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narhiril

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About narhiril

  • Birthday 06/05/1990

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  1. Uploading a turret design to the Steam Workshop works just fine. However, this bug currently prevents updating the listing with a modified design once initially posted. Expected behavior: List of existing Workshop entries populates with turrets if a turret blueprint is selected for upload, ships if a ship blueprint is selected. Current behavior: The list for turret blueprints does not populate at all, while the list for ships shows both ship and turret blueprints - turrets in the list have blank thumbnails. I have not tested what would happen if you were to use a ship blueprint to try to update an entry for a turret blueprint.
  2. Progress on the Tyr. This has been a slow build, partially because I've had relatively little time each night to work on it. It's coming along, though! Colors aren't final - it needs to be darker, but I went with the lighter colors to make it easier to work on.
  3. I was able to replicate this on a clean, vanilla install of beta 0.16.1. There's some issues here involving ships with torpedo launchers being given the "Escort Me" command, and whether or not the escort ship's torpedo launchers are assigned to a hotkey seems to affect the behavior. Issue #1 - Escort ships that have torpedo launchers and no other weapons will hang back and fire torpedoes occasionally, one at a time, at enemies attacking their charge. Even if the ship has multiple torpedo launchers, it will only ever fire one torpedo at a time. Issue #2 - Escort ships that have both weapons and hotkey-assigned torpedo launchers will engage in combat with their weapons, but fire their torpedoes at the ship they were assigned to escort. Steps to reproduce: 1) Create a ship (ship A) with at least two torpedo launchers. Give it a crew, a captain, and some torpedoes. 2) Set the torpedo launchers to a hotkey. This seems to be important in reproducing issue #2. 3) Create a second ship (ship B), control it and order ship A to "Escort Me." 4) Spawn in or find an enemy. Allow the enemy to attack you in ship B. Ship A will hang back and fire torpedoes one at a time (Issue #1). 5) Edit ship A - ensure that it still has torpedoes and give it at least one weapon and enough gunners to operate it. Return to controlling ship B and ensure that ship A is still ordered to "Escort Me." 6) Find another enemy and allow it to attack you in ship B. Ship A will engage the enemy with its weapons, but will fire all of its hotkey-assigned torpedoes targeting ship B instead (Issue #2). If step 2 is skipped, what will happen instead in step 6 is that ship A will engage the enemy with its weapons and refuse to use its torpedoes at all.
  4. This is a sneak peek of the final build of the Kadeshi Mothership. All that's left are minor tweaks. Expect to see this available for download within the next few days.
  5. I was under the impression that integrity field generators don't "share" damage in their areas, they only multiply individual block HP values by 10. I'm confused as to why that would affect collision damage at all unless, when blocks take enough damage to be destroyed, overkill damage is being ignored rather than being applied to the ship's general HP pool. A "collision bumper" would work in that case by allowing blocks with low HP to take the massive hit, nullifying all of the damage in excess of their own HP. I'm questioning whether or not that's intended behavior, as it seems like it encourages building ships in a way that would negatively impact performance. Is this unique to collision damage or does it apply to weapon damage as well?
  6. There's very little clearance on the forward bay, and it's also angled. My plan was to just build it as a decorative element and hide the actual hangars behind holograms in the rear bay. Alternate reference:
  7. I figure now's as good a time as any to give an update on what I've been working on. I was probably out of my mind for even thinking I could build this, but I decided to try. The Kadeshi Mothership is taking me quite a long time to finish, but I've made some good progress on it. I'm debating holding off on finishing this until combat update part 2 (coaxial weapons), as it's supposed to have a pair of forward ion cannons. Fighters will launch out of the rear hangar bay (the frigate bay) because the forward hangar bay is at a strange angle, so it will have to just be decorative. Details are not final (especially the hangar bay), current block count is 16k. I'm hoping to keep it under 20k, but if I go a little over that, it's probably not the end of the world. I'm not completely thrilled with the forward section, but this is version 5 or 6 of that segment and sooner or later I'm going to need to just accept it.
  8. This has worked for me, but rarely works for long. A few trade ships later, one of them bugs out and stalls again. Physically pushing the trade ship up to the dock usually gets it to work, too, but again, not for long.
  9. I started setting up a small production chain on a modded server recently. I had a coal mine (mod content), a scrap trader, and a steel factory complexed together (via Laserzwei's mod) to produce steel endlessly, and then a nearby aluminium mine and steel tube factory. The reason I didn't complex the whole thing together was because I wanted to give each station different orders - the steel complex and steel tube factory were set to "patrol sector" (and would launch fighters to deal with threats) while the aluminium mine was set to "salvage all" (to launch salvage fighters for cleanup). The mine also shuttled to the tube factory and the tube factory shuttled from the steel complex, as complexes can be targeted with shuttles but cannot currently host their own. The whole thing worked perfectly, with the whole system defending itself from pirates, cleaning up wreckage, and with the steel tube factory getting everything it needed via shuttles. Every station was making me money by selling off their excess product until I ran headfirst into this bug, which shows up and ruins the whole thing every now and then. I'm hoping that bug gets fixed soon, because it's the only thing that's raining on my industrialist parade right now - I can't leave it alone, or bugged trade ships will grind the whole thing to a halt.
  10. Is there a limit of entries per person? I have a few builds I'd like to try, but wondering if I should tag them all or only tag a certain number for submission.
  11. Excellent, thank you for addressing this quickly! Keep up the great work!
  12. Additional info: Trade ships usually stall in the docking lane of a station. Pushing the stalled trade ship close to the docking port of the station usually causes it to complete its trade and then resume its normal behavior, while destroying the bugged ship allows a new one to spawn. This appears to happen at NPC stations as well as player owned stations and is still happening in 0.15.6.
  13. I don't disagree with the overall nerfs to salvaging effectiveness, but I think you should take another look at the "salvaging lasers deal less damage to blocks with low yield" point. As it stands, this change disproportionately affects salvage fighters and AI salvagers. A squad of salvage fighters that once could clean up a Xsotan wreck in about a minute now take over fifteen minutes to do the same job because the AI does not discriminate between different block types. On top of that, they now get fewer resources for doing it. My suggestion is to take a look at the lower end of the damage scaling for salvage turrets - maybe set the floor at 25% of the laser's maximum damage or something. A player who is switching weapons and targeting valuable components for salvage should absolutely be more efficient than an AI salvage drone, but this change hits AI salvagers to the point of making them basically nonviable in any form. I think there's a healthy middle ground to be found between "there's no reason to use anything but AI salvagers" and "AI salvagers take fifteen minutes to kill a single hull block that has 25 resources in it."
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