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AstroOwl

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  1. I cannot support the idea of replicating existing turrets at turret factories enough. Ability to replicate drops from enemies would would mean that you can actually make your ship's tactics around a lucky drop, instead of just throwing it away. Currently one turret dropped from enemy, even if it is incredibly lucky to be better than OP turret factory stuff, cannot be actually used, because it is just one turret, and you cannot shape all your engagement range, etc, around just one weapon piece. As far as the place of commodities in the grand scheme of things, this is a more tricky question, but i do agree with DivineEvil that it makes sense to eventually make this uniform. That is, commodities are either: 1) used in the production of combat assets, but in this case -all assets: torpedoes, modules, fighters too, or 2) commodities are not used for combat assets, even for turrets - they are just a mean to make money. This suggestion: describes a very good solution, as for me. There is a question about the place of Research in all this. Here is the proposal to allow the Research stations to provide System Blueprints. The question is, should Research stay as it is now, even if we allow to replicate systems? Like, it would be possible to research one, say, legendary hyperspace upgrade, and then replicate if freely, albeit for a massive cost? This is something to be considered, because we probably don't want to make system drops feel not valuable too. Unlike turrets, system upgrades don't vary so wildly within one tier, which means that you won't be as thrilled for a good drop as you might be with Turrets, once you get just one . Maybe this means that some steps should be made to make system upgrades a little more random, so that you would anticipate a possibly better system drop. Overall, system proposed by DivineEvil seems reasonable and uniform. I hope devs would consider suggestions of this thread, because Turret Factories as of now ruin the whole thrill of random drops which is supposed to keep players interested in fighting.
  2. This definitely seems too exploitable and nonsensical. But i think another type of fix would be better (although maybe harder to implement): If the cargoship spawned to deliver goods to the station is destroyed, no other transport spawns to do so in another X time, being afraid of encountering pirates. X might be around 1 hour, i think. Really, when you think about why this is nonsensical, it's not because lucrative goods exist or because npc carry them in large numbers, but because of how endless stream of traders carrying that good appear out of thin air. Where do they even get all this processors? If you limit this rate, you make this thing not so ridiculous, but still profitable, and it becomes more believable. And this also solves this exploit not only for Processors specifically, but for any other possibly too exploitable good, while leaving you with ability to get some amount of specific good by piracy if you want to.
  3. No, it should not stay the same (if we are talking about how real physics work). What you say works only for linear acceleration (and it, indeed, stays the same in Avorion after scaling, as it should be IRL). Rotational acceleration is inversely proportional to moment of inertia, which, in turn, is proportional to V*a^2 = a^3*a^5 = a^5 (that is, volume*linear scale^2, or, since volume = scale^3, moment of inertia is proportional to linear scale to the power of 5). Rotational acceleration is directly proportional to thruster torque, which, in turn, is directly proportional both to thruster volume V and lever, which also scales lineary, so tourque is proportional to V*a = a^3*a^1 = a^4. Since a^4 grows slower than a^5, rotational acceleraton lowers as you upscale the same ship. Everything according to how actual physics work.
  4. That number is already changeable. That is a changeable setting of the galaxy (server). It's saying "server" because 250-block limitation is defined by settings of your galaxy in server.ini file (even if you play singleplayer, it basically creates a "server" just for you). If that's your singleplayer game, go to ....\Users\...\AppData\Roaming\Avorion\galaxies\%galaxy_name%\server.ini and change the line "MaximumBlocksPerTurret=250" to the number of your desire. P.S. This is probably not a post for Suggestions, since.. since it's already implemented.
  5. I would say: do cover your thrusters and other valuable blocks, but by relatively thin layer of armor. Make sure to protect your ship with integrity fields so that your armor won't be blown off. You will get slight decrease in maneuverability, but not because of that. (your center of mass won't move if you add armor symmetrically, anyway). That decrease is due to increased moment of inertia (aka rotational inertia) - measure of how hard your ship is to turn around certain axis. Moment of inertia is increased by adding heavy blocks to your ships, and said increase is proportional to how far from central aixs the blocks are placed. (I mean, 2 armor blocks close to the center of the ships don't hapmer its maneuverability as much as, say, 2 same blocks of armor, but placed on the ends of a long rods pointing away from CoM). So, how hard is it to turn your ship is defined not only by its mass, but also by distribution of said mass. Overall, i would say: have an outer shell of armor or hull, and directly beneath it - to maximise lever - you place your thrusters, keeping in mind their orientation to maximise their effect. Functional blocks like generators, shields, cargobay, dampeners, etc can fill the center.
  6. Iron is basically worst for anything. Only reason to use for it is Inertial Dampeners, and/or lack of other materials. So move to Titanium asap, but still, even ship made out of Iron should be able to turn. Now, if you check Workshop, you can easily see that there is a lot of good-turning ships, so it IS possible, now let's see how they do it. First. Thrusters, especially directional thrusters are your friends, so you need to know how they work. (just in case: "thruster pancakes are no more, thrusters are now volume-based). Thrusters give you more torque (which is what you want to rotate fast) the more lever they have. Now, to gain more lever, you want to place your thruster so that it would be as far from center of your ship as possible. You can get good results even by just placing simple (non-directional) thrusters somewhere far from the center of mass of the ship. Bad rotational speeds can then be covered by gyroscopes (be sure to rotate them to achieve effect on the desired axis of rotation!) But to really control and imrove particular rotation speeds even on high-mass ships, you need to use directional thrusters. You get maximum result if you place directional thruster rotated to certain direction (axis) if you place it as far as possible from the line going through the center of mass in the same direction. I bet this is completely non-understandable, so some more practical examples: If you want to get more result from the thruster oriented along "up-down" axis, for example, you want to place it far to the side (left-right), in which case it will give you more roll, and/or to the back or front, in which case it will give you more pitch. Applying general principle to this example, you maximise lever by placing this vertically-oriented thruster as far as possible from the vertical line going through ship's CenterOfMass. Likewise, to get maximum yaw/roll form "left-right" oriented thruster, you place it further to top/bottom , and/or further to back/front. And, finally, to get maximum yaw/pitch form "backward-forward" oriented thruster, you place it further to left/right, and/or further to top/bottom. Hope this somewhat convoluted explanation helps a bit. Good luck!
  7. The next update will be focused on economy, making factories and production chains more viable. You can know about that from Koonschi's twitter:
  8. Yes. You can increase reputation even if you have a completely hostile relations with a faction. 1. Sell claimable asteroids to them: Fly to yellow-blip sectors (that are detectable with advanced sensor) until you find an un-minable large asteroid. Such asteroids are highlighted with Object Detector. You can claim them for yourself (even if there are hostiles in the system!) and then either start a mine there, or... sell them to a faction, for money and reputation. 2. Kill pirates and Xsotan in faction-owned sectors. Best done in some sector without faction patrols, but with couple of stations (you know, like that border systems with only a trade post and res. depot in them).
  9. You don't need to place thrusters outside the ship. They are working even when covered. Place them inside. They would take considerable portion of ship's volume, it is absolutely normal. Place them further from COM for bigger momentum.
  10. No, i was checking the center (Ogonite area), with large factories. Look at the screenshots i added, for example: They are not small, they are just empty. Most are not that bad, but still with very little stock. Of course, i checked just 2 factions's space, around 30 sectors - that might be just bad luck.
  11. Okay, after some time and experimenting, i now agree with topicstarter. At first i was going to say something like "calm tf down, please", but now i share his anger. I ventured into some new sectors, to see how is the trading with new station stock generation. TLDR: production is dead. After fully exploring all the gate system for two factions, i haven't found a even single factory with more than 100 units in stock. Only ones who had decent stock were the mines, solar p. plants and gas collectors - in short, primary resources producers. (even they were mostly empty - i'm just pointing that at least some of them had any stock), and food production facilities. Anything more complex than steel: almost completely empty. Only place where there was decent volumes of goods are trading posts. But don't you think that players should be encouraged to trade with some thought, by supplying production chains, instead of just hoping for random lucky trading post? I could have started trading from the simplest products to slowly set production in motion, but that won't work in vanilla game ! If you play just vanilla, without OOsP factories like this: are useless chunks of metal. And there are lots of such. You can come into the system and see how almost all of stations have <5% of stock (even with "mining" sectors this is sometimes true, and that is just ridicolous). TLDR: In the current situation, with static universe, the only way to trade is to rely on good initial stock generation. Making most factories empty don't make trading any more thoughtful, it just makes most economical objects useless, removing even the illusion of living economics.
  12. 0.3 Cargo Hold! I guess all it can store is... a CAT ba dum tss Speaking a little more serious, i really like it. It's good to see a nice-designed ship for the early part of the game.
  13. Yeah, dead sectors make economy not very enjoyable. You probably would enjoy "Out of Sector Production" mod. Trading is extremely profitable, however, due to the fact that many stations are so under-supplied with goods, and so, will pay you a lot for deliveries. some tips: Another reason trading is somewhat strange now, as for me, is that trading upgrade just tells you what to do (what to move and where), but don't give you the actual information it used - so it's hard (possible, though) to spot profitable routes on your own - player starts to just fly back and forth and wait until Trading Upgrade will catch a jackpot for him, instead of thinking on its own.
  14. + to that. That is an annoying problem. Probably means that game checks if all of the goods have spare cargo space and than runs the script which makes one run. Looking at scripts/lib/productions.lua now - is that the place to attempt fixing that? can't see how that can be done yet. Funny thing is i ran into that thing just today while trying to get absolutely the same: Neon from the Gas Collector =D Sometimes i feel like forum is some sort of collective mind which uses telepathy to know what i am thinking about. I mean, thanks for posting this, since i was too lazy to start a thread myself.
  15. Don't really think this is going to happen, since that would be a problem for some sci-fi replicas, and overall, limit the freedom of how ship should look too much.
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