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Ohm is Futile

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  1. Maybe Koonschi will make this mod-friendly in the foreseeable future, but given all the changes that ships and ship design may still undergo, I doubt he will personally work on this soon, as that would mean reworking the AI and ship generation algorithms after every significant change which would be rather counterproductive at this stage of development I would guess. Mod support for the AI would be nice, though, as I'm sure there some code-literate people out there more than willing to create something usable and fun for us to play with while Koonschi focuses on implementing/fleshing out all the features.
  2. Confirming you should be fine. Also, not sure that multiplayer would actually be beneficial to the performances of the game, especially depending on whether you play the beta branch or the stable one. The Beta branch features new code that should make the game run better, which includes single player which is not yet in the stable branch. This also means that stable branch servers are going to become laggy with much less traffic/action going on compared to the beta one. Anyways, my setup is quite different, but a single player game ran very nicely even prior to the new beta branch, so you really should be fine.
  3. Collisions ignore shields, this is intended. Also, yeah, in a sense you have to be more careful of collisions if your whole ship is covered in an integrity field because the damage won't just break off the blocks involved in the "accident". That said, unless you have a lot of weak pointy bits shooting off the sides of your ship, I can't picture many cases where not having the integrity field would actually save you. Impacts are high damage and I don't think the game slows you down much until either the "new profile" of your post-collision ship can now pass by the obstacle or you went through enough blocks and still live. You do get thrown off pretty insanely, though, which is realistic if we pretend the materials your ship is made of are strong enough to not simply spontaneously fly off in every directions.
  4. Not really the right place for this, but the answer normally is: C:\Users\"YOUR USERNAME"\AppData\Roaming\Avorion\ships Replace "YOUR USERNAME" by your windows' username. Yeah I know, it's not the game's folder you access from Steam, it is confusing.
  5. ...aaaaand that's why I opted for NVidia when I changed my gaming computer last summer. Sad to say this, as AMD cards have a lot of bang for the bucks on paper, but they also tend to be less well supported and thus come with more frequent craches and/or glitches. This tends to be universally true and not limited to Avorion. 1. Agreed, but until a lot of upcoming features come into the game, the game's ship generation won't be updated (or at least it shouldn't be updated much). So, as you've pointed out, in the new beta branch there is workshop support. Prior to that, you can head over to the creations subforum and download blueprints manually, it's actually not that complicated. 2. I can't speak from experience since I've been putting avorion off and haven't really messed with singleplayer yet, but Koonschi did say that the code was reworked a fair bit to improve performance, especially since the number of simulated sectors was increased in the beta branch. So yeah, the stable branch is likely to be much, much more demanding.
  6. No. Different blocks, different purposes.
  7. For a starter ship, you can actually get a fairly significant amount of power by making a big stack of thin iron solar panels.
  8. Most weapons that use energy use increasingly more if you fire for long periods without rest. Rest period depends on how crazy you went with your burst. Bit of a strange mechanic, but it's essentially a balancing factor like overheat in my opinion.
  9. If it doesn't have an accuracy of 100, then it's not perfectly accurate. It has indeed been my experience that lightning turrets miss quite a lot or at least deviate from the reticle a fair bit.
  10. Better performance for technological blocks, such as shields, generators, hyperspace cores, computers and such. It also has more HP, depends what you're trying to achieve with your ship design.
  11. Is that a challenge? ::) Jokes aside, I'm thrilled!
  12. Forums are much less active since Uni/College/school rush has passed, recent lack of updates and the fact that most English YouTubers have moved on at the moment. With that said: - wrecks: hard to find unless you remember being near something noticeable. - crew pay: as you said, you probably know the answer to this one, as it is in a tab of one of the menus. Not exactly that hard to find, although I will concede it's not exactly under bright neon lights. - Why you blew up? Well, you probably took more damage than your ship can take. Not sure what you expected there.
  13. ^ Pretty much what he said, yeah. Not sure how the game distributes the damage from blocks under an IG field, though. We know it's not pooling the HP of the blocks the IG covers anymore, but it may be spreading the damage across the ship, or it may be drawing upon an abstract variable based off the ship's total HP, which would mean the damage goes "nowhere" until your ship dies or the block reaches damage levels over 10 times its base HP.
  14. Huh? You can cover thrusters if you want, doesn't affect functionality. So no, no point in reworking thrusters, just put tiny slices on the outer hull where you want them aesthetically speaking, and hide the more functional ones. Also, you can improve movement on a specific axis using gyros. It really shouldn't be that hard, regardless of the shape. (well, not totally irrelevant to the shape, but unless you have something extreme, it shouldn't be a problem)
  15. Sorry, my German is pretty rusty, but from what I understand (with Google translate's help) I have to ask... you do realize this is early access? Like, alpha? Right? Anyways, otherwise I kind of agree, although the trading sort of works. Of course, the game needs at least a few more features before it stands up to something finished like the X series.
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