Shipwright Archive
Thread: Y wing engines.
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Harkyn1
Wed Nov 03, 2004 8:14 am
#1
Has anyone noticed engine stats changes with the Y-Wing when you load it? My PItch, Yaw, and Roll Accel Rates were 180 BEFORE loading, they dropped to 80/80/40 once in and remained that after UNLOADING.
Rittik
Wed Nov 03, 2004 8:34 am
#2
Yep. All ships have different 'manueverablity' stats. They don't show in the schematic.. but they exist. You should see how the TIE Bomber does... heheh
Mariki
Wed Nov 03, 2004 10:12 am
#3
There seems to be a BIG bug where some ships are changing engine base stats.
Now here is the kicker. If you place the engine in a Y wing the pitch/Yaw stats go down, If you place the engine in a Tie, they go up.
We live in a time where mutual co-operatin between Rebels and Imperials must work together to form the best stats for their engines 
With bugs like this, who needs Shipwrights 
KJFett
Wed Nov 03, 2004 10:53 am
#4
Mariki wrote:
There seems to be a BIG bug where some ships are changing engine base stats.
Now here is the kicker. If you place the engine in a Y wing the pitch/Yaw stats go down, If you place the engine in a Tie, they go up.
We live in a time where mutual co-operatin between Rebels and Imperials must work together to form the best stats for their engines
With bugs like this, who needs Shipwrights
It's not a bug. The ship adds or removes from the mods on an engine A Y-wing will take a hit to the engine stats, and a TIE will get a boost. Otherwise, you would have alot of Y-Wings flying circles around TIES, and that just ins't right.
Rittik
Wed Nov 03, 2004 10:55 am
#5
To restress my point and to back up KJ on this... there is a stat that is invisible on ships. It determines the manueverability of the ship and adjusts the stats of an engine. TIE fighters and A-Wings get boosts... Y-Wings and Bombers get minuses.
Celedhros
Wed Nov 03, 2004 10:56 am
#6
Actually, it seems to be more than just that. They're not only changing stats, they're also truncating the names of crafted components after logging out and logging back in sometimes. This makes it difficult to "tag" your crafted components similar to the looted components, much less make it easier for the customer to tell what he's loading in without looking through the stats with a fine-toothed comb.
Here's an example. If I were to create a tweaked Ion cannon for a customer, and name it "BayleTech Heavy Ion Cannon (Dmg xxxx-xxxx|ShEff 0.892)" or something similar, at some point after loading the component into their ship, it would start to appear in the loadout screen as simply "BayleTech". I'll have to try it tonight, but it may be that I could potentially get around this issue by naming it "BayleTechHeavyIonCannon(Dmgxxxx-xxxx|ShEff0.892)" but that's rather ugly and hard to read, compared to the looted components which can use all the spaces they want. We can do ourselves a favor if we all /bug this issue every chance we get. It cannot be bypassed and is repeatable.
Here's an example. If I were to create a tweaked Ion cannon for a customer, and name it "BayleTech Heavy Ion Cannon (Dmg xxxx-xxxx|ShEff 0.892)" or something similar, at some point after loading the component into their ship, it would start to appear in the loadout screen as simply "BayleTech". I'll have to try it tonight, but it may be that I could potentially get around this issue by naming it "BayleTechHeavyIonCannon(Dmgxxxx-xxxx|ShEff0.892)" but that's rather ugly and hard to read, compared to the looted components which can use all the spaces they want. We can do ourselves a favor if we all /bug this issue every chance we get. It cannot be bypassed and is repeatable.
rols_cerentz
Wed Nov 03, 2004 12:31 pm
#7
Celedhros wrote:
Actually, it seems to be more than just that. They're not only changing stats, they're also truncating the names of crafted components after logging out and logging back in sometimes. This makes it difficult to "tag" your crafted components similar to the looted components, much less make it easier for the customer to tell what he's loading in without looking through the stats with a fine-toothed comb.
Here's an example. If I were to create a tweaked Ion cannon for a customer, and name it "BayleTech Heavy Ion Cannon (Dmg xxxx-xxxx|ShEff 0.892)" or something similar, at some point after loading the component into their ship, it would start to appear in the loadout screen as simply "BayleTech". I'll have to try it tonight, but it may be that I could potentially get around this issue by naming it "BayleTechHeavyIonCannon(Dmgxxxx-xxxx|ShEff0.892)" but that's rather ugly and hard to read, compared to the looted components which can use all the spaces they want. We can do ourselves a favor if we all /bug this issue every chance we get. It cannot be bypassed and is repeatable.
Give underscores a go. Perhaps those will work out.
Harkyn1
Wed Nov 03, 2004 12:51 pm
#8
I figuered there was differeneces in the ship that would change the engine but does your engine numbers change BACK to the original after you remove and place it in another? Because mine aren't.
KJFett
Wed Nov 03, 2004 5:33 pm
#9
Harkyn1 wrote:
I figuered there was differeneces in the ship that would change the engine but does your engine numbers change BACK to the original after you remove and place it in another? Because mine aren't.
I have found that if I close my inventory,and the launch screen. Then reload the launch screen, I can get those numbers to go back to normal. The numbers changing and staying is the bug, not thfact that thenumbers drop.
OdiousEncounter
Wed Nov 03, 2004 10:44 pm
#10
I think the roll/pitch/etc. rates aren't strictly a modifier based on the chassis, just a hard cap. Anything placed in a Ywing will cap at 80, and those stats will be reflected in the engine.
Top speed seems to be different. Each chassis seems to have a multiplier associated with it, but that never effects the reading on the component.
I think it's more poor design than a bug. Taking an engine out of a ship should always reveal its true, uncapped values. Expressing the caps would be tougher to do without causing confusion. Maybe the value could turn red if it had to be reduced due to the cap on the ship, and the caps would be listed on the chassis along with hp/mass? That could also potentially give us something new to experiment on, which would be nice.
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