Shipwright Archive
Thread: Shipwright Technical Bugs list August 2005 (updated)
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.
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.
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
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
Message Edited by FriedSquid on 08-01-2005 11:14 AM
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.
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.
IIscandar, I wrote a follow-up on my post about the asteroid issue. Please, read the Summary of borked schematics due to using asteroid resources
IIscandar wrote:
The asteroid resource stat issue is causing this and is the number one issue we have right now. Hang in there.
Message Edited by AhrienTerrik on 08-04-2005 12:41 PM