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Rabiator last won the day on November 24 2020

Rabiator had the most liked content!

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  1. That description sounds like something you could redo with little effort. You get the resources back when you remove blocks, so remove everything except the starting block and reassemble things with an integrity field generator inside. Also, the integrity field generator protects stuff in a radius around itself. It is best situated at the center of the ship, that covers most parts for a given size of the IFG.
  2. Hi all, I just started a new single player game and it more or less forces me to do the tutorial. How do I get out of that? I have looked at the game settings in the main menu and at the pilot menu in game. Nowhere have I found a way to switch off the tutorial. When I delete the galaxy and create a new one, the choice for playing the tutorial or not is greyed out. WTF? There are players who are familiar enough with the game to start over without excessive hand-holding. Just let us do that without bothering us with a forced tutorial. If there is an option to get out of the tutorial, where can I find it???
  3. In Avorion, large ships are also very fast, and this is due the way max.velocity is calculated. Make everything larger, including the engines, and you get crazy speeds. My suggestion would not even make large ships slow, it would just put them back on an equal footing with smaller ones.
  4. My ships always get an integrity field generator. That needs a small amount of titanium, but is absolutely worth it. Very early in the game I might make an exception for a iron only mining ship. Also, a layer of armor over the entire hull. It may be only 1m of iron armor, but it makes quite a difference. I defeated Boss Swoks with a ship of moderate size, built only of iron and some titanium. It is late night here, so I won't post the design today. But I might edit this post later with more information.
  5. Currently, the top speed of a ship depends only on the size if its engines, it does not matter how big and heavy it is. This leads to big ships reaching ridiculous speeds. I suggest to limit that behavior by making the top speed dependent on how much N(ewton) of thrust the ship has relative to its mass in kg. A simple formula that always lets a ship limp home on a tiny thruster would be Vmax = 75m/s + (constant factor) * thrust / mass Then every ship would get 75 m/s as base velocity plus an additional velocity on top that depends on engine size and mass. If it is desired that big ships are faster but not as crazy fast as now, the formula could be something like Vmax = 75m/s + (constant factor) * thrust / (function that slowly grows with more mass)
  6. New design: The Iron Angel. A bit large for one's very first ship, but it should not take too long to get the ore and money with a makeshift flying brick. Then you can upgrade to this. The Iron Angel is adequate for fighting weak pirate groups once you have upgraded the guns a bit. An integrity field generator helps to reduce damage and survive longer in a fight. Edit 16.10.2020: As suggested by Vis, I'm exchanging the screenshot for one that shows the stats. Stats removed from text of post.
  7. Looking good, and the size is impressive. I guess it will take me a while to make something on that scale.
  8. It is probably intended that the drone is so limited. Otherwise, why build real mining ships? But it still should look prettier.
  9. While I love big maps in general, sometimes a shorter game might be nice. So let the player choose at game start. Depending on how flexibel the procedural generation is, it may be possible to do with a few GUI changes.
  10. If it is a configuration setting the server owner can choose, why not? I see it more as a thing for PVE servers though, so the admins of those can switch off friendly fire to block a certain kind of players. Also, collision damage off between player ships as an option.
  11. A tiny little bit off topic, but the appearance of the thrusters could also could use some improvement. Currently they have a bunch of black holes for where the plume comes out, and are smudged around it. Like soot on an exhaust. Ugly. Short request to the dev team: Clean those thrusters up, and if you decide to do the OP's suggestion, apply it to thrusters as well.
  12. Perhaps the factories should have an individual account for operating capital? I dimly remember X3 has something like this and it solves the "bankrupt player" issue. Also, perhaps a balancing system for purchases where the station does not bankrupt itself by buying tons of the same resource.
  13. I guess the devs don't want the drones to become full-fledged warships ;-) But jokes aside, with certain limitations editing the drone would make sense. Such as The drone has to fit in a box of 8x8x8 meters You can only build with iron You get only an iron engine with a volume of one cubic meter. That is actually what I used in my Steam workshop project. Thrusters are similarly limited. You get to use the two mining turrets from the original drone, but no other weapons. Also, at these sizes working with thrusters really needs some improvement. But that is a topic for another thread. Before I start that, I want to collect some more evidence for the problems I ran into.
  14. A collection of things I consider worth submitting to the community. The first one is a suggestion for a prettier standard drone, the one you get at the start of the game. Steam workshop link. The black&yellow design is meant to resemble construction equipment. Flight performance is quite similar to the original drone. What I could not build is the extra small mining turret with a base of 0.1 x 0.1. AFAIK this is currently not possible with the in-game editor. So if Boxelware wants to use this one they are welcome to do so. But the devs would have to add the turrets from the old drone themselves.
  15. The existing thrusters are all well and nice for controlling the orientation of your ship, but sometimes you might want a more energetic push. I therefore suggest that engines can be mounted in any direction the player likes, and bound to a "manual thruster group" analog to a weapons group. They will then work as an unidirectional thruster. An engine that points rearwards automatically becomes part of the normal engines. The flip side could be that there is no automation to this. If your re-purposed engines' thrust does not go through the center of mass of your ship, they will make it spin. If you kick your ship into a spin with your pseudo-thrusters, there will be no automatic counter-thrust to stop the spin. If you also have normal thrusters, those will eventually stop your ship spinning, but slower if you reduced their size in favor of your "manual thruster group". In practice, I wanted something like that for braking. Then I found that right now, an engine can only point backwards. Annoyance occured.
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