Fixed Adding weapons bring down the Atk value in blueprint

Discussion in 'Fixed (Read Only)' started by Robot Shark, Dec 5, 2020.

  1. Robot Shark

    Robot Shark Rear Admiral

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    Build: 3180
    Mode: N/A
    Mode: Singleplayer

    SERVER NAME:N/A
    SEED-ID: 2261970

    Reproducibility: Always
    Severity: Trivial

    Type: Workshop

    Summary: Adding weapons bring down the Atk value in blueprint

    Description: While I was updating blueprints I noticed that a build's Atk value went down and the only difference in the weapons loadout was that I had added 6 pulse lasers.

    Steps to Reproduce: Mounted more weapons on a CV

    Screenshots, Crash Logs, any other Relevant Information or Download links:

    20201204203723_1.jpg

    20201204204016_1.jpg
     

    Attached Files:

    #1
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  2. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Known issue. The calculation needs to be changed in that matter.
     
    #2
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  3. Robot Shark

    Robot Shark Rear Admiral

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    Whats bad, I did an experiment and realized that adding the weapons was not the cause.
    (I removed the 6 pulse lasers and saved it under a different name).

    Now I'm wondering of the O2 tanks are causing it, because the v3 has less than the v2.
    Either way, I'm guessing that you already know the issue, this is just me correcting myself.
     
    #3
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  4. Robot Shark

    Robot Shark Rear Admiral

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    This issue appears to be resolved.
     
    #4
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  5. Robot Shark

    Robot Shark Rear Admiral

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    Whats bad, I think I figured out what I did.
    I had used the copy-paste tool on the nacells while I was building that.
    The nacells have 4 miniguns and 1 rocket launcher each.
    My new theory was that the game did not count them because I had used the copy-paste tool instead of mounting them.

    I was trying to test the issue after downloading a backup of the blueprint when I noticed the backup was fixed as well.
     
    #5

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