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TsunamiFM

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Everything posted by TsunamiFM

  1. Reproduction steps: Equip injector subsystem (allowing to hack 4 or higher security). Accept "The Hackaton" mission. Go to system with mission containers. Hack the mission container with token. When you'll see other container with high security you cannot break (like 6 or 7) - fly close to it, and dock it to your ship (rationale: you can force break those later on, at Smuggler Hideout). Enter the next system where mission directs you. Result: containers field not spawned at location pointed by mission, mission cannot be finished. So far I tried docking high security container 3 times, and every time it resulted in blocking next mission container field from spawning. When I didn't dock any container - it worked fine. Immediately after it happend I've checked serverlog (attached), and I've noticed some errors related to "Mission_onSectorEntered" and onTargetLocationEntered functions. Spec: Avorion v2.2.2, no mods OS: Windows 11 Pro (64-bit) CPU: Intel i5-6600K GPU: NVIDIA RTX 3050 clientlog 2022-09-25 10-10-07.txt serverlog 2022-09-25 10-11-43.txt
  2. More advanced (alternative) version of this improvement, that just came to my mind: allow marking by more than one parameter, for example 1) rarity and 2) item type. Use case: I want to get rid off all green and lower rarity subsystems - but not the turrets.
  3. After playing Avorion for some hours it's pretty easy to hit 1000 items limit in the inventory, and then we have to clean it up. Currently (v2.2.2) there is a mechanism that makes it easier by allowing us to mark all items below given rarity as trash, and just sell all trash at the station (on the attached screenshot). My proposal is to make "Mark as Trash..." function related to the type of selected sorting mode in the Player / Inventory screen ("Rarity" on the screenshot), so for example when I pick sorting by "Material", and then click on "Mark as Trash..." I could choose to mark as trash all the items made of Titanium and Iron. Same could go for Tech level, or "DPS/slot" value - we could enter threshold value, and then all the items below it would be market as trash. This would allow us to quickly and automatically get rid of all those low quality items we don't want (like high rarity, but old materials / low dps). It should be relatively simple to implement, too.
  4. Or maybe the mechanics on beta could be changed to allow directional volume-based thrusters? Because on stable branch surface-based thrusters stacked in thin layers along X, Y or Z axis are exactly that - they have increased efficiency along the axis we've stacked them.
  5. It's a general problem with turret slot calculation, I believe. After doing some changes to turret setup I was suddenly unable to mount 7 unarmed turrets, just 6 of them - 1 unarmed turret slot got permanently blocked. See the screenshot below:
  6. Stacking thin thrusters was only way to go, if you didn't want to have half of the ship made of thrusters. I had stacked like 40 0.1-thin thrusters to be able to stop my ship in reasonable time. Comparison of stats, current stable vs current beta: Break Thrust: NERFED from 37.6 to 15.9 Yaw: NERFED from 0.54 to 0.23 Pitch: NERFED from 0.55 to 0.24 Roll: NERFED from 2 to 1.05 I'd boost volume-based thruster efficiency a bit more, TBH.
  7. I have pretty big hangars (8x2x4), path to enter is clear, but fighters after launching cannot return to it. I've tried to issue return command multiple times, move the ship, leave and enter game again - same problem all the time. Once launched fighters are unable to return. Illustration of my hangars below:
  8. Good idea, +1 for this one from me.
  9. Same problem here: I've killed first Smuggler I've encountered (trying to get the "Not this time!" achievement, "Beat the Smuggler.") and got Relations down to Abhorrent, then I've read up about the Smuggler quest. So I took the package and delivered it like 3 or 4 times (from new Smugglers I was encountering), but I still didn't get the follow-up mail - I am unable to continue with this quest-line, now :/. EDIT: running commands listed in this post helped, and I've got "The Enemy of my Enemy is my Friend" mail, now (and "Enemy of my Enemy" quest).
  10. Sometimes it could be very useful to be able to split block into two smaller ones, the opposite of Merge Blocks function. Use case: you have some other blocks attached to big block, and big block removal would force you to redo those attached blocks again. Being able to split big block would allow you to keep attached blocks untouched. I've prepared simple illustration of the problem and how knife tool could help here below - attached block I'd like to keep untouched is marked with green circle, place where I'd like to divide the big block is marked with red line: This could work as Knife Tool in Loop Mode in Cinema 4D. It's illustrated on this YouTube movie, Loop Mode presentation starts at 3m55s:
  11. Happened to me few times, too.
  12. Indeed, for example RocksDB or SQLite (or anything else that is compact, fast, and good for embedding in client software).
  13. I've played for a few days now, and really liked the game (and I am old space-sim fan ;]), but there are a few annoying UX problems I've encountered that are taking lot of fun away for me. I am listing them below, with quick fix proposals. #1 No information about selected turret in in Building Mode Use case: replacing weakest turret, when 5 or more with the same look are mounted to the ship. Currently it's very hard to identify right one and replace it. Multiple tries, then finding it again in inventory full of other turrets - can be a real nightmare. FIX: display information about selected turret in Building Mode. Could be something alike hover window we have in Ship Menu, Ship tab. #2 Ship turning when leaving Building Mode Very annoying, often leads to collisions with stations. FIX: Camera should get back to old position player had when entering the Building Mode - ship wouldn't turn, then. #3 Building Mode favorite blocks (10 icons on the bottom) not remembered Every time I start the game I have to setup it again. And when client crashes so often in Building Mode it can be really enraging. FIX: remember player-selected blocks in Building Mode. #4 No sorting in Building Inventory Looking for biggest gun in Building Mode is currently pretty painful, when you have like 100 or more turrets in inventory (which will happen time to time, if you fight here and there). FIX: add sorting to Building Inventory. Could be the same we already have in Player Menu, Inventory tab. #5 No filtering in Building Inventory It should be possible to quickly find only those items I am interested in, for example only Mining Turrets made of Xanion. FIX: add filtering to Building Inventory, at least by item type and material. o7
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