Detroit Munitions have some bug that's not related to Discovery, cause the mod doesn't change anything about this place. Just keep in mind that it's a hazardous station to dock with.
1 million starting credit was durin 1st and 2nd beta of Discovery 4.81. Since Beta 3 it was 500 thousand, since Beta 4 it was 50 thousand, now it's 8500 like before.
Thank you for the clarification on that Igiss, if the problem with Detroit Munitions is out of your hands then I shall simply change my trade route. I apologise for asking about the $1,000,000 I have most likely over-looked a post regarding it elsewhere, again, thank you for the clarification.
''Whoever saves one life, saves the world entire.'' Itzhak Stern.
''Everybody is equal, some people however, are more equal than others'' George Orwell
My Characters ([THK] standing for Thierius Kage):
[THK]Firechapel - To be Heavy Fighter, under construction
[THK]Tigermoth - To be Tradeship*, under construction
*My trader will be played as an RP character once it is fully set-up and my other ship is complete, for all Pirate and unlawful groups concerned, I will try and make this take as little time as possible, so fear not for your income.
A note about my avatar: Don't call me a goth, it was halloween, the black hair and lack of smile yes, the makeup, only when my girlfriend can keep me still long enough to poke them pencil things near my precious eyes...
A posible, but probrably painstaking solution to Detroit would be to re-map its launch ports to be outside the station instead of starting from the inside. Then again I have no idea exactly what the problem is. Just a suggestion!
Power supply is fine now, hitbox might not be the right one but it works very well. NPC capship groups hurt it just as much as other cruisers now. Thank you.
Transports:
They can still mount class 8 turrets, there are no class 8 transport turrets to mount on them.
Yes they can mount gunboat turrets but they can't support them for long, which is not the point, gunboat turrets go on gunboats, transport and fighter turrets go on transports.
i got kusari gunboat turrets on my container transport. I am storing my transport turrets atm so if igiss changes it i can change back :D . It says in the readme though that they are purposly class 8 so gunboat turrets on large transports might be the point :P
Would it be possible to make the Gas Miner a flyable ship? The Asteroid Miner, while it does have its perks for playing the Production Plant role, does not quite fit the bill. The Gas Miner seems to capture the enormity and atmosphere of one quite well. Or, alternatly, if someone finds a ship that was specificly designed to be a production facility or that could look like one in a pinch, then please send the link my way and I'll request it's admittence into the rather large ship database we already posess.
Mainz Storage Facility in Frankfurt needs to be moved further away fromt he plant. Not even a fighter unlocky enough to launch directly into the planet can undock successful crashing.
Crash Report: BOOM!
Ok I was sitting on Rostock swapping out turrets, I had tried a loadout that had 4 normal cap ship turrets then landed to swap them out for 4 Solaris turrets which were in my bay. I land uneequip turrets.. go to equip Solaris.. two equiped and when I tried to equip the rest, nothing would give me the button to equip it. I switched the another room on the station and server promptly crashed.
I can't connect to the server, so it probably *did* crash, but the crash was not FL-related, but rather something about hardware or connectivity. Your character being in Rostock might've been a coincidence.
I'll try to find out more when Wolfpack will be available.
Reason I associated it was because I was having problems with the turrets (Cargo bay may have had too much in it..?) then the second I switched rooms on the station (hit the button for equipment dealer) the server crashed. Just like it did the second you set waypoints in early beta 1