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Splutty

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Posts posted by Splutty

  1. Thanks for the answer.

     

    Well, based on this info I'll probably not bother with building a fleet then and rather focus on my main ship instead.

     

    The thing is if you're building a fleet, you need to take into account the jump range of your fleet ships.

     

    If they're not following you, that's most likely the problem. I'm still not sure whether the recharge for a jump matters, it's kind of hard to test.

  2. That's a very familiar looking sphere! :D

     

    I would mostly just like to see blocks that actually let me build spheres, since currently that's pretty much impossible unless you want to create a million blocks.  :o

     

    Creating diagonal thin blocks is also nearly impossible without resorting to needing a ton of blocks.

    |\

    \||\

      \||\

        \||\

     

     

    That seems to be the only way to do it now.

  3. Hey, in some posts to this ship disappeared topic the dev answered that they should download the beta branch because it should be fixed there. Today my ship disappeared and I cant find it anywhere and the same thing happend to a friend yesterday. So it isnt really fixed and this is a game breaking bug. Are they even working on this or just implementing new gyros, thrusters...

     

    You do realize it's just one guy coding, right? :)  ;D

     

    But on the ship disappearing issue, do you mean it's gone from your fleet list? Because if it's still in the fleet list, you can always get it back in single player. If you're not in the sector it's in, go there.

     

    This command will let you get into the targeted ship. (Do NOT do this from a moving ship, since it will keep going at the speed it's going at and also 'disappear').

     

    /run Player().craftIndex = (Entity().selectedObject).index

     

  4. Some tips to use AIs.

     

    The one that just sits there I don't understand, I've never had that problem, unless it's stuck on something (check for that). Mine work just fine for at least the moving part.

     

    For guns: Put them around your center of mass on the sides of the ship. Unlike us players, the AI will never point the tip of the ship at an enemy, unless by accident.

     

    Keep your AI ships relatively small and mostly cube/sphere shaped.

     

    For an example of the ships I use as system defenders (and doing a damn good job of it), check my thread in the Building forum.

  5. Another tip, if you want to do some post processing on your screenshots, is to use alt-prtscr and then create a canvas from the clipboard (in Photoshop, or Gimp, or Irfanview, or whatever). This actually pastes a bitmap, instead of a compressed jpg/png image, so if you want to resize stuff, it's going to be more precise.

  6. Another way of gaining reputation is to dodge all their ships, and kill the pirate invasions. You'll get positive rep with them if you do, and then once you hit "Mistrustful" try and find trading posts and resource traders from that faction. Buying and selling also raised your reputation with them.

     

    I've actually managed to befriend some pirates that way :)

  7. Te issues is that hulll blocks uses more crew then armor for the same volume, so its a minor trade off really:P

     

    I end up using the shiny reflector blocks. They also look nice as an added bonus!

     

    And the rich stone ones can also look really neat.

  8. So far I've had one crash that had this problem as well after the patch.

     

    Better than the crashing every 6 hours or so on mutex problems :) At least this time the server had been running for 2 or 3 days.

     

    I saw someone else has this crash reliably on loading into the game, with a galaxy where it happens attached, so hopefully something can be figured out.

  9. So I first started noticing this bug when I sold something to a station that wasn't full, but the stock never updated.

     

    Running my automated hauler script, I ran into this same issue again, only this time my hauler would just keep hauling stuff to the affected factory.

     

    After some digging, I narrowed it down and started putting in some debug messages.

     

    So this is what I eventually ended up with:

    Fri Mar 24 11:26:21 2017| Calc MaxStock: space/3646.1279296875 goodSize/0.5 round/73

    Fri Mar 24 11:26:21 2017| Calc MaxStock: space/3646.1279296875 goodSize/0.5 round/73

    Fri Mar 24 11:26:21 2017| IncreaseGoods(sold): Solar Power Plant I/Energy Cell/delta 4/current 7292/maxstock 7300

    Fri Mar 24 11:26:21 2017| IncreaseGoods(sold) current after added cargo: 7292

     

    Turns out that the max is rounded, and in this case, rounded UP. So there is actually only room for 7292 energy cells, but the MaxStock returns 7300. So it'll keep trying and trying to add 4 at a time, which goes fine everywhere, except at the actual adding part, because that's the point where the storage is full.

     

    For my factory, this means that there are *always* 12 ingredients missing. So my hauler keeps hauling and hauling and hauling.

     

    The code that's causing this is in tradingmanager.lua

        if space / goodSize > 100 then
            -- round to 100
            return math.min(25000, round(space / goodSize / 100) * 100)
        else
            -- not very much space already, don't round
            return math.floor(space / goodSize)
        end

     

    This causes edge cases to be rounded up, this triggering the never filled stock problem.

     

    I can only imagine this is done so it looks better, since there is no actual reason to do this.

     

    How I've 'fixed' this, and still not have it end on a weird number, is to not do it in 100's but in 10's and round DOWN. This also gives a bit more leeway to relatively low cargospace vs relatively high volume goods.

     

    So then it looks like this:

        if space / goodSize > 100 then
            -- round down to 10's
            return math.min(25000, math.floor(space / goodSize / 10) * 10)
        else
            -- not very much space already, don't round
            return math.floor(space / goodSize)
        end

     

    This needs to be done both on client and server side, otherwise the client side interface will still show the 7292/7300 constantly (until these goods are used up, and it'll just be 7200/7300, which looks even worse :)

  10. I have that same problem, but my ping does slowly increase over time too. thing is though, I am the server. dunno how my ping is ever over 0. when it gets to 500+ I restart. but it goes right back up

     

    Do you have the same issue if you do a 'connect to LAN'? I'm very curious what's causing this, since multiple people seem to have this problem!

  11. Would suck if the second you touch their station their currently docile captainless dreadnought roars to life and guts your hull in one shot.

     

    AH hello they are not caption less!!

     

    I often have 2-4 captions on my guardian ships and I leave there TO PROTECT!!

     

    The AI is just to stinkin stupid. IRL even the most worthless of Captions know to obliterate the loser attacking a defenseless station!!

     

    Did you set them to attack enemies? And get some smaller ships with good weapons :)

     

    And if you want to cheat, you can always /teleport to the sector.

     

    But if your station is under attack, that would also mean there's another player there, which means your ships are active, which means if you have defensive coverage with ships set to "Attack Enemies", and your factory has some decent shielding, you should be fine.

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