pm 
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Hello gsagostinho,
Try to approach the main station, with the main station not in your crosshair but some degrees off (the opossite direction of the planet). Imagine a line crossing through the "Aegis sphere" of the station but not near the "core" of the sphere. Its a window of few seconds where the S icon is on and your in torus speed and you auto dock before mass lock. This occurred when i was testing my unreleased oxp. I believe if you travel in parallel of the witchpoint-planet lane (trying to avoid unwanted encounters ) depending in the position of the main station and the planet its a scenario it can occur quite often.


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PostPosted: Sat Dec 08, 2018 7:18 pm 
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But does your ship's torus deactivates once you get close to the station? I did manage to reproduce part of what you wrote: when I approach the station using the torus, there is a small window between entering the Aegis zone and being mass locked by the station, and you can press Alt+C in this window. But in my tests, every time the ship would get close enough to the station, the torus drive would deactivate and so would its sound.


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PostPosted: Sat Dec 08, 2018 7:25 pm 
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Hello gsagostinho,
Try Shift+C (key_autodock), c is (key_autopilot , Alt-c is plain c).


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PostPosted: Sat Dec 08, 2018 7:36 pm 
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Great, I can reproduce it now. Thanks a lot, I will try to make a new release with a fix shortly!


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PostPosted: Sat Dec 08, 2018 9:03 pm 
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Version 2.0.2 has been released with the fix for the sounds.

@wesfire could you please let me know if this fixes the issue on your end? Thanks again!


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PostPosted: Sat Dec 08, 2018 9:21 pm 
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Hello gsagostinho,
Tested the orange variant and it's fixed in v2.0.2.
Keep up the good work.


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PostPosted: Sat Dec 08, 2018 9:44 pm 
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I'm glad that fixed it. Let me know if you spot any more bugs. Cheers!


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