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Post by zuthal on Nov 3, 2016 19:24:10 GMT
(reposted because I accidentally posted it in the wrong place) It seems that the mass of the remote control is not counted (or reduced) for in-combat/orbital view delta-V calculations, while its full mass of 1 kg is counted for delta-V display in designer, briefings etc. This leads to severe discrepancies between both numbers for very small missiles. Edit: Further testing has revealed that the bug occurs only for missiles in which there are no warhead modules (be they nuclear or explosive). This has the effect of, until it is fixed, effectively buffing pure KKVs. The missile in question, when viewed in the designer. The very same missile, in combat view and with full tanks, after having miraculously gained 1.3 km/s of delta-V.
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Post by nykoliski on Nov 29, 2016 0:44:13 GMT
I'm seeing this same problem with my KKVs. I've got a kinetic missile that has 10km/s in the ship developer, but in game has 16.3km/s. The bug seems to have to do with using partial armor. When I remove the armored nosecap and spread the same amount of mass evenly, the dV in game matches the developer.
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Post by zuthal on Nov 29, 2016 8:11:53 GMT
Mmmm... then the bug might be that the mass in designer is calculated using "whole armour panels", but the actual in-game mass is properly calculated with the armour layer length. So, it seems to be a display bug, then.
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erik
New Member
Posts: 34
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Post by erik on Nov 29, 2016 8:38:59 GMT
With partial armor, notice that the missile mass and cost are only updated at intervals. Try to adjust armor cover so that the armor cover % from aft or bow is just at the limit where it updates, and see if it still happens. Then try to go just below the line to get "free armor" and see if the issue reappears. I have a feeling that mass is recalculated more accurately in game itself than in designer.
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