Pilot Archive
Thread: Something odd I noticed the other day....
Page 1 of 1
Kharn
Mon Oct 24, 2005 11:13 am
#1
Something I noticed the other day while running overloads in an all crafted ship I put together. Tinkering around with a ship loadout I had some weapons and my chaff launcher disabled after RO4 and CO4. After running CO3 one of my guns became un-disabled. Has CO3 been just as bugged as WO3 and I've never noticed?
Bah, sorry, I'm confused, that should have been RO4 and EO4. Not CO4.
Bah, sorry, I'm confused, that should have been RO4 and EO4. Not CO4.
Message Edited by Kharn on 10-25-2005 11:25 AM
LeaphChausew
Mon Oct 24, 2005 1:29 pm
#2
Washell wrote:
Isn't it the same as EO3/4? 333% drain increase vs a 1000% drain increase?
I really should take a more indepth look in those programs before they fix WO3
Optomistic aren't we? 
Washell
Mon Oct 24, 2005 1:34 pm
#3
Not really actually. I'm expectingit will get fixed the day after I get my ships WO3 ready, get tired of SWG and quit the game.
LeaphChausew
Mon Oct 24, 2005 1:47 pm
#4
Washell wrote:
Not really actually. I'm expectingit will get fixed the day after I get my ships WO3 ready, get tired of SWG and quit the game.![]()
Still sounds rather optomistic to me 
-Edit: Not implying you should quit or anything. In fact /grapples 
Message Edited by LeaphChausew on 10-24-2005 01:48 PM
Kharn
Mon Oct 24, 2005 3:10 pm
#5
Washell wrote:Isn't it the same as EO3/4? 333% drain increase vs a 1000% drain increase?
I really should take a more indepth look in those programs before they fix WO3
Supposed to be IIRC. But looking at the component view after CO3 runs, I don't see a .3 efficiency listing like I see next to my engines.
Washell
Mon Oct 24, 2005 4:19 pm
#6
I'm fairly sure it's what I said though. 1000 drain cap, turning into 3333k drain cap or 10k drain cap, 7k energy sounds about right for chaff launcher and couple of weaps.
Kharn
Mon Oct 24, 2005 5:46 pm
#7
Washell wrote:
I'm fairly sure it's what I said though. 1000 drain cap, turning into 3333k drain cap or 10k drain cap, 7k energy sounds about right for chaff launcher and couple of weaps.
Aye, sounds right for how it should be if it worked correctly. Unfortunately, my cap had less reactor drain after running CO3. So I was asking if anyone else noticed if CO3 was broke at launch, or if it is something that has been broken recently. To be honest, I don't remember if it ever worked as intended. I don't *think* it was, but I can't say for certain.
Attacca
Mon Oct 24, 2005 6:32 pm
#8
Kharn wrote:
Something I noticed the other day while running overloads in an all crafted ship I put together. Tinkering around with a ship loadout I had some weapons and my chaff launcher disabled after RO4 and CO4. After running CO3 one of my guns became un-disabled. Has CO3 been just as bugged as WO3 and I've never noticed?
Do you mean you ran RO4 and WO4, and CO3 made them become un-disabled? I've seen this happen, haven't really taken the time to expirament with it. I think it's a display bug of some sort.
Kharn
Mon Oct 24, 2005 9:39 pm
#9
Attacca wrote:
Kharn wrote:
Something I noticed the other day while running overloads in an all crafted ship I put together. Tinkering around with a ship loadout I had some weapons and my chaff launcher disabled after RO4 and CO4. After running CO3 one of my guns became un-disabled. Has CO3 been just as bugged as WO3 and I've never noticed?
Do you mean you ran RO4 and WO4, and CO3 made them become un-disabled? I've seen this happen, haven't really taken the time to expirament with it. I think it's a display bug of some sort.
Yup. I ran RO4 and EO4 and had disabled gear. After running CO3 one of my disabled guns started being able to fire.
Washell
Tue Oct 25, 2005 12:17 am
#10
Isn't it the same as EO3/4? 333% drain increase vs a 1000% drain increase?
I really should take a more indepth look in those programs before they fix WO3 ![]()
Page 1 of 1