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Neferdias

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  1. Qui_Sum, as I stated above, I have already tested and proven the issue is not an unloaded sector. Our multiplayer game used mining ships with ONE mining laser equipped to the "top" side of the ship. So the arc was limited. When we added mining lasers to the left, right, and bottom sides the mining ship would no longer "stop working". As well our mining carriers did not run into the bogging issue, because of the way fighter AI mines. Which says to me that HarvestAI is not checking its turret firing arcs and repositioning the ship, like it does when you are in the sector, so that the laser can see the asteroid the ship is trying to mine. From a coding perspective, I can see how this would be the issue, as a sector that's loaded with no player is not rendered (or shouldn't be) and is just calculations running in the background so there is no ship model to orient. Yet the calculations are trying to orient the laser towards the asteroid and can't. If this is the case, I suggest that the HarvestAI be adjusted to not include firing arc or turret position... but only to take number of lasers, dps, and efficiency into account when determining mining yields and assume the laser is omnidirectional (even if it means firing through a hull which should then be made to have no collision). This is obviously only for the OOS HarvestAI script... the IS HarvestAI script works fine and can be left alone. If this is still unclear, or you are still unable to produce the problem, I can take a video of the issue. Ps. thanks for the fighter fix, that makes mining fighters even more efficient while still utilizing high speeds.
  2. UPDATE: So yeah, I'm pretty positive that is where the issue is. I created a small mining ship with 4 lasers capable of covering all angles around the ship and it's been mining nonstop without fail since my last post. Haven't had to touch it or move it. So you're best bet is to look at OOS reorientation of the ship while mining.
  3. koonschi, I play in the same world as Zel0t and I've noticed something that may help you. My mining fighters have been mining without issue for the last hour... and I've probably made 200-300 jumps all over the place. They're mining at a normal pace too... sitting here writing this they've racked up +6000 and counting. It may be an issue with the HarvestAI and single-turreted mining ships not re-orienting themselves OOS and getting stuck trying to mine an asteroid they physically can't. I will at some point make an effort to fit a ship with 6 mining lasers and testing the OOS AI with that.
  4. Round 2 Feedback. I've found myself exploring a little differently and noticed that AI ships cannot spawn sectors. (IE. Warp an AI ship to a green blip, and it stays a green blip and shows as unexplored) Or at least the map does not update with sector information when an AI ship jumps into it, as I have accidentally blindly jumped an AI-controlled ship into an unexplored pirate sector and the pirate ships spawned. So maybe it's part bug report, part feature request? I'd like to be able to use AI-controlled ships to more quickly explore a given area. On the other half, I would like to see a way for AI controlled ships to show their sector scan range (the circle around them that shows the green and yellow blips nearby depending on the scanner modules installed) This way a player does not need to be in range of the area that an AI ship is exploring. If you are concerned with a potential for an exploit, and mass exploration is unwanted, I would then suggest using a module or block type (like how transport blocks are locked behind xanion ore) to allow for limited use or progression based implementation. Something like a navigation array/core/system that could be a bit power hungry and is unnecessary on most ships. Or lock it to a processor limit... like say it can only be used on ships with less than 12000 processing power (tuned at your discretion). You mentioned in a previous post that you've considered a ship limit, which means it could also be possible to limit the number of vanguard scouts that can use the module or block type to a set amount per player/alliance. So to sum up my thoughts... have a block or module (or both) that allows for a limited number of AI-controlled ships per player/alliance to be able to discover and scout sectors alongside the player. I had another thought, but I forgot it while fleshing this one out. I will reply again when it comes to mind ;)
  5. Will This behavior changes also stop stations from pushing other stations away? Right now when a station clears it's docking lanes, it will accelerate asteroids, stations, and gates away at 150 m/s... but doesn't stop them once they're out of range... so they just keep floating away. I have also found that when a sector gate gets moved, it no longer works... even if you manage to bump stop it with your ship.
  6. Already fixed in 0.20.1 ! There is now a tooltip showing the name of the ship ! Of course you'll need to name immatriculate the ships for easy recognizance, and/or remember which is which. Or recolor them. Suggestion: Renameable ship classes shown in the tooltip ! I see it now, didn't even notice it, thank you for pointing that out. (my original post, which this was copied and pasted from, was posted before the 0.20.1 fixes, but i still hadn't noticed to tooltip anyways :P)
  7. *I posted this on the steam forums and saw no feedback, so I want to make sure this gets seen as I feel it's an important suggestion(s) to consider.* I have been waiting for this patch to be released and so far I am enjoying it. So kudos to the team for a great start to this feature. There are a few things I have seen while playing with this new patch that I feel need improvement or outright need changes. 1.) Labeling I know it is one of the last things a developer will think about when designing something, but the labeling in some areas of the game is severely lacking and causes a great deal of confusion sometimes. I listed two in another thread (crew transfer screen - showing crew level somewhere along with agreeing to the authors gripe about what ship is what) With the new patch comes the ability to select and order your ships from the map... but wait a minute... I have two ships with identical hulls... but I want the miner to jump, not the salvager... There is no way to discern from the screen what ship you are selecting. In order to solve this issue, it needs to be displayed somewhere on the screen which ship or ships you have selected for orders. Either directly under the icon or in a list on the side of the screen above the orders list (the one you currently have placed in the lower left corner) 2.) Fleet Management Window A.) This is an amazing addition first and foremost, but again it needs a few tweaks. I would like to see an overview (in small icons if necessary) of what turrets and modules I have installed on a ship (tooltips included to see stats), along with the cargo in the hold (which I see you have implemented already) You could probably place the turrets list, with the modules next to it, right above the cargo list below... or with my next suggestion, revamp the screen again to better display these items. B.) The next thing I would like to see is a way to minimize the fleet list... down to a list format. Scrolling through a massively long list of hundreds of ships (and with this update, you know players will get to that point) is going to become a daunting and annoying task. If the window was set up in a single line format that displayed basic information like the ship name, turret count, module count, cargo count (in current fill count / total fill count allowed format), map coordinates, and a small pay crew button... then a secondary function that would allow you to click on the ship to expand the details to what the current window is listing (including the turret and modules I recommended adding above) then it will make finding ships in a large fleet easier, and allow for the ability to expand the information provided in the ship window if you chose to change anything at a later date. You could set this feature so that clicking the ship name expands its details, and clicking it again shrinks this feature. It will give the option to compare similar ships for turrets and modules that are installed. C.) Thinking about it now... I believe a search function may be needed with long lists of ships, or the ability to filter certain requirements so that a few or multiple ships can be compared for installed modules. The option to search, as you can in the turret and module window now, by the module or turret installed would be an amazing feature. D.) this may need a bug report thread on its own, but the current fleet window does not update the hull image when you change it through the saved ship designs list unless the game is restarted. This will add an unfortunate check subroutine into the code to update the window at intervals, but with the graphical direction you have taken, it's needed. As it stands these are my suggestions, for now, I will update this thread if any further changes to this new system come to mind.
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