Author Topic: Missile and Uridium  (Read 1601 times)

0 Members and 1 Guest are viewing this topic.

Offline GeaXle (OP)

  • Chief Petty Officer
  • ***
  • G
  • Posts: 44
  • Thanked: 3 times
Missile and Uridium
« on: January 23, 2012, 04:16:49 AM »
Dear community,

There is a thing I don't get with  my anti-missile : they are costing me 84 uridium per missile... Which is HUGE!

Do you have any idea of what is going on here?

Here is the design :
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 40
Speed: 50000 km/s    Endurance: 1 minutes   Range: 1.8m km
Cost Per Missile: 1.8333
Chance to Hit: 1k km/s 2000%   3k km/s 640%   5k km/s 400%   10k km/s 200%
Materials Required:    0.25x Tritanium   1.3233x Gallicite   Fuel x12.5

Development Cost for Project: 183RP

And these  are the parameter I have  set :
0.125
0.5
0.005
0.37

0
0
0
0
...

I know it isn't showing the uridium consumption here, but I swear it is writen 84 on the industrial tab, and it requires 840000 uridium in total when I order 10k of them  to be built. That's how I noticed.

Thanks a lot!

Cheers,
Gea
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Missile and Uridium
« Reply #1 on: January 23, 2012, 07:27:57 AM »
The msisile design is bugged out... you're going to have to reresearch.
 

Offline GeaXle (OP)

  • Chief Petty Officer
  • ***
  • G
  • Posts: 44
  • Thanked: 3 times
Re: Missile and Uridium
« Reply #2 on: January 23, 2012, 07:54:05 AM »
Thanks!

Good to know, I'll SM design a new one.
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11649
  • Thanked: 20350 times
Re: Missile and Uridium
« Reply #3 on: January 27, 2012, 11:32:51 AM »
The msisile design is bugged out... you're going to have to reresearch.

Yes, I have seen this bug occasionally too. I still haven't figured out what is causing it though.

Steve
 

Offline Thiosk

  • Commodore
  • **********
  • Posts: 784
  • Thanked: 1 times
Re: Missile and Uridium
« Reply #4 on: January 27, 2012, 12:35:39 PM »
Did you mistakenly input a value for a sensor on these bugged missile designs?  Its conceivable that a certain sequence of inputting values and then removing them might leave the urudium "stuck" in the design...
 

Offline Atlantia

  • Sub-Lieutenant
  • ******
  • Posts: 110
  • This is a wug.
Re: Missile and Uridium
« Reply #5 on: January 27, 2012, 01:34:03 PM »
I've found that I can get around this bug if I manually go and zero out all the sensor values, even when they have zero to begin with.
Now there are two of them.   There are two ______.