QUOTE (zsguthy @ Oct 27 2008, 03:04 PM)
Bobson:
Is there a real need for more than 10 addons that are not weapon, drone rack, "suspension", engine mod or armor? I can add a few more lines, but it takes some work as there are lots of invisible calculations around.
With Rigger Adaptation, GridLink, GridLink Override, and an Anti-Theft System taking up five boxes that I think most riggers would want, that only leaves 5 for the other "fun" addons, like Chameleon Coating, Ram plates, nitros, etc. On my current rigger, I had 12 things I wanted to put in that list, before I scrapped some in favor of turbochargers. I'd say 15 would be more than sufficent, probably 12 is good, because I was really pushing what I could cram it (nowhere near what I wanted to, of course, but what I could). Alternatively, you could fiddle with the basics a bit. Make Rigger adaptation a checkbox in with the amenities or electronics (and auto-check it for drones), make a "Gridlink & Override" option that combines the two... Or pull out all the control schemes (The various degrees of manual from manual-only to no-manual) into a new box, and put rigger adaptation and skinlink in there... *shrug* I don't know exactly.
QUOTE
Read-only mod ratings: Oops, I fix it in the next version, thanks.
Another bug: In the sensor table, you can't actually specify a number for any sensors that aren't in the default slots, so it doesn't count you as having any of them and the cost isn't incremented appropriately.
And another: The finalize button doesn't work for me (it complains about the sheet being read-only), so every time I open it up it resets to the default vehicle...