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Rabiator

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Everything posted by Rabiator

  1. I have observed that my ships, if they are attacked on a mining or salvaging mission, just sit there and take it. Even when they have suitable weapons. This is quite disappointing. I think the ship should Try to run to the next civilized sector. Meaning any sector that shows up green on the map. Better yet an explored sector with infrastructure. These tend to have NPC system guards. If running is not possible, fight. If your ship was not designed as a pure, helpless mining ship, it may be able to win. Is the current behavior maybe an attempt to force the player to assign escorts?
  2. This is a rather obvious bug, or maybe a fundamental shortcoming of the physics model. No ship/structure/whatever should behave like that, the acceleration alone is far beyond what ships in Avorion can do. Mods, I think this one deserves moving to the "bugs" category.
  3. I've started building furniture recently for rooms in my ships that have windows. Intended as a prettier version of crew quarters. I'd like to use very small sizes, such as multiples of 2cm (that is size step = 0,002 in build mode). The image shows some of my attempts so far. Original size of the image was 2560 x 1440, shrinked to 1280 x 720 here to reduce memory size. The focus is on the table that is currently selected in the build editor, and the view distance is the minimum possible. That works reasonably well for a size step of 0.01, but for smaller sizes it becomes very difficult to get the position of the blocks right. See the two legs next to the furniture? That is where I'm stuck right now. The blocks simply won't stick exactly where I want them to, and I think the main reason is that I lack the fine control in placing them. That could be helped by a closer POV. Simple suggestion: Allow a smaller view distance to the focused block.
  4. Size and distance from the light block could/should be variable, depending on block size. Say, the surface area towards the light determines the size and brightness. The length of the block along that axis determines the distance between light block and light. That would give people a lot more options in the aesthetics of their ships. Also, make them visible through glass and holograms. It works (mostly) for glows, why not for lights?
  5. Lasers: I agree that the 0.75km range is a bit annoying. But room to improve later is also good. Making it 1 km for the newbie lasers would IMHO be a good compromise. Oh, it gets better. Non-arbitrary turret control subsystems usually have lower energy needs, so you might want to change these as well. More shuffling. My approach would be: Turret control subsystems are always permanently installed or arbitrary (or both). That makes shuffling specialized systems around costly, because they get lost unless an equipment dock is near. It would be a matter for emergencies only, if you absolutely need the firepower. You can place as many turrets as you want, but only those you have enough personnel and control slots for will work. You can switch off some via weapons groups, then others will use the slots. For mining and salvaging, only those turret slots and personnel you use at the moment will count against the limit. You cannot do both at the same time anyway. Example: You have two civilian slots on the ship, but two mining lasers and two salvaging lasers installed. You also have two personnel that can mine or salvage. Then you can mine one moment with two lasers, the next moment salvage with two lasers. Docking: Lets add an autopilot command for docking at the currently selected facility. Captains can already dock at a resource depot by themselves, why not at other stations. Newbies who don't have a captain yet have to do it manually, like in Elite. It is one more goal to work towards. Run up to jump: I actually like this, partly because of the tactical implications. If you boost around in combat a lot, you might end up with low energy and unable to jump out. You have to choose one, just popping away in the middle of a fight does not work. I disagree on principle. Consequently, my current game is Free Play with these limits removed. This is configurable.
  6. While trying to build a ship with visible interior, I ran into some problems with lighting and glows. In the graphics settings, I cannot see anything that might be responsible. For documentation, I built a display on my ship. In "Top view" we have two glows (orange and blue), a green light and two transparent panels. Material is Titanium in all cases. The left one is glass in color "White Smoke", the right one is a hologram, colored black. In "Top View", we see three errors. The illumination from the green light on the wall is cut off towards the top, there is no reason for that. The orange glow on the light is much dampened where it is behind the glass and also loses its halo. By comparison, the blue glow on the right looks like expected. On the left panel, there is also the pattern of the wall visible, from an angle where it should not be visible. The image "Rear view" shows the same effects again, also the green light is hidden behind the hologram. This is inconsistent with the glow being visible. I tried to upload the ship design as well, but these files were rejected by the forum. Top View Rear View
  7. There have been a few changes throughout development of the game. Not everyone likes those, which is not surprising. You cannot please everyone. So why not make them optional, to be set by the owner of the server? In single player, you are your own server admin and can pick whatever options you like. Perhaps only via config file, if it would clutter the "new game" dialog up too much. Some that come to mind: Progression on/off (already implemented in beta it seems) Mobile stations or factory ships, which could more or less amount to the same. Apparently mobile stations existed before I discovered the game, if only by docking a ship to the station to drag it around. Changing the maximum number of modules. For those who really like OP ships.
  8. A slightly larger ship this time, the Nice Try (Steam Workshop Link). The Nice Try is a five slot corvette that could be one's second ship. I'm still not quite satisfied with the design, hence the ship name. But she is nice enough to publish 😉. Build cost: 94.052 Credits 3.878 Iron 14.906 Titanium
  9. Upvoted. I'm having the same problem and will check out Fury's suggestion with the graphics settings now. But it would be nice if one would not have to choose between nice graphics when flying, good lighting when building and changing graphic settings all the time.
  10. @FuryOfThe Stars, I agree on using recessed blocks, but mine are made of armor (I have not seen the need yet to use turrets with fixed direction). Also, recessing them by 0.2 unit slots seems not to significantly impair firing angles, even for one slot. Armor and at least integrity fields are a must even in early game. I might build my very first mining ship from iron only, if no titanium can be found nearby. But with one mined titanium asteroid, you can cover a small ship in an integrity field. I usually use the rest of the titanium in a generator,
  11. Perhaps you can you kill Swoks a few more times, for multiple 10 slot upgrades. Supposedly he respawns. I've killed him only once myself, so I cannot speak from experience..
  12. Cool stuff. I'll have to improve a lot before my ships can compete with that 👍
  13. A small starting ship, called the Lady Courageous. (Steam Workshop Link). This one is really meant as one's first ship. Except that you have to get Titanium build knowledge first. Mine a few asteroids, one of them made of Titanium and you are good to go. Updated version: Slightly enlarged crew quarters for Avorion 2.0
  14. I usually build with scale step of 0.4 and grid step of 0.2 That suits my building of relatively small ships and details better. But whenever I quit the game and reload the game later, it is reset to the default values. Not really a big issue, but it always gets me when I start building and wonder for a moment why those blocks don't fit. Suggestion: remember these values in the game data. Perhaps not Avorion wide, but for each galaxy.
  15. In build mode, have you tried the F key as in "Focus"? If you have selected a block, F will make the block the "anchor point" for the camera POV and your view will be relative to that.. Really useful if you have a lot of small details in your design, and also for getting into small corners. Select a block in said small corner, type F and zoom in. In normal play, I wonder too what keeps the devs from setting POV to a camera block. Obviously, various methods of moving the POV already exist. The setting of the POV in build mode seems almost the same. But the tone of the answer to that request was surprisingly negative. I would have maybe expected a "sorry, we have more pressing stuff to do". But a flat "no" to something that is requested a lot? Curious.
  16. 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.
  17. 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???
  18. 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.
  19. 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.
  20. 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)
  21. 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.
  22. Looking good, and the size is impressive. I guess it will take me a while to make something on that scale.
  23. It is probably intended that the drone is so limited. Otherwise, why build real mining ships? But it still should look prettier.
  24. 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.
  25. 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.
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