"Easy" way around this: multiply all kt values by 10. Any kt value not ending in zero would be, proportionally, a decimal value.
I was trying NOT to do that because I know I will horribly confuse myself. I'm talking about the engine movements and I don't really want to assign 10 movement points to the lowest tech Version. But if I can't use decimals then I suppose that is the only way to go.
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
Originally posted by Ed Kolis: Why _not_ assign 10 movements to the slowest engine? Just make your ships require 10 times as many engines per move
Because movement points are tracked by a single byte. That means a maximum limit of 255. At 10 movement points per engine that's only 25 engines max in any size ship before you cause a range check error. If it goes higher from there it will be much less. So, you see the problem?