- I seem to have my "Queue" Option locked in the Research Window if I make a prototype component. Easy to test / re-produce, just start a new game, make a prototype, then try to queue up some Research. I have not ruled out that I may have inadvertently disabled them somehow, but I'd figured I'd shout out about it here anyway just in case it is a bug.
Fixed for next version
VB6 Parity bug: in VB6, you can make military designs that have no engineering spaces, with all the maintenance problems that comes with (particularly vital to designing short combat fighters). In Quasar presently, the "Freighters require at least one Engineering Spaces module" design error blocks you even if you're making a military design, or a fighter.
As in VB6 you have to add at least one military component for the design error to go away
VB6 Parity bug: The cost of fire control (and maybe active sensors?) seems to deviate very hard from how VB6 does it. One very intense example is CIWS, where I have an identical system costing three times as much in quasar as it does in VB6, with all of that new cost being uridium.
The Uridium cost on CIWS (and total costs) have been fixed for next version.
Note that there is still a difference that I am keeping: In VB6, your choice for Turret Rotation Gear rating is ignored and has no effect on the stats of the CIWS. Calculations are done as if you picked your best possible gear tech. In Q4X you can design CIWS with a lower rotation gear tech if you want, even though it just makes the component more expensive with no benefit.
Beam Fire Control costs in Q4X are a third of what they are in VB6 7.1. This was a change Steve had planned for 7.2.
Actual bona-fide bug: Missile warheads cost nothing when allocated in values less than 0.5 MSP. This makes small-warhead missiles extremely brokenly cheap to manufacture. There may be additional rounding-style errors somewhere in there too.
Fixed for next version
Ships in orbit cannot fire their energy weapons due to atmosphere as if they were PDCs. I'm not sure if this is about whether the ship firing or the target ship as I just created two fleets in orbit of Earth and tried to have them fire at each other.
Fixed for next version
Atmospheric retention is still wonky at least for the moons (didn't check the dwarf planets). There is no screenshot due to gravity/planet type and greenhouse factor being too far away from each other to fit on a screen.
You can select a cell in the F9 window and use the arrows in the bottom left to move the selected column
Planets with too low gravity cannot retain atmosphere which is represented by having a greenhouse factor set permanently to 0 (at least in Quasar, don't know about Aurora). The way it works in Aurora the game checks for gravity, if ti's less than 0.1 it cannot have an atmosphere. Quasar however seems to check for body type, at least in the case of the moons. Those are some of the moons that have been generated in one of the systems:
Large moon, gravity 0.11, greenhouse factor=0
Small terrestrial moon, gravity 0.086, greenhouse factor=1
Small terrestrial moon, gravity 0.16, greenhouse factor=1
Large moon, gravity 0.15, greenhouse factor=0
Overall it seems that rather than checking for gravity, Quasar simply gives greenhouse factor=0 for any moon that isn't classified as small terrestrial or terrestrial irrespective of the actual gravity.
Thank you for your time.
In order to make system generation as faithful to VB6 as possible I generated over 3700 systems in VB6 and compared the results to a similarly sized batch of systems generated by Q4X. I haven't seen any evidence that 0.1 gravity plays such a role. VB6 seems to check first and foremost what the body type is.
Below is the distribution of atmospheric pressure and greenhouse factor by body type in my sample from Aurora VB6. Note that this comes from a 1-to-1 export from mdb to sqlite so I can run queries on it. The Body Types are: 1 = Asteroid, 2 = Terrestrial Planet, 3 = Dwarf, 4 = Gas, 5 = Jovian, 7 = Small Moon, 8 = Moon, 9 = Large Moon, 10 = Small Terrestrial Moon, 11 = Terrestrial Moon, 14 = Comet. Also note that each row is showing statistics for all gravities, both above and below 0.1
Above is VB6. Here's the same query run against a batch of 3700 systems I generated in Quasar4x just now:
So I believe Q4X is correct in this area, as far as mirroring how A4X behaves anyway.
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Thanks for the reports! I'll be doing some final testing then releasing the next version with the fixes this evening.