Good to see a Kamekh in there now! It's a bit weird that the Sabre looks way bigger than the corvette, but having any and all ships to scale would be a mess. (Especially once there's a dreadnought involved... )
Well, at the moment, as you know, the ships are all just dropping their as-is icons, but I could easily rescale them on the fly to be smaller, for say, fighter-class ships. Or we could change the icons so that each ship looks like a wing of fighters... but I suppose that would completely mess with the look vs. gameplay.
A few things I noticed:
- The Sabre's DF missiles don't fit in the ship's info screen (at least in Chrome). This is old, but I forgot to mention it in earlier reports.
Fixed
- In turn 32 EP, the Sabre should not be able to use chaff. Chaff pods only work against missiles in your rear and side arcs, but in this case, the IR is coming in head on.
Well, the Sabre pilot, while panicking, can always hit the chaff button, but the code already has it so that that particular chaff won't actually affect a forward missile. The way it works currently is first it checks to see if it has *any* incoming missiles, then it checks to see if it has any chaff and gives you the button. It only compares the chaff vs. missile location when it actually processes the chaff. I suppose I could update the pre-engine to make sure at least 1 missile is coming from the side/rear.
[later] Okay, what I've done now is said if the missile is NOT on the point defense list (something I have to generate in the pre-engine) then it IS chaffable. I *think* this is more or less true; thoughts? This saves an extra full loop to determine what is chaffable by knowing from exclusion.
- In turn 32 EP, the Sabre performed a Shelton slide as an evasive action, and I wasn't able to issue new orders in turn 33 MP. So this works as it should - excellent! However, in turn 32 EP, I still couldn't specify my first and second turn for the slide.
Hmm, not only that, but you can't pick a turn direction for a regular afterburn either.
[later]Fixed.
- In turn 32 EP, I ordered the Sabre to take evasive action AND use its reserved fire (8 shots). Looks like the reserved fire got neglected - at least it's not in the turn summary. However, the IR missile launched at Bravo 1 has also disappeared, when it should have been around for another turn. (Both FF and IR stay in the game for two turns, unless taken down by reserved fire or chaff.)
did the reserve fire look ugly and have an actual check box? This is a sign the preengine is broken or missing something. That's what I see when I rollback to 32EP. Definitely a problem, even if the missile did mysteriously vanish. Good catch. Working on this.
[later] Okay, significantly cleaned up the reserve fire part of the end-phase pre-engine. Had to make the box a lot bigger to accomodate it.
I
also looked at the end-phase-engine's processing of reserve fire; I reworked it slightly so I think it will have a better chance of at least informing us about weapons powering up for point defense usage. Give it a try again, and see where we are. (I haven't tested it).
- Hm, might have been too early to cheer... In turn 34 MP, the Sabre is still stuck. And in turn 35 MP, as well... Guess the evasive action is still "active" in your code.
Hmm, yeah, the Sabre is definitely still thinking it is taking evasive action. Aha; looks like I put the evasive reset in the loop that runs only if you have an EP order to handle; I'm guessing the Sabre hasn't tailed/point defenced/chaffed since, so it keeps just staying evasive to turning evasive back on. Well, I've moved the evasive clearing from the start of the end-phase to the end of the combat phase to avoid this. Hopefully that clears it up.
I've also manually turned off its evasive action, so it will move next turn regardless.
Alright, let the testing continue!