Author Topic: Official v7.10 Bugs Reporting Thread  (Read 214105 times)

0 Members and 2 Guests are viewing this topic.

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #345 on: March 30, 2016, 01:39:17 PM »
Fighter crews are heavily reduced.

Have read that too, but i do still not get the logics behind it.

Made a fast test unit of 28.250tons unit.


See printscreen, and crew ammount, it ain't a fighter anymore?

« Last Edit: March 30, 2016, 01:43:07 PM by rorror »
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #346 on: March 30, 2016, 02:01:46 PM »
I think it's not just fighters.  Anything with a short deployment time gets reduced crew.  That's one of the reasons that commercial ships have to have at least 3 month deployment clocks.
This is Excel-in-Space, not Wing Commander - Rastaman
 
The following users thanked this post: rorror

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #347 on: March 30, 2016, 02:14:17 PM »
I think it's not just fighters.  Anything with a short deployment time gets reduced crew.  That's one of the reasons that commercial ships have to have at least 3 month deployment clocks.
I missed the deployment time varriable versus the crew amount drop.

Tought first time it  had something to do with "Crew Quarters - Fighter" item.


When i dropped down the size of 500ton, it sayed:
"This design is classed as a Fighter for production, combat and maintenance purposes"

When i add a Very Large Fuel tank, it says:
This design is classed as a Military Vessel for maintenance purposes

I think in the calculation should be; IF deployment time is Lower then X, AND Unit is less then 500ton, then drop Crew amount, based on the current calculations.

 

Offline Hydrofoil

  • Sub-Lieutenant
  • ******
  • H
  • Posts: 123
  • Thanked: 2 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #348 on: March 30, 2016, 02:19:28 PM »
Not sure if im just doing something wrong, but i cannot seem to SM Add buildings and PDCs but can SM add ship components is this a bug or just me being an idiot and not realising a game mechanic?
 

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Official v7.10 Bugs Reporting Thread
« Reply #349 on: March 30, 2016, 02:53:06 PM »
Not sure if im just doing something wrong, but i cannot seem to SM Add buildings and PDCs but can SM add ship components is this a bug or just me being an idiot and not realising a game mechanic?
PDCs are added via Fast OOB.
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #350 on: March 30, 2016, 02:59:27 PM »
I think in the calculation should be; IF deployment time is Lower then X, AND Unit is less then 500ton, then drop Crew amount, based on the current calculations.
Why would we limit it to vessels less than 500 tons?  What's the real difference between your 15-day fighter and my 15-day FAC?  Why should they use different rules?  For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
(I headcanon the reduction in crew as being due to elimination of lots of redundancy in crewing, and due to use of automation in place of crews.  They get cranky after 15 days because they're having to do work that would normally be done by their ground crews.)
This is Excel-in-Space, not Wing Commander - Rastaman
 
The following users thanked this post: rorror

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #351 on: March 30, 2016, 03:30:04 PM »
Why would we limit it to vessels less than 500 tons?  What's the real difference between your 15-day fighter and my 15-day FAC?  Why should they use different rules?  For that matter, why can't I use the same level of automation on my 15-day planetary defense ship, even if it's 30,000 tons?
(I headcanon the reduction in crew as being due to elimination of lots of redundancy in crewing, and due to use of automation in place of crews.  They get cranky after 15 days because they're having to do work that would normally be done by their ground crews.)

Well i can say at least the game gives me a headcanon, and i like it lol :D

Never tought of it to reduce deployment time of PDC's btw. That would reduce 5000-10000 crew for al the pdc's deployed on diffrent planets.
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #352 on: March 30, 2016, 03:49:57 PM »
Well i can say at least the game gives me a headcanon, and i like it lol :D

Never tought of it to reduce deployment time of PDC's btw. That would reduce 5000-10000 crew for al the pdc's deployed on diffrent planets.
That wasn't a PDC reference, actually.  I was alluding to the coastal defense battleships that were built, most prominently by Sweden, IIRC.  The point was that there's no logical reason why fighters should work differently from battleships, and Steve, to his credit, has gone a long way towards making that the case.  A lot of games use different mechanics for fighters and bigger ships if you look closely, which leads to odd questions like 'why don't they just mount fighter weapons on their frigates'.  I understand that when first introduced, fighters worked very differently from other ships, although that was before I started.
(As an aside to the original point, I'd be opposed to letting PDCs have very short deployment times, because most are deployed on planets which have populations.)
This is Excel-in-Space, not Wing Commander - Rastaman
 
The following users thanked this post: rorror

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #353 on: April 02, 2016, 05:08:03 AM »
Option "Hide Escorts on Map" gives an error, and starts looping.
Only way to kill Aurora is with the taskmanger.

 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #354 on: April 02, 2016, 07:33:41 AM »
How can i use my fighter bombers again, while there in overhaul in mid air without carrier, and not within range of a planet?
I have no option to abbanon, and can't give them orders, and don't know how this happend.
Overhauls are ON in this game.
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #355 on: April 02, 2016, 12:36:38 PM »
Option "Hide Escorts on Map" gives an error, and starts looping.
Only way to kill Aurora is with the taskmanger.
That only happens when there are no escorts in your empire.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #356 on: April 02, 2016, 01:23:35 PM »
I'm getting a page fault error that forces Aurora to close. This only occurs when trying to bring up the System Map for a particular system (WISE 0146+4234). I think it's connected to the huge number of wrecks/life pods/ships (friendly and enemy) present in this heavily-contested system.

I haven't found any work-around to get me to the WISE System Map without a crash (other systems come up just fine), so I'm now fighting a huge system invasion solely through the Combat Overview and Events windows.  :'(

Note: I'm running Aurora under Wine in Linux but I don't think that's the source of the error...

Here is one of my recent error reports:
Code: [Select]
Unhandled exception: page fault on write access to 0x6e91e000 in 32-bit code (0x7ea231dd).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:7ea231dd ESP:0033ce88 EBP:0033ced8 EFLAGS:00210202(  R- --  I   - - - )
 EAX:0b63cd10 EBX:002b10bd ECX:6e91e000 EDX:803dc08d
 ESI:79c3c390 EDI:001589db
Stack dump:
0x0033ce88:  80000000 692fc020 07626820 000039f5
0x0033ce98:  07626820 000039f5 002b10be 0015885f
0x0033cea8:  00ac43fd 001589db 0b63cd10 803dc08d
0x0033ceb8:  79c3c390 005624b1 fb9df850 20070e02
0x0033cec8:  7ea0e74d 7eaae000 002b10bf 002b10bf
0x0033ced8:  0033cf58 7ea26b6e 0033cf00 7bc36796
000c: sel=0067 base=00000000 limit=00000000 16-bit r-x
Backtrace:
=>0 0x7ea231dd in gdi32 (+0x231dd) (0x0033ced8)
  1 0x7ea26b6e in gdi32 (+0x26b6d) (0x0033cf58)
  2 0x7ea26eaa in gdi32 (+0x26ea9) (0x0033cf88)
  3 0x7ea77f2a Ellipse+0x69() in gdi32 (0x0033cfd8)
  4 0x66057bdd in msvbvm60 (+0x57bdc) (0x0033d058)
  5 0x66082c6e in msvbvm60 (+0x82c6d) (0x0033d1e8)
  6 0x66061ddc in msvbvm60 (+0x61ddb) (0x0033d30c)
  7 0x66035afb in msvbvm60 (+0x35afa) (0x0033e7b4)
  8 0x00ba948f in aurora (+0x7a948e) (0x0033e9e4)
  9 0x00ba222c in aurora (+0x7a222b) (0x0033ebac)
  10 0x00ba6650 in aurora (+0x7a664f) (0x0033eda4)
  11 0x00b394e9 in aurora (+0x7394e8) (0x0033f020)
  12 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f02c)
  13 0x004de9f7 in aurora (+0xde9f6) (0x0033f03c)
  14 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f088)
  15 0x6605271b in msvbvm60 (+0x5271a) (0x0033f15c)
  16 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f180)
  17 0x660a6fff in msvbvm60 (+0xa6ffe) (0x0033f1d4)
  18 0x6606cd20 in msvbvm60 (+0x6cd1f) (0x0033f210)
  19 0x6606d011 in msvbvm60 (+0x6d010) (0x0033f244)
  20 0x6603aa42 in msvbvm60 (+0x3aa41) (0x0033f40c)
  21 0x00b4c693 in aurora (+0x74c692) (0x0033f75c)
  22 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033f768)
  23 0x004dee14 in aurora (+0xdee13) (0x0033f778)
  24 0x660522b4 in msvbvm60 (+0x522b3) (0x0033f7c4)
  25 0x6605271b in msvbvm60 (+0x5271a) (0x0033f898)
  26 0x660528e7 in msvbvm60 (+0x528e6) (0x0033f8bc)
  27 0x66032477 in msvbvm60 (+0x32476) (0x0033f918)
  28 0x6603216d in msvbvm60 (+0x3216c) (0x0033f938)
  29 0x660647e1 in msvbvm60 (+0x647e0) (0x0033f98c)
  30 0x66067124 in msvbvm60 (+0x67123) (0x0033fa8c)
  31 0x66051fb3 in msvbvm60 (+0x51fb2) (0x0033fa98)
  32 0x004b7f12 in aurora (+0xb7f11) (0x0033faa8)
  33 0x660522b4 in msvbvm60 (+0x522b3) (0x0033faf4)
  34 0x6605271b in msvbvm60 (+0x5271a) (0x0033fbc8)
  35 0x660528e7 in msvbvm60 (+0x528e6) (0x0033fbec)
  36 0x6607fe21 in msvbvm60 (+0x7fe20) (0x0033fc24)
  37 0x6607ff1d in msvbvm60 (+0x7ff1c) (0x0033fc5c)
  38 0x66083c76 in msvbvm60 (+0x83c75) (0x0033fc98)
  39 0x6601c9d1 in msvbvm60 (+0x1c9d0) (0x0033fcc8)
  40 0x6600a55d in msvbvm60 (+0xa55c) (0x0033fcf4)
  41 0x6600a48b in msvbvm60 (+0xa48a) (0x0033fd38)
  42 0x6600a41a in msvbvm60 (+0xa419) (0x0033fd7c)
  43 0x6600a2f8 in msvbvm60 (+0xa2f7) (0x6601a098)
  44 0x66006ba7 in msvbvm60 (+0x6ba6) (0x660c7f80)
  45 0x0c2474ff (0x0424448b)
0x7ea231dd: movl %ebx,0x0(%ecx)
Modules:
Module Address Debug info Name (109 modules)
PE   400000- 19c0000 Export          aurora
PE f9a0000- f9ab000 Deferred        vbajet32
PE f9c0000- fa22000 Deferred        expsrv
PE 1b000000-1b170000 Deferred        msjet40
PE 1b5d0000-1b665000 Deferred        mswstr10
PE 1b740000-1b7c8000 Deferred        dao360
PE 1b810000-1b84a000 Deferred        msjtes40
PE 202b0000-20345000 Deferred        comctl32
PE 20da0000-20ddd000 Deferred        msflxgrd
PE 21060000-21072000 Deferred        sysinfo
PE 212f0000-21323000 Deferred        tabctl32
PE 653c0000-653e6000 Deferred        asycfilt
PE 66000000-66152000 Export          msvbvm60
PE 77120000-771ac000 Deferred        oleaut32
ELF 7b800000-7ba54000 Deferred        kernel32<elf>
  \-PE 7b810000-7ba54000 \               kernel32
ELF 7bc00000-7bcda000 Deferred        ntdll<elf>
  \-PE 7bc10000-7bcda000 \               ntdll
ELF 7bf00000-7bf04000 Deferred        <wine-loader>
ELF 7d447000-7d45d000 Deferred        libgpg-error.so.0
ELF 7d45d000-7d4d2000 Deferred        libpcre.so.3
ELF 7d4d2000-7d581000 Deferred        libgcrypt.so.20
ELF 7d581000-7d5a7000 Deferred        liblzma.so.5
ELF 7d5a7000-7d635000 Deferred        libsystemd.so.0
ELF 7d6b6000-7d6d3000 Deferred        libgcc_s.so.1
ELF 7d6d3000-7d6dc000 Deferred        librt.so.1
ELF 7d6dc000-7d702000 Deferred        libselinux.so.1
ELF 7d702000-7d70b000 Deferred        libffi.so.6
ELF 7d70b000-7d724000 Deferred        libresolv.so.2
ELF 7d724000-7d729000 Deferred        libkeyutils.so.1
ELF 7d729000-7d783000 Deferred        libdbus-1.so.3
ELF 7d783000-7d80f000 Deferred        libgmp.so.10
ELF 7d80f000-7d844000 Deferred        libhogweed.so.4
ELF 7d844000-7d880000 Deferred        libnettle.so.6
ELF 7d880000-7d895000 Deferred        libtasn1.so.6
ELF 7d895000-7d8c9000 Deferred        libidn.so.11
ELF 7d8c9000-7d92b000 Deferred        libp11-kit.so.0
ELF 7d92b000-7d938000 Deferred        libkrb5support.so.0
ELF 7d938000-7d93d000 Deferred        libcom_err.so.2
ELF 7d93d000-7d96e000 Deferred        libk5crypto.so.3
ELF 7d96e000-7da45000 Deferred        libkrb5.so.3
ELF 7da45000-7da59000 Deferred        libavahi-client.so.3
ELF 7da59000-7da67000 Deferred        libavahi-common.so.3
ELF 7da67000-7dbbf000 Deferred        libgnutls.so.30
ELF 7dbbf000-7dc11000 Deferred        libgssapi_krb5.so.2
ELF 7dc11000-7dc98000 Deferred        libcups.so.2
ELF 7dcc0000-7dcf5000 Deferred        uxtheme<elf>
  \-PE 7dcd0000-7dcf5000 \               uxtheme
ELF 7dcf5000-7dd31000 Deferred        winspool<elf>
  \-PE 7dd00000-7dd31000 \               winspool
ELF 7dd31000-7dda7000 Deferred        shlwapi<elf>
  \-PE 7dd40000-7dda7000 \               shlwapi
ELF 7dda7000-7dfd0000 Deferred        shell32<elf>
  \-PE 7ddb0000-7dfd0000 \               shell32
ELF 7dfd0000-7e0b5000 Deferred        comdlg32<elf>
  \-PE 7dfe0000-7e0b5000 \               comdlg32
ELF 7e0b5000-7e1aa000 Deferred        comctl32<elf>
  \-PE 7e0c0000-7e1aa000 \               comctl32
ELF 7e1f4000-7e235000 Deferred        usp10<elf>
  \-PE 7e200000-7e235000 \               usp10
ELF 7e23a000-7e254000 Deferred        sxs<elf>
  \-PE 7e240000-7e254000 \               sxs
ELF 7e254000-7e278000 Deferred        imm32<elf>
  \-PE 7e260000-7e278000 \               imm32
ELF 7e29a000-7e2a1000 Deferred        libxfixes.so.3
ELF 7e2a1000-7e2ac000 Deferred        libxcursor.so.1
ELF 7e2ac000-7e2bf000 Deferred        libxi.so.6
ELF 7e2bf000-7e2c3000 Deferred        libxcomposite.so.1
ELF 7e2c3000-7e2d0000 Deferred        libxrandr.so.2
ELF 7e2d0000-7e2dc000 Deferred        libxrender.so.1
ELF 7e2dc000-7e2e3000 Deferred        libxxf86vm.so.1
ELF 7e2e3000-7e2e7000 Deferred        libxinerama.so.1
ELF 7e2e7000-7e2ee000 Deferred        libxdmcp.so.6
ELF 7e2ee000-7e2f2000 Deferred        libxau.so.6
ELF 7e2f2000-7e318000 Deferred        libxcb.so.1
ELF 7e318000-7e463000 Deferred        libx11.so.6
ELF 7e463000-7e478000 Deferred        libxext.so.6
ELF 7e4a0000-7e52d000 Deferred        winex11<elf>
  \-PE 7e4b0000-7e52d000 \               winex11
ELF 7e5a1000-7e5ca000 Deferred        libexpat.so.1
ELF 7e5ca000-7e60e000 Deferred        libfontconfig.so.1
ELF 7e60e000-7e639000 Deferred        libpng12.so.0
ELF 7e639000-7e654000 Deferred        libz.so.1
ELF 7e654000-7e704000 Deferred        libfreetype.so.6
ELF 7e72c000-7e7db000 Deferred        msvcrt<elf>
  \-PE 7e740000-7e7db000 \               msvcrt
ELF 7e7db000-7e857000 Deferred        rpcrt4<elf>
  \-PE 7e7f0000-7e857000 \               rpcrt4
ELF 7e857000-7e986000 Deferred        ole32<elf>
  \-PE 7e870000-7e986000 \               ole32
ELF 7e986000-7e9f2000 Deferred        advapi32<elf>
  \-PE 7e990000-7e9f2000 \               advapi32
ELF 7e9f2000-7eb09000 Dwarf           gdi32<elf>
  \-PE 7ea00000-7eb09000 \               gdi32
ELF 7eb09000-7ec57000 Deferred        user32<elf>
  \-PE 7eb20000-7ec57000 \               user32
ELF 7ec57000-7ec6a000 Deferred        libnss_files.so.2
ELF 7ec6a000-7ec85000 Deferred        libnsl.so.1
ELF 7ef83000-7efd8000 Deferred        libm.so.6
ELF 7efe7000-7f000000 Deferred        version<elf>
  \-PE 7eff0000-7f000000 \               version
ELF f7342000-f734f000 Deferred        libnss_nis.so.2
ELF f7350000-f7355000 Deferred        libdl.so.2
ELF f7355000-f7509000 Deferred        libc.so.6
ELF f750a000-f7527000 Deferred        libpthread.so.0
ELF f7544000-f754e000 Deferred        libnss_compat.so.2
ELF f754f000-f7704000 Dwarf           libwine.so.1
ELF f7706000-f772b000 Deferred        ld-linux.so.2
ELF f772d000-f772e000 Deferred        [vdso].so
Threads:
process  tid      prio (all id:s are in hex)
0000000e services.exe
0000001d    0
0000001c    0
00000018    0
00000016    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
00000020    0
00000019    0
00000017    0
00000013    0
0000001a plugplay.exe
0000001f    0
0000001e    0
0000001b    0
00000021 explorer.exe
00000025    0
00000022    0
00000023 (D) C:\Games\Aurora\Aurora.exe
00000033    0
00000032    1
00000031    1
00000030    1
00000024    0 <==
00000026 rpcss.exe
0000002f    0
0000002e    0
0000002d    0
0000002c    0
0000002b    0
0000002a    0
00000028    0
00000027    0
System information:
    Wine build: wine-1.6.2
    Platform: i386
    Host system: Linux
    Host version: 4.4.0-15-generic

I had one system today that gave an error and crashed the game like 100times.
Go to the system with errors (and press on "Min Zoom" button next to the zoom in / out buttons"
then my system was OK again.

What happend to me was, My gatebuilder was finshed. I pressed on the event to go to the gatebuilder. Then the errors game up.
The event id, did not link up to the right spot of the gatebuilder and was out of reach.
Hope this works also for your WISE system.
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #357 on: April 02, 2016, 09:00:36 PM »
Percursur scout ships have ECCM despite not having any weaponry or fire control, which i believe makes them pointless.

Quote
Custer class Scout    9 100 tons     214 Crew     2060 BP      TCS 182  TH 2040  EM 0
11208 km/s    JR 3-50     Armour 2-38     Shields 0-0     Sensors 84/84/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.3 Years     MSP 141    AFR 662%    IFR 9.2%    1YR 462    5YR 6935    Max Repair 336 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

J9500(3-50) Military Jump Drive     Max Ship Size 9500 tons    Distance 50k km     Squadron Size 3
120 EP Internal Fusion Drive (17)    Power 120    Fuel Use 56.4%    Signature 120    Exp 10%
Fuel Capacity 800 000 Litres    Range 28.1 billion km   (28 days at full power)

Active Search Sensor MR412-R77 (1)     GPS 25872     Range 412.8m km    Resolution 77
Thermal Sensor TH6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km
EM Detection Sensor EM6-84 (1)     Sensitivity 84     Detect Sig Strength 1000:  84m km

ECCM-5 (1)         ECM 50
« Last Edit: April 02, 2016, 09:03:33 PM by drayath »
 

Offline drayath

  • Chief Petty Officer
  • ***
  • d
  • Posts: 32
  • Thanked: 1 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #358 on: April 02, 2016, 09:03:41 PM »
When building fighters they do no use part from the stockpile.

A) Scrapping fighters produces parts, if the above behavior is intended really fighters should scrap to minerals and wealth directly to match up
B) Causes an issue with fighters that use alien parts.
- Design a fighter using alien part (e.g. advanced grav scanner that you do not have the tech for)
- Design a ship using the part
- Infinite fighters can be built with that part even if you don't have any in stock
- For ships can only build ships if parts are in stock and they are removed from stock when ship starts to build.
# Additional exploit in that you can built fighters with alien parts, scrap fighters to recover the alien parts, then build ships using the alien parts from the scrapped fighters.
 

Offline rorror

  • Warrant Officer, Class 1
  • *****
  • r
  • Posts: 79
  • Thanked: 6 times
Re: Official v7.10 Bugs Reporting Thread
« Reply #359 on: April 03, 2016, 04:41:29 AM »
When building fighters they do no use part from the stockpile.

A) Scrapping fighters produces parts, if the above behavior is intended really fighters should scrap to minerals and wealth directly to match up
B) Causes an issue with fighters that use alien parts.
- Design a fighter using alien part (e.g. advanced grav scanner that you do not have the tech for)
- Design a ship using the part
- Infinite fighters can be built with that part even if you don't have any in stock
- For ships can only build ships if parts are in stock and they are removed from stock when ship starts to build.
# Additional exploit in that you can built fighters with alien parts, scrap fighters to recover the alien parts, then build ships using the alien parts from the scrapped fighters.
You forget the cheese, that when you dissamble the fighter, you get the alien technologie back.
At that moment, you can Dissasemble those parts for Research points. So that will go straigt in to the research points. And you can keep doing this.