Solar Sails Broken? |
I'm just playing around with stuff learning the ropes and the differences from SE4. I tried using the feature to allow for all techs to be researched to begin a game. It did indeed show me all the techs already researched. I was interested in the Solar Sail. I tried it in several designs and it did not raise the speed of any ship I tried. I did have the propulsion bonus but even when I deleted one engine from the max allowed the ship speed never rose when I added the Solar Sail. Is the Solar Sail broken?
I also tried getting the entire tech tree to show but that feature doesn't seem to work either. Unlike SE4 I never saw a separate button light up to show the Tech Tree. I tried the ~alltech~ cheat to get all the techs researched to see them and that didn't work either.
Omnius

Maximum limit
What "maximum limit" are you talking about? There's the limit to the number of engines, but none to speed (except practical in that you can't attain very very high speeds in stock).
There are 10 types of people in the world:
Those that understand binary, and those that don't.

What?
The game warns you if you place too many engines, yes, but there is no "max speed" limit at all. A quick mod can let you place 50 bazilion engines on a ship without warnings (though wrap-around errors on the speed are quite possible).
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Solar sails
Solar sails don't work; if they were working they'd add another movement point. Despite the confusing warning, the limit is on the number of ENGINES, not the number of movement points.
Solar sails did work before
Solar sails did work before 1.13, at least for me. My dreadnoughts had movement 13 (eight engines, +3 for quantum engines, +1 for racial trait, +1 for solar sail). Since applying the patch, the exact same loadout only has movement 12.

Solar sails broke when...
It probably got broken after the fix for bases with movement from the Propulsion Experts trait.
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/le sigh
I can't speak about MM knowing or not knowing something (thought I'd bet on the latter with something like this), but what I've been trying to tell you is that what you're talking about doesn't exist.
There is no max speed in game, there is no max speed warnings, nor is there any code to allow either of those. What you're talking about is a maximum engine warning, and solar sails don't count towards that (except in a mod).
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Propulsion Experts gave
Propulsion Experts gave movement to bases? I can't say I ever saw any of my bases with a movement > 0.
Anyway, it's definately Solar Sails. I just did a quick test with and without the PE trait, and the presence or absence of the sails made no difference to the ship's speed whereas Propulstion Experts gave the expected +1 to movement. I'm afraid I don't know enough about the data files to be able to tell you whether it's a data problem or something deeper.

Bug was not in release version
The Propulsion Experts trait bug was temporarly introduced between the 1.08-1.13 patch.
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I have had a similar issue
I have had a similar issue with 1.13, although I seem to have just lost 1 speed from somewhere, I take PE with my racial points but don't get the extra point of speed.




I've noticed since
I've noticed since installing the 1.13 patch that all my ships have lost a point of movement. I have max complement of quantum engines, solar sails and the +1 movement racial trait, but my ships are slower now than they were before the patch was applied.