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Topic Summary

Posted by: Atlantia
« 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.
Posted by: Thiosk
« 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...
Posted by: Steve Walmsley
« 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
Posted by: GeaXle
« on: January 23, 2012, 07:54:05 AM »

Thanks!

Good to know, I'll SM design a new one.
Posted by: TheDeadlyShoe
« on: January 23, 2012, 07:27:57 AM »

The msisile design is bugged out... you're going to have to reresearch.
Posted by: GeaXle
« 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