Shipwright Archive
Thread: Shipwright Technical Bugs list October 2005 (updated)
IIscandar
Wed May 18, 2005 9:58 pm
#14
Sounds reasonable. I bet they are already looking into working that out.
Jorrel
Thu May 19, 2005 6:29 am
#15
I had a request last night for some of the New POB weapons. When you look at the information in the crafting tool, you do NOT get any description about the weapons your crafting except that they only can be used on the larger ships. I'd like to know if one is a disruptor version, ion version, or blaster version of a weapon before I craft any of these. I couldn't answer my clients questions at that time, which probably cost me some sales.
NASA
Master Shipwright - Chilastra
IIscandar
Wed Jun 22, 2005 12:23 am
#17
Here's some news from the latest test center publish located here Test Center - Version 0.124821 June 21st, 2005
Test Center
Version 0.124821
Correspondents and Fan Fest Fixes and Balance Changes
Animations
Shipwright
- You are now given another chance to name a reverse engineered component after attempting to use a reserved name.
- Fixed issue that prevented renaming of a reverse engineered component when using the last charge of a Component Analysis Tool.
- Unused engine acceleration and deceleration stats of 0.0 are no longer shown in the reverse engineering results dialog.
Crillan
Wed Jul 20, 2005 10:17 pm
#18
Bug: Elite boosters ask for potential energy in crafting, asteroids have no potential energy. End stats are horrible.
Bug: ARC-170 fighter has bugged main weapon when certain weapons are installed. They are mounted a few meters sideways from where they're supposed to be. This leaves one weapon floating off in space.
TheLoneWolf
Mon Aug 01, 2005 1:41 am
#19
Ionic Pulse Weapon recieved during the Heavy X-Wing quest.
No graphic
When fired comes from VISIBLE weapons (Has 3 weapon mounts. if in 3rd weapon mount shows as firing from weapons 1 and 2)
Other than that a great weapon except for the refire rate. It is slow compared to my crafted weapons
TheLoneWolf
Mon Aug 01, 2005 1:45 am
#20
The New RoTW X-Wing Texture kits do NOT WORK on the Heavy X-Wing (well not Texture Kit 7 for the X-Wing)
AhrienTerrik
Mon Aug 01, 2005 4:20 am
#21
It would be nice to be able to check the load in our cargo hold in flight. Being able to use the same options from the datapad would be enough.
I noticed another bug related to the asteroid resources.
Some resources have a stat cap that is taken into account when crafting. Steel have a CD cap of 650, so any steel close or over to 650 will get near-perfect results.
Problem is that asteroid resources with OQ 500 have a cap of 1000 OQ. Since the OQ is a fixed stat, either the OQ cap should be lowered to 500 for these resources or the OQ of all asteroid resources be raised to 1000.
You can check this for yourself crafting a Mark III mining laser. It uses 250 units of 4 asteroid resources, 2 of which have OQ=1000 and the other 2 have OQ=500.
When experimenting in Refire Rate (50% OQ + 50% PE) the max experimentation % is 37%. We already know (from this post) that the lack of PE is producing a low quality cannon, but if the stat caps for asteroid resources where as they should, we should be able to experiment up to 50%.
The WRV (Weighted Resource Value) is calculated as follows:
WRVoq = (250 * 1000 + 250 * 1000 + 250 * 500 + 250 * 500) / 1000 = 750
WRVpe = 0 (none of the resources has PE)
WRV = WRVoq * 50% + WRVpe * 50% = 375 => 37% max experimentation
I noticed another bug related to the asteroid resources.
Some resources have a stat cap that is taken into account when crafting. Steel have a CD cap of 650, so any steel close or over to 650 will get near-perfect results.
Problem is that asteroid resources with OQ 500 have a cap of 1000 OQ. Since the OQ is a fixed stat, either the OQ cap should be lowered to 500 for these resources or the OQ of all asteroid resources be raised to 1000.
You can check this for yourself crafting a Mark III mining laser. It uses 250 units of 4 asteroid resources, 2 of which have OQ=1000 and the other 2 have OQ=500.
When experimenting in Refire Rate (50% OQ + 50% PE) the max experimentation % is 37%. We already know (from this post) that the lack of PE is producing a low quality cannon, but if the stat caps for asteroid resources where as they should, we should be able to experiment up to 50%.
The WRV (Weighted Resource Value) is calculated as follows:
WRVoq = (250 * 1000 + 250 * 1000 + 250 * 500 + 250 * 500) / 1000 = 750
WRVpe = 0 (none of the resources has PE)
WRV = WRVoq * 50% + WRVpe * 50% = 375 => 37% max experimentation
Message Edited by AhrienTerrik on 08-01-2005 04:21 AM
FriedSquid
Mon Aug 01, 2005 11:13 am
#22
As far as I know, BER of mining lasers still does not show up. Platypus posted a while ago saying it did, but :<
http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=18994&query.id=0#M18994
Message Edited by FriedSquid on 08-01-2005 11:14 AM
Kaiyn
Wed Aug 03, 2005 6:29 am
#23
I have a bug that I have noticed for a long time, but not that often. I have just been getting much more opportunity to experience it lately. When getting an amazing success on the INITIAL crafting attempt, the stats are LOWER than if I had a 'Great Success'. I am buffed, research center, food and drinked up. Using top resources, normally giving me a 27-29% on a great success, if I get an amazing, I get around 24%!!!! I have searched the boards, and have not found this posted. Also, on some items, espeically subcomponents, using the exact same resources, different levels of parts give different %. i.e. a Mk2 engine overdriver yields 26% while the Mk3 overdriver yields 27%. The overdriver is jsut an example, as I cannot remember the components that did this.
Mariki
Wed Aug 03, 2005 4:07 pm
#24
Not sure if this is a new problem but I crafted a POB engine yesterday and it was trash compaired to my MK V engines which are faster, handle better, and don't weight 250K.
This is quite annoying after spending an hour space mining for a piece of junk I would not sell.
IIscandar
Wed Aug 03, 2005 7:04 pm
#25
Mariki wrote:
Not sure if this is a new problem but I crafted a POB engine yesterday and it was trash compaired to my MK V engines which are faster, handle better, and don't weight 250K.
This is quite annoying after spending an hour space mining for a piece of junk I would not sell.
The asteroid resource stat issue is causing this and is the number one issue we have right now. Hang in there.
AhrienTerrik
Thu Aug 04, 2005 2:00 am
#26
Mariki wrote:Not sure if this is a new problem but I crafted a POB engine yesterday and it was trash compaired to my MK V engines which are faster, handle better, and don't weight 250K.This is quite annoying after spending an hour space mining for a piece of junk I would not sell.
Mariki, this is an issue that only happens with Engines and Boosters (and Mining lasers and tractor beams btw).
You can see some numbers about this in a post titled The so-called 'Asteroid crafting bug': An explanation with some numbers
Fortunately IIscandar is aware of this and will hopefully get it fixed asap.