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报告翻译问题








This is only speculation for now though. It'd be great if others could test the hypothesis.
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
SHIP_SUBLIGHT_SPEED_MULT & MISSILE_SUBLIGHT_SPEED_MULT
in the systemscale_defines.txt in order to prevent arti comp ships sliding into close range?
edit: I already halfed the general speed multiplier which seems to work fine with lower tech trusters at least
missiles being 0-17 at start of game and other weapons being some 0-7 and 0-12 or something...
Makes combat computers completely useless for range, like, why pick a computer with 30 min range or... 100 min range?
Hope this gets fixed.
Until it gets fixed, my advice is simply to remove Ships in Scaling entirely from the Real Space mods, that is if you care about being able to control your fleets.
(You can run everything else, including System Scale, and you will keep ranges properly so Combat Computers work.... but i mean obviously you will miss out on the actual Ships in Scaling)
Made a workaround-fix for this bug, it works fine now as far as i've seen
could you please share what you do to fix it?