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Everything posted by Russak

  1. After a lot of thrashing around in Explorer (or whatever W10 calls it these days) I wondered if a more complete path might help someone else find where the Galaxies are saved (at least on my machine)... [Drive]\Users\%user%\AppData\Roaming\Avorion\galaxies\%galaxyname% %user% is a placeholder for the user name you're logged on as. AppData is a hidden folder so you'll need to be showing hidden items to be able to see it. %galaxyname% is a placeholder for the name of the galaxy as you set it up in the creation dialog in-game. I assume you have to make a copy of the whole subfolder tree to back up the selected galaxy (or a copy of the whole ...\galaxies\... subfolder tree if you want to make a copy of every galaxy you've created that still exists).
  2. Been working hard this last few days so haven't even had much chance to play, so I'm still a total newb. One thing I did try and check out though, is whether there are any variations in engine design effects. But it appears that there aren't: max speed depends on volume of engines, and the thrust produced by your engines is proportional to their volume, resulting in an acceleration that's determined by the volume of the engines and the mass of the ship. As a result, it seems (I may of course be wrong) that the maximum speed of a ship will go up as its size increases (if you scale the whole thing up consistently); for the same composition of ship, the volume of the engines will increase at the same rate as the mass, but the mass increase doesn't reduce max speed. This seems 'counterintuitive' from generally expected tropes of space combat, where the larger ships are lumbering and slow, whereas smaller ships are nimble, faster by possibly orders of magnitude (in realspace at least). Might it be worth considering not using 'total drive volume' as the determinant of the numbers for a ship's engines. Obviously, the mass of the engines should be proportional to their total volume, but how about making the thrust proportional to the 'cross sectional area' of the engine, and max speed proportional to some factor of the length of the engines. So if you have 9vol of engine space, you could build it as a single 9-long, one wide engine and go fast (but take an age to get there) or as a 3x3 array one deep, and have 9x the thrust, for a (greatly) reduced max speed. Straight away, you also get a disconnect between ship mass (increases as a cube law) and thrust (increases as a square law) for simply upscaling the same design. Big ships will either have wider mouths to their engines, or they'll accelerate less quickly than their littler brethren. Scaling max speed to engine length is a little more complex. If you just take the length of the longest engine, it's fairly simple to game the system by adding one long skinny engine to your designs to access the high speed mode. Perhaps having the max speed factor be determined by some root of the average of the squares of the lengths of the fitted engines would work. Doesn't need to be a square root; natural logarithms work pretty well for this sort of design curve building. Perhaps something like this has already been tried? Perhaps I've got the wrong end of a stick, at which point, just read the Subject as "How do engines work, again?" Can anyone tell that the mucho work I've been doing has involved a fair few hours of unchallenging driving...?
  3. I think a hard restriction on buying another licence before the other has expired would be a bit harsh. A warning of what the consequences will be would be better. At least then you can buy one a few minutes before the old one runs out and no one gets irritated about your independent scavengers' activities. Means the effective length of a licence is, say, 55 minutes, in reality, so your salvaging operations have to pay out that 8% faster to maintain their profit margins*... Or you could have a 5 minute 'grace period' once your licence expires, in which you can buy another to start at the 'anniversary' time so you get the full hour and no comebacks, if you're on the ball about renewing. * I simplify for effect, ob.
  4. Hi! I'm barely begun, but there's one QoL improvement that would make me very happy (having a Captain do your strip mining for you is the biggest, and great big kudos for that!) When you're interacting with an NPC station, closing the dialog backs you right out of the station interaction. You have to start again at "F to dock". Would it be possible for ESC-ing (or clicking close) out of a 'Hire crew' or trade interface take you back one step to the 'automated interaction system' intro so you can switch between, say, buying turrets and buying other systems, without having to redock? And while you're in that system, could the 'Good day. You are talking....' text come up instantly, rather than via some 1970s teletype :) ? Just not having to wait for that to be typed out would make the pain of constant redocking less. It would also be helpful if the most recently opened/clicked-into window had focus and was brought into the foreground. Looking good though, for early access! Very much enjoying having the AI run out of things to mine in successive systems! So nice not to have to play the seams out myself :)
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