Just bought an Uruz container transport.
It holds 4 containers, but it looks like it should be able to hold 8. With only 4, it looks rather... empty... when viewed from the rear.
EDIT:
Meh, that happens when you don't read through the whole thread first. Checked the list for stuff to come in the next update though. Maybe we should have a little sign saying what the post is about in each post here, so no need to read the whole posts to check whether it was adressed already or not.
Guess better twice (or thrice) than never.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
When on autopilot (goto/dock) it 'hunts' around the correct course. You can get seasick just looking out the cockpit window. It's stable sometimes - usually when the destination is far away.
============== Ship: Outcast line ini Error
We figured out the explosion bug Jack was talking about! ==============
Figured out why the Rapier entire Outcast line minus the Falcata is bugged.
Firstly, let's understand what the models are like. Most Discovery models consist of a single block in one piece. Vanilla models contain multiple blocks, which is why before the 4.86 update, the wings and other stuff can be blown off.
The thing is, each part has its own hitbox and damage is multiplied throughout. The way it was toned down was to reduce the damage to each part by adding an "explosion_resistance" line into the shiparch.ini. The main body would receive a 0.60000 resistance, meaning it would take 60% damage from explosives, sub parts usually had 0.10000 which takes 10%. 4 sub parts and a main body is equal to 100%, which is full damage potential. This was implemented to balance missile hits in 4.86.
For most Discovery models, this line is not present, indicating a default of 100% damage upon hit.
The Conquistador line made by Massdriver is unlike other Discovery models. It has parts. Specifically, a main body and 4 sub parts.
Now, the problem here in the shiparch.ini is that the model has an explosion resistance of 0.60000 for the main body following the vanilla method. However, it does not take into consideration the explosion resistance of the other parts. So the system counts it as an overall resistance of 0.60000. Meaning, the ship only takes 60% of the full damage potential.
In tests run in Conn, I discovered that the damage percentage/percentage hull left after being hit of a Rapier and a Cutlass from a nuke are equivalent, a total of 5 and a half bars. The Rapier however, has only 12000 hull and the Cutlass has 19400. The difference in hull is 60% more. It only receives 60% of the damage advertised.
Ship|Hull+AU8|Mine_Dmg.|Hull_left|%-Hull_left
Rapier|30000|10200|19800|0,66
Cutlass|48500|17000|31500|0,65
(Values courtesy of Syrus)
Guess what else is 60%, the explosion_resistance. Yep, we found out what's wrong with the Rapier.
On top of that, we see that the rest of the Conquistador line has the same 60% explosion_resistance line all round. The only one that doesn't have this problem is the Falcata, because it was a replacement and the stats were kept.
EDIT: Just checked the Conquistador line, the LF and HF have the same problems. An LF with approx~15000 hull can survive a nuke. HF receives half of total hull, which is 9875 despite nukes doing 17000. All values calculated to be approximately receiving 60% of the total 17000 damage. We've cracked it boys.
I suggest looking over all ships that were newly added non-replacements. They may have the similar bug.
1: Nomad turrets aren't visible on battleships. You must move closer, if you want to see them. Hardpoints of these weapons are above the ship's surface.
2: Hybrid weapons of nomad gunboats aren't visible. If you move closer, you will see battle razors. I think bug is you must be very close to ship to see weapons, it looks very strange, human like weapons on nomad ships. Weapons of scorpion gunboats looks similiar, but they are visible if ship is visible.
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im not sure if anyone has posted this yet but the npc sarissa patrols have the wrong engine exhaust compared to the player ones. Yhey have liberty dreadnought type exhaust instead of the kusari looking one. i'll see if i can attach a SS tomorrow, if not i would appreciate if someone else could post one for me.
I after the rollback have purchased one of these magnificent beasts but only to find there seems to be four unused hardpoints on the ship (two in the middle at bottom and one at the rear on the bottom and one on top at the rear), even when it's fully equipped with it's 10 turrets.Have included screens for visual confirmation.