Shipwright Archive
Thread: Updated Shipwright Issues and Bugs (Oct 29 2004)
CapnKate wrote:
Considering a guy i sold a ship to yesterday emailed me today to order some replacements for the weekend because he died enough to get his contition down to 50% on some components, I think decay is just *fine*. I'd like *some* room to breathe.
I was not aware that ship decay was in to this level. I had not played the last little bit of beta and I must have missed the patch note that added this (if it was in a note).
The issue probably should move to more of ensuring a fair balance between SW and Pilot.
jassi007 wrote:
Whats this crap about no decay? As I understand in about 7-8 repairs, a ship chassis looses 50% of its hitpoints. Sounds like decay to me, and pretty damn fast decay as well.Message Edited by jassi007 on 10-29-2004 09:44 AM
It was my mistake, I was posting on a issue I had never seen resolved in beta personally or in patch notes. Unfortunately I also did not play in beta for the last 2 weeks, just tried to keep up on patch notes. It was misinformation I admit.
However the thread has managed to attract some of the current live issues that people are seeing and confirmed. I am preparing that list now for discussion and refinement.
Message Edited by Betatoxin on 10-29-2004 10:25 AM
The Acceleration is not engine dependant. This value is not experimental. The acceleration is set by the chassis type. When the item is inserted into the chassis it inherits the acceleration values. So all base engines I've seen start at 180. When placed in the chassis of your choosing they adjust. This is because the acceleration you gain when adjusting your pitch/yaw/roll is dependant more on the physics of the style of the ship as opposed to just general velocity or forward thrust.
Remember, this is the acceleration the amount the velocity increments when adjusting that value. The velocity is directly capped by the maximum pitch yaw and roll values, which are engine dependant AND are experimental.
So, imo this is not a bug, its a placeholder on the engine. It just perhaps should not appear when its not Loaded.
-Ghrey Ke'lok
Imperial Intelligence Operative
Betatoxin wrote:
Shipwright Issues Oct 29 2004
- Looted components are better than crafter components at lower tiers and for some products
- Been reporting this since beta, wishing that *some* components were better butmostly not.
- More factory crafting support
- Asked for in beta, we're not getting it any time soon... Originally shipwrights had no factory usage at all.
- Ships in the same tier can often have vastly different mass capacities. Sometimes several times what other ships do. Is this intended?
Example: Ywing ~150,000 Mass, Tie Fighter ~20,000.
- Yes. The Ywing and the Tie have very different maneuverability ratings. Whether they are significant enough to warrant such a large disparity remains to be seen.
- Armor display on the HUD only shows the hitpoints as a percentage, not the amount of armor. The reason is the HUD (more specifically your component status portion) only displays the hitpoints of your components as a percentage. The problem is the hitpoint stat never degrades on armor, and thus your armor displays 100% even though it could potentially be knocked out.
Shipwright Bugs Oct 29 2004
- Crafted Ship components loose their names when they are remove from ships. They name is replaced with strings like "Mark" instead of the original name.
- I hate this bug. Been around forever.
Tills wrote:
All the custom names I have given my parts have lost their name except for the first word.
Example, my Armor was Tillmen's Private Stock (stats). Now loaded into my ship and when I unload it, it is just Tillmen's.
Message Edited by Rolassk on 10-29-2004 08:35 PM
Message Edited by Aileili on 10-29-2004 10:00 PM