I certainly sympahise with the problems people are encountering. I use RFB 1.27 and have so far encountered no problems with Torpedoes, i actually hope I will soon because then I'd be able to start getting a handle on the problem.
That said, escorts are a complete joke for me so i'm certainly encountering AI issues here. My gut feeling is that these "effects" are the result of a combination of things rather than one or two parameters - its like the game engine mechanics is fighting with itself.
Example: lets say in a given coding instant, your Torpedo has a 10% chance of failure. But then some other parameter comes into play, from some other component of the game mechanics, and this parameter screws up the previous 10%....making it 90% for example.
It would be quite normal for these components work well on their own but not in combination with other components. If this is a case then its a code integration issue......which is, unfortunetly, a lot harder to isolate.
Fingers crossed that the devs can solve these issues.
|