And I have another Question, you're not gonna to support the version for 62a RC4?
Oh, and the "Mayflower-class Dreadnought" could have a bit more weapons; a single fight between the "Yamato vs Mayflower", the Yamato is winning.
62a RC4? I didn't know it was out yet. Once it's officially released I'll update the mod.
And as HELMUT said, it's more of a mobile artillery ship. It's purely support. If something gets in its face it's doomed; that's why its guns have a frightening 2000 range. It can support an entire fleet and demolish ships from kilometers away. Extremely powerful, but also extremely situational. Just like most other things in the Navy.
Ahhhh, it isn't compatible with SS+.... That explain why i gained a "OutOfMemory" log.
It is compatible with SS+. The "OutOfMemory" bug seems to come directly from the Patrian mod.
Here:
There are way more ships than in a normal game. It felt like the Patrian mod somehow duplicated everything else in the game, which is why it might have caused the OutOfMemory bug. I think i heard another modder talking about this bug when trying to update their mod to 0.65. Something to fix.
For the Mayflower, it always have been more of a mobile artillery than an actual battleship. The Yamato on the other hand is one of the strongest battleship in the game, so no wonder it wrecked its opponent. They just don't fit the same combat role. I haven't played them yet in the campaign but when i'll do, i'll tell you if something need to be changed.
Also the fighter wing bug have been fixed in the last version. Nikolailev, it would be good if you posted the changelogs of yours mods on the front page to see what exactly changed.
Wow. That is... fascinating. I can't say I have any idea what's going on here, but I'll take a look. Don't expect much though; I have no experience with SS+ and the campaign integration was already... iffy.
On another note:
Patria needs you! If you would like to help development on a couple niggling issues I cannot for the life of me seem to solve, don't hesitate to sign up! In particular, here is a list of things beyond my ability:
Ship System: Small Battery Stabilizers
Spoiler
A system that increases the range of small ballistic and energy weapons in exchange for decreasing their turn rate.
While increasing the range of ballistic and energy weapons and decreasing their turn rate was easy enough, what I haven't been able to implement is making the system only affect small weapons, as well as adjust the range bonus per hull size (like ITU does). A nice touch would be to exclude PD weapons from the range bonus, but still applying the turn rate decrease to them (as gameplay wise, it's supposed to reduce the potency of any PD in exchange for range).
Ship System: Micro Missile Fabricator
Spoiler
Not to be confused with a Micromissile Fabricator (I'm sure I'll implement a micromissile weapon at some point), this system shuts down weapons, engines, and/or shields in order to begin constructing and reloading missiles. This I can likely do myself, but hey, help is always nice.
Fighter AI
Spoiler
This has always been the sticking point with Patria; aerospace fighters were always intended to lack lateral and reverse thrusters, relying on their superior speed and firepower to stay out of harm's way. They should generally fly at maximum or close to maximum speed and use "zoom and boom" tactics to destroy enemy fighters and engage larger ships. Serpentine maneuvers should also be available to more skilled pilots to evade incoming fire, as Patrian compact shield emitters are not [supposed to be] powerful enough to stop much damage.
I'll keep this list on the front page, as there's other stuff I could use help on I think.