Gosshawk wrote:Okay, here we go.
1. I'm not sure but i think you may want to change column AQ (Warp_Capacitor 800MJ) on the orionMk2 to 12 instead of 6. That should give it double jump fuel as advertised. I havent tested it tho.
Great! Will do that - the Fuel meter is going down twice as it should.
Gosshawk wrote:
2. Column BX ( cloaking) on the sparrowhawk Should be 0. Unles you want it to cloak.
I think the cloaking is on because Talons are normally enemy craft. Will remove it.
Gosshawk wrote:
3. Sparrow Hawk has a default colour radar. I know your worried about them not having a radar, but the other blanks don't and it doesnt adversly affect them. Still, your call and I'll support it.
Also, TarsusMk2 Ai craft will probably have a non color radar. not sure if thats really an issue tho.
I'll watch the Sparrowhawk's performance without it, any side effect should hit only randomly generated ships (¬ wingmen).
Gosshawk wrote:
4. Katana has a deffault repair droid. Not sure if its intentional tho.
5.Katana and Sparrow hawk have no ecm capability whatsoever. The template versions need to have 6's in columns CD & CE. Probably why you couldn't intsall ecm.
Not intentional - will remove the Katana btw since this was only intended as a test bed. Thanks for the heads up on enabling ECM upgrades for the Sparrow hawk, will implement this.
Gosshawk wrote:
6. Sparrowhawk and Tarsusmk2 Dont have afterburner,(column CU, rows 356 & 359)
7. Why is there shield and reactor entries for the tarsusmk2 subunits entry(column CV)
8. Do the turrets on the Katana work? The only entries I see are turret_mediumrear_invisible & turret_invisible_medium.
The turrets on the Katana work but weirdly - I don't like it myself. Will check that afterburner issue on the Sparrowhawk & TarsusMk2.
The shield & reactor entries beefs up the default reactor & shields of your wingmen - otherwise they dies too easily with only level 1 eq.
Gosshawk wrote:
9. I like the description you've written for the TarsusMk2. I'm not the most creative person, so I tend to come up with simpler descriptions. However, It has a belly turret, not a top one.
10. Jup drive issue fix. Column AT Should read (Sparrowhawk)TRUE:(Sparrowhawk.blank)FALSE: (Sparrowhawk.template)TRUE .
Not trying to be harsh, just what I was able to pick out when I looked at the files. I havent integrated yet, But I'm going to add the sparrowhawk with the minor changes as specified and do final testing of the DCVL.
Cheers
Will correct the descriptions, some of them are out of date. Ditto for jump drive. Don't worry about your long list - these are real issues that should be addressed before we post the patches in the sticky thread.
Fyi - I've upped the ship generation for militia by 3x (from 0.1 to 0.3) and the merchanters by 33% (from 0.6 to 0.9).
The Privateer universe is too hostile -- Merchant centers like New Constantinople & Troy should be strongholds.
There's also too little ship traffic and the militia's prescence should be much stronger than it is now.
Attaching my latest faction_ships.py and quoting relevant section for ship generation ratios. Still checking if the new ratios feel correct :
----------------------------
staticFighterProduction={"retro":3, "pirates":1}
fighterProductionRate= {"confed":.002
,"landreich":.12
,"border_worlds":.06
,"kilrathi":.008
,"retro":.5
,"merchant":.9
,"pirates":.4
,"hunter":1
,"militia":.3
,"default":.1
,"firekkan":.1
,"AWACS":2
}
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