I watched a couple of the Bug Smasher videos last night. Pretty interesting. Being a coder myself neat to see the tools they are using for creating the game. Some of the fixes seem a little haphazard but what do I know! :haha: Likely the are testing the fix much more behind the scenes before it get plopped into the code.
Wondering what the opinion is of the 315P I just bought? Haven't had a chance to play it much yet. Like I said it seemed a bit more fragile than I expected in combat. However I went with the 315P for the jump drive. I was tempted by the 325A but I like exploring and I want to be able to travel when they add jump points. Do we know how that is going to work? Specifically I mean if they add jump points to a PU alpha build and you have a ship that doesn't have a jump drive, are you just not going to be able to use jump points? Maybe by the time jump points are added you will be able to buy and a fit a jump drive in game?
One other question about the ship loadout. Each time I launch the 315P the lasers are set as weapon group 2. I can go in and reconfigure them to be in group 1 but it would nice to save this so that I don't have to do it each time. I'm guessing since the PU isn't actually persistent yet that this isn't possible but just thought I would check in case I am missing something.
Another thing, does anything happen if you finish activating all the comm arrays? Just wondering if there is any reward or triggered events. etc.
Oh, and one other, other thing :haha: What does "update pass scheduled" (IIRC) mean for a ship when viewed on the RSI site? Does that mean the ship is an initial version or something and will be improved? I did notice that there are a lot more graphical eye candy happening on the Hornet than on my 315P; things like directional thrusters and even main engine thrust. The 315P right now just looks kind of dead in space.