V1.23 is the latest version and we are using it. The info I posted came from the README.txt file included in the FHOST package.B A N E wrote:And we're currently playing v1.23?
Where were you reading?
Is there an existant Fhost forum/webpage/whatever?
Or is that in a doc/bugfix list?
Well, we're using that version and it's still got issues. Good eye's DF! You must have had your glasses onDesert-Fox wrote:I was doing some reading on FHOST and I found this note from MR that I wanted to share in case everybody had not seen it.
The v1.23 release is primarily a fix to that problem, but it also has
another inconsistency fixed:
While fighters needed fuel to be launched for a remote mission, torpedoes
were 'free' to fire. This was particularily nasty when a crystal player
trapped some torp ships in his web-minefields and had his approaching ships
blown up by the otherwise inoperable enemy...
Torp fuel use is configured from the ATM/AFM fuel usage menu in FHConfig.
The fuel consumption logic is the same as with fighters: Ships will always
at least reserve 1kt of neutronium to keep their shields up. If you have
0kt left, then you've got a real problem.
Doesn't this sound familiar to anyone???
Thoughts, comments etc...
From the same document:Commodore Cherek, IRJTN wrote:Has anyone made contact with author of FHost yet? If he is still programming and would be willing rework FHost, he might be interested our discussions.
Does anyone know of any other add-on that has been tested like this?
Sounds like a plan. We'll give that try with the config.Desert-Fox wrote:I wonder if Bane or ][avok could sim/test increasing the amount of fuel that is needed to power fighters and torps from the default 10 to 50. Might this have an effect? That way we can test to see is it an error in the code or by chance something in the config that needs to be adjusted.
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