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Schakar

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Everything posted by Schakar

  1. This http://steamcommunity.com/sharedfiles/filedetails/?id=1184739338 happens, when I build a new/fresh ship (same blueprint) and move full crew. And realy guys. It is NOT (only) a fighter problem! It is a crew (quater) problem. Fighter have no Miners, Commander etc. Interesting to see: The bug allready happens at crew-level 1 (first class officers). While first class officers level 2 and 3 are OK. On the other side level 1 miners are ok but level 2 and 3 are bugged. So it starts with level 1 and carries over to 2 and 3. And it can happen with just a view crew members as you normaly don't have many Officers (this ship needs ~150 workpower of first class officers for example > 50 "crew"*3).
  2. Yea sorry, I just have one mouse pointer Pyrax. But the numbers are correct. Well, why the hell should I fake them if I want the bug to be fixed. Would be stupid, not? And again, it is NOT related with the fighters. They might have a bug on their own. But a fighter bug could never explain my Generals, Commander and Miners! Even more as this bug exist FAR longer then the fighter-patch!
  3. Did you check the screenshot at all? 4.294.967.124 4 eu billion 294 eu million 967 thousend 124 hundret And well, there IS a screenshot. That hard to check it before post? PS: in before "but this isn't EXACT (whatever)" ... I tryed to fix it by dismissing some via mouse wheel down = left click and fast spin the wheel.
  4. Update: As soon as I now try to start my Fighter the hole server crashes :(.
  5. http://steamcommunity.com/sharedfiles/filedetails/?id=1171818656 All started with fighter start/call back and ~600 pilots instead of 150. After some time I suddenly had 2.7 BILLION Pilots (eu billions, not us). Then I created a second ship (crew quaters only) and tryed to transfare the Pilots. Now I have 4,3 bil Generals, Comanders and Miner + 2,7 bil Pilots. I allready posted this bug month ago. It's still in and as my friend has the same problem ... I am not the only one.
  6. Sometimes the target flys to close to friendly (NPC) which result in negative standing. In that case I would like to set them passive for a short time until the target has nough distance to the friendly ship again. Or if I salavage in war-zones ... if I just set them to "defend" they attack friendlys which hit me once or twice by accident. But I have my fighters active just to collect all the minerals/moduls while salvaging ;). Even a "protect target" option would be cool. So that I could send my fighters to bodyguard friendly NPC/Players while I salavage/mine. PS: or "agressive" so that they attack any red in the system.
  7. Any changs to get hot-keys for fighter controle which we then can assigne to other keys? PS: a "passive" option would be cool too. - launch - passive - attack - guard - return
  8. Last game bevor the patch I explored alot of the galaxy map. And after some time I had trouble to see anything but wormhole routes anymore :(. A switch at the galaxy map would be nice which is by default set to "display routes" but can be turned off would be nice. Thanks
  9. Played some hours yesterday and my impressions are: The Good - VERY short load time between jumps :) Exploring the galaxy is real fun now. - MUCH better performance!! Jumpt into several war-zones and it was absolut no problem! The other guys of the server didn't even notice when I jumped into wars. Well, enemys are much more dangures now as they actual hit without lag *g*. GREAT! Maybe we can see 50+ player servers now. (antoher perfomance boost could maybe be to auto-remove all super small wrack debris smaller then 0.5 x 0.5 x 0.5. One is no problem, but with time the galaxy has trillions of them which all need RAM) - New search options for galaxy and inventory are realy cool and helpfull! The Bad - This new weapons destroyed all pritty ship-build :(. The front of my Space Taxi is made out of ~1000++ small pices and EVERY fight I have to repair the hole front. The most playeble build is now > one ugly big fat armoured block :(. I understand that shield had been to strong. But implementing a weapon which randers shields uselss is not the way to go :(. My sugestions to solve this: - reduce max shield pen changs to 35% for legendary weapons. Still as fixed bonus! Just lower. - reduce the bonus gained from shield-systems from 160% (or what is max now) to 60%. Steps could be from trash>legendary max 5, 10, 20, 30, 40, 50, 60%. (- OR remove the ability to stack them (unique peer ship), but not nerf+unique! that would be overkill again) - reduce the shield-gain from blocks peer m³. This way shields aren't as strong as before but still provide a good level of protection. PS: - the visibility for marking Inventory as "Trash" isn't good :(. When I first tryed this new funktion (which is cool in general!) I nearly destroyed my very best items!! PPS: you should realy fix the weapon-faktory bug wher player can build 11.000 DPS weapons with 15km range before you start balancing weapons. Here is a MOD/FIX link: http://www.avorion.net/forum/index.php?topic=1984.0
  10. I have a problem with some Laser eDPS numbers (don't understand them). The one below has 323.1 damage/tick and 1 tick every 20 seconds. How can it have 64xx eDPS ? Isn't it (damage/tick) / (seconds peer tick) => 323 / 20 in this case? Or is it damage/tick * seconds >= 323 * 20 ? HAHA, now I got it :). This laser ticks 20 times each second. God damit, me stupid, me mea culpa.
  11. There are several problems with ships like the one in the picture. - They often get stuck in debris/asteroids - They are a pain to salvage even with 1.2 km wrackers - They spin like mad if you hit them with a Rail at the edge making them realy hard to kill with even tiny server-lag - If they have lasers/lightnings or in any form to-short-range weapons they are useless for their "team"
  12. While in build mode I removed my generator block and life suport failed. As result all my Generals died ... well, MORE then all :) Looks like a overflow. FIX: check if (crew_number < 0) (crew_number = 0) PS: It could be, that not my Generals died ... but the Workpower of them! So if I had 20 Generals the game let their 25(?) workpower die which result in -5 workpower (or an overflow)
  13. Update: restarted my PC and now the game runs normal again. BUT vsync is still ignored! 80-90 FPS while it should be 60/61 FPS (normal flat monitor).
  14. Seams as Vsync is completly ignored. While in menue is get 300-320 FPS no matter if vsync is active or not (via game or driver).
  15. I logged out yesterday and everythign was fine. Today I start the game and my client runs with 190-200 fps even with vsync active and everything feels like slow-motion :(. 100m/s acceleration but the ship barly moves. 0.1-0.2 rad/s but it takes minutes to turn. Tryed to re-activate vsync ingame and via NVidia driver but game keeps running with 190-200 fps and slow-motion :(. Any idear how to fix it? PS: my game settings [Graphics] uir=90 uig=90 uib=90 resolutionX=1920 resolutionY=1080 display=0 windowMode=2 shaderLevel=1 fogIntensity=0 superSampling=1 fogQuality=0.353599995 bloom=false reflections=2 vsync=true backgroundResolutionFactor=2 planetResolutionFactor=2 playerShadows=true largeObjectShadows=true instancedShadows=true shadowRange=1000 ownShadowMapSize=4096 complexSelfShadows=true softShadows=false globalShadowMapSize=4096 gamma=1 ambientOcclusion=true
  16. As I tried to gather matrials to build guns I noticed, that some systems totaly STUCK as all NPC ships inside them couldn't move anymore. After spending several hours inside this systems I belive to found the problem: - NPC hauler spawned to close to asteroids Solving the problem: As player: All you can do is to destroy this asteroids/debris one by one with lasers or other guns ... terrible if 10+ NPC ships are stuck :( Peer Software: 1) increase the "free area" check when NPC ships are spawned (double the needed space maybe). This one should be an easy number-change. (maybe) 2) creat some sort of "Anti not mineral asteroid/debris" weapon which NPC ships can use to clean their way.
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