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For example: I noticed that the strike craft's engagement range is 125, but the Arc Emitter's range is only 25. This causes the carrier combat computer to fail entirely. (In the vanilla game, the Arc Emitter has a range of 150, and strike craft have an engagement range of 125).
I have to manually adjust these values with every update to avoid this bug,thinks to @Nikal for providing the helpful solution
I really love this mod, and I would be very grateful if you could fix this bug.
I guess the issue is because it's because the ships battlecomputers are positioning the fleet outside it's weapons longest ranges (fleet engagement radius is set to 20, and missiles have range of 18, so that's the case at the early stage of game)
I have manually adjusted all ranges by 50% up in weapons_components.csv file and now I don't have the problem with ships not attacking
It's the "Real Space - System Scale" which modifies the looks,
Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.
Same with enemy transport fleets. This causes my fleet to be stuck forever.
Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post
as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
I like the concept of the slow cruise speed, but the default one is so slow it takes the first year of game time just for your science ship to leave your starting system. And then of course the other option is just vanilla speeds
Not only takes this literally months sometimes years just to approach the target in system but also if another fleet attacks yours the strikecraft keeps circling your ships as they are locked onto another target they cannot attack yet.
Also the carriers keep approaching instead of staying at range once strikecraft moves out.
Is there a fix to this?
Mods that may be the issue: NSC 3, Gigastructural Engineering, ASB ironman.
Also, I noticed you've missed changing the minimum range (45) for a few Large-slot projective weapons. While checking this, I also noticed 01_mutation_unique_components ranges weren't altered at all?
Might be a good idea to pin a Bugs thread. Don't think there'd be many, but still.