Atarlost and others reported a bug about old-style maneuverability: http://forums.kronosaur.com/viewtopic.p ... =15#p57352
I've reproduced (and fixed) one problem:
If a ship's rotationCount is NOT 20 AND if the rotationCount is specified in the image desc (not the ShipClass header) AND if maneuverability is specified in the ShipClass header (not in <Maneuver...>) THEN it looks like we calculate maneuverability as if rotation count were 20. This (incorrectly) increases the maneuverability of ship.
I've tried other scenarios and they look like they work. If you're experiencing a bug DIFFERENT from the one above, then please post a response with the ShipClass definition. [For example, if you have a ship with 20 rotation frames, AND an old-style maneuver setting, AND it doesn't work in 1.3 beta 1, then post it.]
1.3 beta 1 bug with old-style maneuverability
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Not sure if it is different, but let's report it.
I had a custom ship, with rotationCount 40 (specified in the ShipClass-tag as an attribute) and I tried the 'new' rotation by specifying the maxRotationRate and the rotationAccel attributes on the Maneuver-tag.
This resulted in a ship that could rotate 180 degrees before 'jumping' back to 0 degrees rotation.
I later solved this by adding rotationCount attribute directly to the Maneuver-tag (and removing it from the ShipClass-tag).
Cheers,
Brigand
I had a custom ship, with rotationCount 40 (specified in the ShipClass-tag as an attribute) and I tried the 'new' rotation by specifying the maxRotationRate and the rotationAccel attributes on the Maneuver-tag.
This resulted in a ship that could rotate 180 degrees before 'jumping' back to 0 degrees rotation.
I later solved this by adding rotationCount attribute directly to the Maneuver-tag (and removing it from the ShipClass-tag).
Cheers,
Brigand