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Nic_s

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Everything posted by Nic_s

  1. After about 10-15min of play in Single player the game loop just tanks. Framerate drops to about 15fps from about 140fps and the sounds starts to glitch a little with static. It's like a stutter, but constant. Memory usage remains the same, CPU usage remains the same, GPU will boost way less as it can only render what it's been given to render. All drivers are up to date, I checked. Something in Beta 30 is causing the game loop/tick rate to tank. Maybe some new AI code with the new bosses? Maybe it's a graphics issue, but if nothing has changed with the rendering engine from the stable version then it should still be fine? Stable version runs fine though and I usually get above 100fps. PC Specs: AMD FX8320 GTX1660Ti 16Gb DDR3 1866 Windows 8.1 x64 The only way I know to reproduce is to play the game. I started a new game and it did the same thing. DXDIAG: https://pastebin.com/QUSyYS32
  2. Now all we need is a huge collection of Cylon ships and have only Cylon ships spawn as NPC... then the players can build their own "battlestars"... ;) Another one can be star wars themed and have player play as the rebels. Or even a star trek themed setup.
  3. I looked at making a similar mod not long after the release of the game, but the issue I ran into was that the modules did not have any unique way to identify them... or at least not as far as I could see. I'm not sure if that has changed by now. I should actually check... I asked about it on the forum back then, but eventually I gave up on the idea. Really hope you can make it work as this seems like such a simple idea, but will make game play waaayyyy better.
  4. Sorry for the necro... I've taken a little break from the game, but I am still curious if there is a way to uniquely identify a module in your inventory? An id field of some sorts? It could be as simple as an integer variable. Every time a player picks up a module, the game can look at what int values are already in use and then choose the next available int value. Or maybe GUIDs can work? Then each item will generate with it's own unique ID on the server. New link to existing properties for a system upgrade: https://avorion.gamepedia.com/API:SystemUpgradeTemplate I want to make this: http://www.avorion.net/forum/index.php/topic,2637.msg13832.html#msg13832
  5. Looks great. Did you build the battlestar to scale? If you can't afford the full ship, hold Q while dragging the mouse and pasting to scale it up or down. That way people can build what they can afford. I build one that's about 1/2 scale and had trouble with some of the detailing as a result as I didn't want to use blocks smaller than 1x1x1 to try and keep some standard measurements, but it went wrong anyway (Due lack of experience with the game) and some of the curves didn't come out as I wanted. Like the front of the ship... the lines curve in 2 directions and so far I haven't been able to work out how to make a smooth join and while building this I just made the front a simple slope. However, I also wanted it to be a ship I can use in my singleplayer. I would love to build another, but it takes forever to try and get things right though. One important thing I learned pretty quick when I wanted to put weapons on was that xanion or higher weapons won't go onto the trinium amour. I knew this before I started the build, but didn't think about that when I was building it in creative. I almost feel like we should be able to though. I mean, we bolt different materials together in real life all the time... always seems like an odd restriction when I find stuff like this in games. Another user started a BSG thread. Not much going on there... seems not many BSG builds make it to the forum or they don't know about the thread. BSG thread: http://www.avorion.net/forum/index.php/topic,1717.0.html
  6. I made a Battlestar about 1/2 scale. If I added less shields (4.7 mil currently) then I could have added more thrusters, but I'm pretty happy with how it turned out for my first try. If I do it again, I will try and add a bit more brake thrust, but the bigger the ships the more deceptive the speed at which you move and brake becomes. It might look like it takes forever to stop, but when you look at how fast the speed goes down when you click your own ship then you see it's not really that bad. More here: http://www.avorion.net/forum/index.php/topic,2374.0.html
  7. Currently I'm having to swap system upgrades in and out the whole time to switch from a purely offensive (Turret Upgrades) "layout" to , for example, a "loadout" that increase jump range, scanner range, or even a trading loadout. 1. Can we get the means to create predefined "loadout" with the system upgrades that we have in our inventory? That way we can open up the Upgrade screen and just click on a loadout and it will clear/place back in your inventory any system upgrades you have in the ship currently and automatically try and load in new ones. 2. System Upgrades that are part of a loadout should also be marked as such in your inventory and at any station you dock so you don't accidentally sell these unless you are sure. 3. If you sell an item that is part of a loadout, it should also be removed from that loadout. 4. The amount of upgrades in a single loadout is only as much as your current ship can take. If the ship can only hold 2 upgrades, then a loadout can only take 2 upgrades. If you have a loadout with 5 upgrades, but you make your ship smaller and you only have space for 4 upgrades, the loadout should only load the first 4 upgrades that the ship can hold and ignore the last one. 5. Loadouts could be tied to a ship, but not sure if that is really important. Why? Even if you try and load a loadout with 5 upgrades in a ship that can only hold 2, only the first 2 upgrades will get loaded. But, it might be better to organize per ship. 6. If loadouts are tied to a ship only, the amount of loadouts you can have can be tied to the computer core block The more computer core you add, the more loadouts you can have. That will add more use for the Computer Core block late game and add a little more options/depth to ship building. I wanted to Mod this, but ran into an issue where the System Upgrades you have in your inventory don't have a unique identifier that would make it possible to create loadouts and store that info for later use. Here's hoping the devs have time. ;)
  8. First, I've never done anything with lua before. I work mostly in C#, js, and html... So excuse my lack of knowledge here. I'm messing around with some ideas when I found something that's kinda got me stuck. I'm getting all the system upgrades in a players inventory using 'getItemsByType', but there doesn't seem to be any kind of unique identifier for these... err... objects? Link to available properties: http://stonelegion.com/Avorion/Documentation/SystemUpgradeTemplate.html I want to store information about them for later use. Don't know how I'm going to store it yet, but if I can't identify them in some unique way then it won't matter.
  9. I ran into the same problem with my build. See here: http://www.avorion.net/forum/index.php/topic,2374.0.html koonschi: What if the clear entry path would adjust it self dynamically based on the distance it needs to clear the edge of the ship? Or make it configurable by the player? Maybe not a proper solution, but should fix things in the meantime while a new solution could be worked out? EDIT: Could we mod it in the meantime?
  10. After going through the bug reports, I found this thread which explains why my Fighters don't work: http://www.avorion.net/forum/index.php/topic,1681.0.html Let's hop for a fix.
  11. hmm... so if it's bigger they might work fine. I did try with the larger hangar only, but until there is a patch to help with the issue we would need them bigger... or in this case a different position.
  12. I crappy version of the Galactica from the new series: http://www.avorion.net/forum/index.php/topic,2374.0.html
  13. My first complex build and it's far from perfect. Had some trouble with some of the curves, but I've learned some stuff while building this. So when I ever feel like spending something like 100+ hours on another build, I will try and build one to 1:1 scale and then hopefully I can work out how to get the curves to line up better. Part of the problem was that I used odd grid scaling in some places to get the curves I wanted and then had trouble getting things to line up properly. This build is 1/2 scale, but you can of course scale it up in the build screen if you like by holding Q. In the google drive link zip is the build I will be using in my single player and a empty shell version so people can fill it in any way they please. It's trinium and xanium for my single player purpose, but I'm sure everyone here knows by now that you can just edit the xml file and change the material to whatever you want. NOTE: The shell is a tiny bit different vs my complete build as I made some slight changes with the armor where the hangars are, but it's like 99.9% the same. My version uses Xanium engines, but I wanted blue. So I placed a thin layer of Trinium engines over the xanion. In some places this works, but mostly the yellow from the xanion still goes through. I even tried placing a layer of hull over the Xanion engine and then a layer of Trinium engine, but still the yellow would go through. The reason I have such small Trinium is for the blue color, but also to reduce the huge amount of engine light that comes out the back. The lower engine pods on the ship almost has the effect I was after. I got tired of trying so it is what it is right now. My version's stats: My version's cost: Some screenshots with it in action (Click for larger version): Google Drive link: https://drive.google.com/open?id=0ByKwbrLg1nJwcDZ1dnpaSV9DcTA If people want, I can post some links and info about the Galactica if anyone wants to attempt a build on their own. Let me know. PROBLEM: For some reason the fighters can't work out how to get back into the hangars when you recall them. They just loop around the outer edge of the ship as seen in the picture below. To get them in I have to wait for them to start looping, then I fly forward straight into them and get some in... then reverse into the ones at the back and get a few in that way... repeat until all are in. I'm guessing if I make the hangars face to the left and right of the ship it will work, but the build will then be even less accurate than it already is. EDIT: Added some more screen shots
  14. Directional Thursters works perfectly for my ship. In fact, it works better than I expected. So much so that I ended up removing some thrusters to use the space for other stuff like shields and crew space. Not sure about the size of my ship now, but it has 10 System Slots. Bigger ships might be different, but I don't see the need for gyro's with how things are currently. The new thrusters give us that control we wanted. If done right, these new thrusters work great and you don't even need to pancake anything ;) Not sure if the normal thrusters are actually needed now, but more blocks/options is also a good thing.
  15. I kinda like the current concept, but I do somewhat agree that thursters leave a little to be desired when it comes to slowing forward momentum. However, I don't really like the idea of having engines pointing in every direction like you get in Space Engineers... at least not in this game. I know real life space craft do a reverse burn to slow down, but that's because fitting an engine to the front of the craft won't do so well when it re-enters the atmosphere. For a craft that will only ever be in space, like in this game, forward facing thrusters/engines can be a thing. So how about Braking Engines? They can look different from normal engines and don't have to be quite as powerful as normal engines, but they point forward only and all they do is slow you down. Then the thrusters currently in the game can be left to handle the pitch and yaw. Or thurster can stay as they are (volume base of course) and the braking engines can have like 2/3 or 1/2 the power of normal engines and then thursters and braking engines will work together in stopping your forward momentum. In fact, if thusters are left as is, braking engines don't even have to help with reverse... they just burn until your forward momentum reaches zero m/s if you are not holding W. So we'll have: -forward Engines -braking Engines -thrusters So this is still a bit of a rough idea, but maybe something like this can work? This will give us a bit more control of the stopping power while adding some more complexity to our builds.
  16. Yea, there seems not to be any bonus or penalty on the base damage from a weapon, but I thought I'd ask and make sure anyway. I mean, you could see why I ask. If you use an Avorion chain turret it would make sens that it would be firing Arorion projectiles and thus those would do more damage to iron hull. I'm not saying it should be like that, in fact, I would prefer it not work like that because it will increase the amount of grinding for materials by A LOT because you would constantly need to change the material your ship is made of in fear of receiving bonus damage from weapons made of a higher material. Currently it seems you just have to worry about the weight and durability and that gives you more wiggle room in terms how often you need to build a whole new ship with better materials as you move closer to the center. So it seems there's no bonus or penalty, but I just wanted to make sure.
  17. I've spent about an hour looking for this answer and have not found it. If it's been answered, a link would be nice. Let's say you have a Trinium chain turret. Do you do bonus damage to lesser materials like Iron and do less damage to better materials like Avorion? Or do you do the same damage regardless of the material of the weapon vs the material you shoot at? I know materials have different durability levels and as such higher materials will take more hits, but I'm just interested in whether there's some kind of bonus or penalty involved when firing at a material that is different to the material the weapon is made of. Regards Nick
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