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xSoNz

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About xSoNz

  • Birthday 01/12/2003

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  1. Just a quick update: I found a new ship, and made it exactly the same as the one the weapons bugged out on, transfered everything with cheats (since it was a normal playthrough), and they seem to work. Just replying here for the devs if they take a look at this "bug" or if anyone else has the same problem.
  2. Turrets not doing damage properly (Big ship) This also happened pre 2.0. So the first problem is that EVERYTHING worked fine until I made a bigger ship. The actual problems I have are: -Bigger cannons not doing damage AT ALL. They shoot, i see the projectile, they hit the ship, the projectile explodes, the enemy ship rotates from recoil, but it still remains at 100% HP and Shield. -Some bigger railguns and modded weapons will "shoot", but not actually shoot. They will heat up, and i can see that they're heating up, but they're not actually shooting. -Other times, the bigger railguns will work without issue, it seems random, i don't know. -Most of the smaller railguns (vanilla and modded) will shoot a lot, i have like 15 of them, and only 2 of them are registered, even though all of them are actually shooting. And some of the weapons are working without issue. And just to clarify again, the weapons worked perfectly until i made a bigger ship. I even tested this by placing the same weapons on a 2x1 block ship, and they work fine, however placing the same weapons on a bigger ship makes the weapons not work again. What i did: -Had a relatively small ship, with big weapons on it, worked fine. -Made a big ship, particularly this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1482384829&searchtext= and basically doubled it's size. -Placed the same weapons again, some of them work, most of them don't. -Restarting the game, re-placing the weapons or changing weapon location/skins on the ship doesn't fix the issue. -Placing the weapons on a smaller ship fixes the issue, they work on a smaller ship and not on a bigger ship. Reminder that all of the weapons worked without issue until i made a bigger ship. It doesn't have anything to do with mods, it happens with vanilla weapons as well. Some of my thoughts on why this happens: Either the damage is too high for some weapons, or the weapons do a lot of continuous damage for CPU not to be able to calculate fast enough so it fails to do so at all? This would explain why it happened when i made a bigger ship, and inside the inner sectors where usually a lot more detailed and bigger ships reside. De-sync issue could be to blame, although i'm playing on singleplayer, and it's kinda unusual to have de-sync issues on singleplayer, but oh well.
  3. I've downloaded way more ships than i should've on the steam workshop, and it does take long to load, but i don't care coz i know i have a lot. The main problem i have is to find the right ship to use in my playthrough. Sometimes i have a lot of titanium and trinium but almost none naonite. Currently you can just filter by "tag" if people implemented them, it's not really practical since it includes other materials as well (like avorion), and it would be nice to have a checkmark option like "Can build" or "Contains: Trinium, Titanium" or "Doesn't Contain: Avorion, Ogonite, Xanion" or something like that. I think it can be implemented easily just by adding a few lines of code (at least i think it's that easy). Would be a nice addition to 2.0, probably many people have this problem (i think), and it would be good for my general sanity and patience. TL;DR - Add a filter that can filter by material or "Can Build" checkmark.
  4. This is what I want as well. We could have a 'special' bigger guns category, and with special effects. "Star Conflict" has some of these on their destroyers, i especially love the 'ion heat laser' thing, i forgot it's name. They could also consume a 'special' part of the weapons category (or that you can just mount one of them per ship), since there are gonna be new weapon categories in Avorion 2.0. The cloaking is also cool. I don't think that having the ability to keep cloak on forever would be 'balanced', i'd rather prefer some limitations like the engines have that they consume more power overtime. Also, if you get closer than ~2km from a corvette, they notice you and fine you (or something simillar, like the counter-measure you mentioned). Since the cloaking could be a system upgrade, i was also thinking of bringing 'modules' into the game. This might not suit the game, i don't know what the developers have in mind, but these 'modules' would be a bit different from system upgrades. System upgrades, upgrade parts of your ship - bigger cargo space, farther jump range, more weapons... But these modules could be Active ones, such as Cloaking, Short-range warping, or making enemy torpedoes turn against them for a period of time.
  5. The loading screen could also be replaced with that hyperspace video you've shown just to add a little touch. And i agree with the 'stop where you want' part. I was thinking that we could have something similar like in 'Star Conflict' when warping in fights / using the hyperdrive on interceptors. Also, short range warp-drives could be a thing. Like the one boss that has it, i forgot it's name, the one you spawn with the hyperspace interrupter i think.
  6. I agree with you but i think the 80% needs to be specified more clearly. Imagine jumping into a fight, with clearly more stronger ship then the pirate's, but they still manage to damage you (of course). You get damaged just a little, but that little damage is still enough to annoy you when you look at your health bar and not seeing it on 100%. Maybe the crew works super fast up to 80%, but then extra slow onwards. The other propositions i agree with, and the 'crew can't repair broken blocks' should stay in the game.
  7. I agree for the more filters part, but i think i've got a better idea. I've been posting my idea for a while, i think it might be better IMO, and the filter could be the material one. I've got like 200 ship designs downloaded from the workshop, some of the ships are just for looks, but most you can use in your playthrough. So instead of going through all the 200+ ones, and finding the one i have materials/credits for, maybe we can filter by materials? Something like: Contains: +Iron +Titanium +Naonite -Trinium -Xanion +Ogonite -Avorion. All the other ships who have materials, but are marked with ' - ' would be greyed out. It would really help!.. Me at least 😛
  8. Seems like the mod doesn't work anymore. Atleast for me. It works, but when i click on 'I accept' option, nothing happends. I can click it 10000 times, still nothing will happen. And yes, i have enough money, and i tried coming to a dock and still nothing.
  9. So, this is one of my fav ships of all starships i've seen. Would really appreciate if some1 make this and upload the XML :) https://wiki.star-conflict.com/index.php?title=Archon (scroll down for 3D model)
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