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Splutty

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Posts posted by Splutty

  1. Is there any way to control the scaling using this method so that it moves up and down in discrete steps of whole numbers? For example say I build a ship and want to double it in size precisely so that the grid sizes stay consistent.

     

    For anything you're pasting, you can adjust the scale step to what you want, ctrl-v your shape, and hold Q to resize.

     

    If you resize it one step, you can release Q and then hold Q again to apply the same resize step or change the scale step, and resize at that step instead.

     

    If you want to apply a template to a new ship, make a 1 block ship at the shipyard, attach a thin pole to it, paste the template you want and stick it to the pole. You want your new center block (for me almost always the engine running the full length of the ship) to be the attachment point to the pole.

     

    Disable safe mode, delete the original block and the pole, and whatever was attached to the pole will now be the new primary block.

     

    Instead of a template, you can also take a ship design from the Saved Ships window, just "Copy to Clipboard" and ctrl-v that, instead of Apply. This way you can also put multiple templates or ship designs onto each other.

     

    My barge as an example, with 8 of my original hauler designs stuck together and some small modifications made:

     

    0C2E45F39CD3006AD11209B4E33988BB360EA189

     

  2. I redesigned my usual Avorion/Trinium based defender template into a general purpose Xanion/Trinium template, which can be used by most people who are at the Xanion level.

     

    Materials: $265163 Iron: 10668 Trinium: 9056 Xanion: 14698 Crew: 8 Engineers and 8 Mechanics (level 3)

     

    The 'hidden' blocks:

    Thrusters on the X and Y axis, engine on the Z axis

    Gyros (colour coded) and a generator block on the top deck (behind the shields/dampener blocks)

    2 crew quarters and 2 cargo on the middle deck

    4 cargo on the lower deck

    4 generators on the rear deck (between the 4 engines)

     

    To make it more combat oriented, replace cargo blocks with generator/shield blocks, to make it more of a hauler, do it the other way around.

     

    The SSF Stormtrooper I template is my actual defender layout.

     

    Stats you can see in the screenshot.

     

     

     

    Stats

    http://steamcommunity.com/sharedfiles/filedetails/?id=889781764

    CA76FC22C590D33D4D237DCF55DBE49D7D59DA2A

     

    Back/Side/Front/Top

    http://i.imgur.com/1M6N4HU.jpg

    1M6N4HU.jpg

     

    SSF Stormtrooper I, Avorion/Trinium, with systems and armament

    http://steamcommunity.com/sharedfiles/filedetails/?id=889787998

    3974B185860F616E7B761A30A04E612E913F9DF7

     

     

    Xanion_Trinium_Ball_Template.zip

    SSF_Stormtrooper_I.zip

  3. I agree trading is broken, but mostly because I can make 1.4 billion in 10 minutes on one of the trading routes I found.

     

    There are 1 million sectors in the game, get a trading computer as high as possible, and go exploring.

  4. I'm building production chains with factories, and I've run into a rather annoying problem.

     

    I'm not sure whether this is by design, or just something that's overlooked (I'm going to fix it to my liking in the factory file anyway), but just putting this here.

     

    A factory will stop producing *any* goods as soon as only *one* of the resulting products has filled their particular storage.

     

    This is especially noticeable in such factories as the Gas Collector, where you can collect 5 types of gas. Only you can't, because if one of them is maxed out, none of the others will refill.

     

    So if for example you only need Neon, you're out of luck, since once you get all the Neon from the factory it will never refill unless you empty out the other 3 gas types as well.

     

  5. Unfortunately true for a substantial portion of both communities.  :-\ perhaps the solution could be to add torsional forces which get exponentially stronger with size and mass, eventually leading to you flinging yourself apart if you try to do a 180 in half a second - despite weighing more than a small moon - in a blatant attempt to ignore physics.

     

    Hahaha :) I find with the last patch that things are much more balanced. Larger ships aren't going to be very fast anymore, unless you devote all their volume to generators, gyros and thrusters.

     

    Hmmm. Gyros.. Now I'm hungry.

  6. Did you try any other servers? One of my players has really weird problems with things taking way too long, and their ping times just climbing from 100 to 50000, everyone else doesn't have any issues.

     

    It could be some problem with there being a NAT on both sides, for instance. Some ISPs screw with that so having a TCP control connection with a UDP data connection can be a total mess, and you'll get 1 packet per timeout.

  7. You have to do exactly the thing you didn't try yet: 3 legendary upgrades, or modules, as wiki says: "3 legendary modules". Don't mix turrets.

     

    yup, that was it... i feel sort of stupid. i actually sort of counted the turrets to modules, so ofc i would be confused there... but apparently i wasnt the only one, as my friends were surprised aswell. oh well.

     

    thanks for the help anyways.

     

    The fact they're all in the same inventory screen doesn't help :)

  8. Took me a while to understand what the hell you were talking about. Still, not a bug but rather a balancing issue.

     

    I wouldn't mind if the biogas would still be produced, but as it is now, once you have 20 sheep, you have 1 biogas, and that's it for the biogas. (Or 200 and 10, you get the point :)

  9. Your own fighters destroying everything you own.

     

    This is how it works: In your carrier, release all your fighters to 'Defend', go to build mode, destroy your carrier (safe mode off, ctrl-a, delete).

     

    Now the fighters will defend your destroyed ship, and try their best to kill you, or to be more precise, whatever ship you spawned back to when you destroyed your carrier.

     

    And when that one dies (in my case, a factory...) and you spawn into another ship, that one will get attacked.

     

    And so on and so on. The fighters are unkillable, so they'll just keep going and going.

     

    Thankfully the second ship I spawned in was one of my defenders, with over 500K shields, so I had some time trying to find a solution.

     

    Found it in time to not get another ship blown up:

    /run local target; target = Entity().selectedObject; if (target.isFighter) then target:destroy(1) end

     

    This let me target the fighters and destroy them one by one... The if in there so I don't accidentilly destroy even more of my ships and factories if I misclick and don't pay attention.

  10. I really like the idea of fighter craft that are specifically for loot collection only, no weapons.

     

    OMG yessssssss!

    from observation, i think this is already a function of the salvage behaviour.

    so, a salvage fighter with no gun might do this already.

     

    All ships will pick up loot, including fighters, but as far as I can see from the salvaging fighters' behaviour, the fact they're picking up loot is purely coincidental.

     

    There are some lines in the mining and salvaging script that don't appear to really work from what I see happening, so I'm messing around with that as well.

  11. So I've been doing some experimenting. The ships seem to completely ignore the brake thrust from the dampeners, but if you put enough dampeners on to have enough brake thrust to stop within a second, the ship will actually stop.

     

    What seems to be happening is that the ship somehow keeps fiddling with course corrections while going at about 25% speed, and the dampeners actually never kick in until it almost hits the station and the ship 'thinks it's there'.

     

    It's very odd.. I've built a totally new design though that incorporates these ridiculous amounts of dampeners, and about 25% of the ship is thrusters, and at least they don't crash into stations anymore.

     

    That can't really be the intention, though.

  12. I see what you mean. I'd probably go nuts from the glow, though :)

     

    Then again, I don't think I've ever used a normal hull piece, ever.

     

    The windowed ones sometimes to make things look neat, but not the default hull piece.

     

    I use either armour for the spots where I could ram into something, or shiny blocks. (Reflector blocks, just checked  :P)

     

    The main advantage of armour however is that you don't immediately explode on hitting an asteroid. With hull/glowy blocks that would just blow up your ship.

  13. Not sure if this is a bug, or where I should put it, but as it is now, all the cattle ranches and sheep ranches make no sense at all.

     

    You put in water, oxygen and food, and you get 20 animals and 1 biogas back. That seems pretty... Weird :)

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