Posted August 09, 2020
Started a new campaign
Inconsistencies in projectile weapons
Nearly all guns (20 and 60 mm) have the same mobility -30.0/45.0/-80.0/80.0
But the 20 mm double barrel guns have a different mobility -30.0/45.0/-40.0/40.0
the should also set to -30.0/45.0/-80.0/80.0
This affects the items# 1001, 1007, 1013, 1019 and 1025
All guns have an ascending damage at ascending level, except two 60 mm double barrel guns level 4 and 5.
item 1023 level 4 has a damage of 80 which is the same as the level 3 gun, it should be set to 90
item 1029 level 5 has a damage of 50 which is the same as the level 1 gun, it should be set to 100
At the moment there is no reason to buy the 60 mm double barrel guns level 4 and 5.
Ammo and missile total damage
The total damage of core ammunition and core missile is the same as the normal explosive, normal kinetic and normal radiant. But the core should cause greater damage.
The step of the total damage should be similar to the total damage of the torpedoes.
Permanent Afterburner
If a warp gate is selected manually for a jump to the next sector, then the left shift key is pressed and hold down until the ship enters the warp gate, the afterburner is permanent on when the ship exits the warp gate. The afterburner has to be stopped manually by using the "toggle afterburner" tab in the ship status window.
Mission status.
For the missions TRANSPORT, COLLECT and ESCORT, the display in the mission window always remains on Objectives Incomplete in red after receipt of the cargo or meeting the ship to be escorted. It never turns to Objectives complete in green.
Hot Key
Wrong hot key in fleet tutorial, it should be F-key instead of J-key.
Inconsistencies in projectile weapons
Nearly all guns (20 and 60 mm) have the same mobility -30.0/45.0/-80.0/80.0
But the 20 mm double barrel guns have a different mobility -30.0/45.0/-40.0/40.0
the should also set to -30.0/45.0/-80.0/80.0
This affects the items# 1001, 1007, 1013, 1019 and 1025
All guns have an ascending damage at ascending level, except two 60 mm double barrel guns level 4 and 5.
item 1023 level 4 has a damage of 80 which is the same as the level 3 gun, it should be set to 90
item 1029 level 5 has a damage of 50 which is the same as the level 1 gun, it should be set to 100
At the moment there is no reason to buy the 60 mm double barrel guns level 4 and 5.
Ammo and missile total damage
The total damage of core ammunition and core missile is the same as the normal explosive, normal kinetic and normal radiant. But the core should cause greater damage.
The step of the total damage should be similar to the total damage of the torpedoes.
Permanent Afterburner
If a warp gate is selected manually for a jump to the next sector, then the left shift key is pressed and hold down until the ship enters the warp gate, the afterburner is permanent on when the ship exits the warp gate. The afterburner has to be stopped manually by using the "toggle afterburner" tab in the ship status window.
Mission status.
For the missions TRANSPORT, COLLECT and ESCORT, the display in the mission window always remains on Objectives Incomplete in red after receipt of the cargo or meeting the ship to be escorted. It never turns to Objectives complete in green.
Hot Key
Wrong hot key in fleet tutorial, it should be F-key instead of J-key.