Changes for Ships for Windows version 16.32
New Features
Nothing this time!
Fixes
- The Agility rating on the HTML output was displaying as 0
regardless of what the ship was actually capable of (although other
things calculated off Agility will have displayed correctly). This has
been fixed, and I'm amazed no-one noticed it before!
Changes for Ships for Windows version 16.3
New Features
- Optional "Free" Armour From almost the first
release of Ships for DOS (!), a house rule has been in place declaring
that armour cost and weighed nothing. This was because the resulting
increase in Control Panels made the design very limited, especially at
lower TLs, by using up enormous amounts of power and volume. Enough
people have asked about this that I have added a checkbox on the Hull
screen to optionally re-enable it.
Fixes
Nothing this time!
Changes for Ships for Windows version 16.2x
New Features
- Nothing. No new toys this time, sorry.
Fixes
- Crashes selecting numbers of things If, when
adding turrets, screens, bay weapons, sub craft, anti-hijack or custom
features the user clicked "Enter" to specify a number and then clicked
"Cancel" to change their mind and have none, the program crashed. This
has been fixed
Changes for Ships for Windows version 16.1
New Features
- Nothing. No new toys this time, sorry.
Fixes
- Meson Spinal Mount Factor K Cost was understated at
Cr2,000 (bargain!). This has been fixed.
- Modular Cutter Modules were wrongly rated at 20 d-tons
each instead of 30. This has been fixed.
- The Combat Statistics block of the Web output was
formatting badly, if there were turrets, no bays and a spinal for
Particle for example, the Spinal would appear in the Bays column. From
now, a "-" will appear in blank Turret or Bay entries, correctly
displacing the remaining values into their own columns.
- Fuel required per single Jump was being miscalculated -
derived from power plant fuel not Jump fuel (Gah!).
- Fuel required per single Jump won't now be displayed for
ships that don't have Jump drives.