nop The old Ctrl+RMB dragging ship-relative still isn't working in rc3.
You have to start dragging first and then hold Ctrl, because if you hold Ctrl first it interprets it as a target instruction. Not much I can do about that without changing one of those hotkeys to something else, and I'm running out of hotkeys. 😛
nop and the weird orientation stuff
Is this ships being less eager to rotation when attacking, or something else?
CGDW I don't know if the algorithm for leading shots is different per weapon or if it just takes projectile speed as a variable, but heavy lasers consistently overcompensate, leading targets by too much.
There's is no difference in the leading algorithm between weapons (except for railguns, which take their fire delay into consideration). Yes, it takes projectile speed as a variable. The slower the projectile speed, the higher the chance the algorithm will over- or under-compensate if the target is changing speed, so the heavy laser will be a bit more likely to miss compared to the small laser and a bit less likely than the cannons.
ucyimDa_Ruler Railgun buffed to 579% is hard AF to defend against. It annihilates three stacked shields immediately. I'm playing around with some different configurations to have a crew adequately restock but nothing is fast enough. Best I can do is two with a third 'almost' there.
With a railgun that long, I'm not sure this is a bad thing.
ucyimDa_Ruler Railgun buffed shots seem to skip. Meaning, it'll hit a armor but pass through and continue to devastate. This sucks because you can't hide a rector behind armor. It could still blow up. So I am considering this a bug.
Is the armor taking damage from the railgun? If so, this is not a bug, and the railgun just has enough penetration to pierce the armor.
ucyimDa_Ruler Railguns....when do they opt to fire? When the projectile will hit their target? When shots penetrate 5 tiles deep? I have two ships of equal size (roughly) one ship fires WAY earlier then the other and I can't figure out why.
In theory, when they will hit their target. If you give me a saved game, I can look into your particular situation.
ucyimDa_Ruler Boosters are still wonky. You activate them and then turn on then off. In battle mode, boosters are enabled by default. But then they automatically turn off. I'm confused by this behavior. Why are they sometimes on then off? Should be it automatic or based on some type of rules. Or is it a toggled behavior? Toggling boosts will shows ON then immediately off behavior in RC3.
What do you mean, "in battle mode"? In the Battle Helper? The A.I. will turn on the thrusters if it's far enough from the enemy. If the thrusters are turning on automatically on a non-A.I.-controlled ship, that's a bug, please send me a saved game.
ucyimDa_Ruler I can't get edit mode to break again. I've been trying...I do remember it being based on building a ship without a command center. I think someone commented on that already.
Someone sent me a saved game and I tracked down the problem, will be fixed in the next update. Thanks for trying!
ucyimDa_Ruler I've been having this problem for a while now since the beta. I swear I click on build buttons like delete, marquee tool, hand, etc but the first click doesn't register. I feel like the hit box isn't complete or a drag clicks don't register 100%.
Is anyone else having this problem? It definitely won't work if you click on a button and while clicking on it drag the cursor off the button, which is something I accidentally do some times when I'm in a hurry.
samepage Had the same crash with rc3. This time it only occurs if the ship is using shields to block the ion beam.
Thanks, I'll look into this.