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Kamo

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Everything posted by Kamo

  1. New Windows 10 update, and new Avorion update :D ! How will it work in Solo ?... I - Virtual Memory and Lag It has trouble loading :-\, aaand... (I guess it can have problems showing the interface and initializing stuff since the last test ended in a straight crash) Calculating jump out of a crowded sector... Huge lag while trying to trade with a mobile merchant, because it happened 15 sec after jumping, the moment when the virtual memory dumb thing used to happen :(... But the server endured ! Jumping in a roid field (2125 roids) to test loading lots of plans/objects, attacked by pirates that made some moderate lag before jumping... The loading exceeds fifteen minutes :'(. I hear UI noises (probably crew fees) while the loading screen continues. Trying escape and pause to let the game rest, then alt-tabbing. Ah - seems the client has crashed, nevermind ::). Retrying the asteroid field jump. While reconnecting Windows meddles a bit... then again... It seems to work better, even if the loading is still really too long. Will retry in a sector full'o'ships. Damn, had a perfect connection, but it lost it in like, two seconds. How did it happen is a mystery. I just jumped in a sector where one of my ships, a Nana, jumped (experimenting with the galaxy map interface)... Oooh, I switched to the sector in which I sent back the Nana (a yard with around twelve ships), and there is no lag. Would the lag's origin be the CII Tenebris ? Switched back... YES, it's from the Tenebris. Apparently I am getting lag because something about her is wrong. May be the size (it's the biggest ship I've made), the block count (2925+around 4500 blocks worth of custom turrets including and decoration) and the blocks' sizes, the amount of turrets/turret slots (75 + 6 shafts may be a lot). The client lagged for a minute, then blackscreened for a while then got back. The server didn't endure, alas. Fourth logging, I quickly switch away from the superdestroyer. It would be the last lag of the session. II - Asteroid Punching Other weird things are happening, this time at the Astral Gate where the Guardian of Nurgle station pushed the VIII asteroid with her docking beams, sending it flying away at a constant 150 m/s speed. I'm pursuing it and stopping it with the CII Wrath of Narutakisou, as it doesn't seem to stop... Hitting it made it start decelerating like an everyday asteroid in the void. Punched a hole in it with her fist ! The II also got dockingbeamzapped. Beware stations-as-defense-platforms-for-the-Gate-users ! Other strange thing, the Konno prototype, which was also here at the Gate, got, er, spirited very far, at around 1200 km from the sector center. She however boosts seemingly efficiently as she joins back the center at a speed oscillating between 1900 and 3300 m/s. She has however let go of one of her Kibaddles, which was promptly replaced, causing the fighter to go orphaned as the squad was full. To be continued ? Seems the Windows 10 patch has not fixed the virtual memory issue at all ! Three weeks of waiting for nothing ! What did they ever work on ?! Cruel irony as Avorion's last patch made the game way more stable connection-wise (but less game-wise? Honestly it may be Win10's VM crap's fault) and way faster. However, I think I'll be able to play Avorion again because I pinpointed my latest Bellator-class Superdestroyer as a cause :D. Apparently, making too large ships causes memory leaks or excessive usage, which Win10's problem exacerbates. I wonder why, as my designs are very simple. I may have hit that "making a huge block, causing the game to crash" spot, and really early at that. I hope the Win10 VM thing will be rectified once I get into the Inner Sphere and make my first Bellator-class in survival, or else I'm going to get blocked again in my progress... and almost at the core too. Though, it may take a very long while...
  2. Sometimes the mirror tool works, sometimes it doesn't :-\. It sometimes doesn't work on the same block, it sometimes works in an obtuse and asymmetrical part of the ship. If you use symmetrical Turret Base blocks, you may put an unused mirror plane (the one which bisects the ship from front to rear - I don't remember which one it is - is a good one since ship rears are usually different than front ::)) on the turret base block, so you'll find the plane on the other side. Alas, there is no way of making true symmetrical pairs of turrets a la EVE Online, you'll need more M-TCS. Like always :(. Buy all the M-TCS you can find.
  3. Yeah, the beacons are on yellow sectors ! Get deep scanning those quadrants :D ! You may skip this quest to do it later, once you kick Bottan's ass (a heavily-armed (and agile, to avoid patrols) Trinium Heavy Cruiser should kill him in time) to get the Xsotan Hyperspace Upgrade (XSTN-K VIII), which'll make the quest way faster ! Though to do it you'll need to find a smuggler in the yellow sectors, and those are much rarer than beacons ::). (Don't hesitate to redo the quests to get the XSTN-K you want to install on your ship (III, V and VIII are awesome :)), since you'll need another to open the gate. Though, you cannot install more than one in the same ship ???.)
  4. Replying to my own post, but I discovered that, when you make a Military Outpost, since almost all the things are very pricey, relations with the locals go up really fast as the station buys things from the locals :). But there should maybe be a cap per minute (like, 80k) on how much a relation can drop.
  5. It is true that NPC stations have a x10 multiplier to both Health and Shields, to alleviate for bad construction design (In fact, their bad design is actually making them stronger, as they usually put weak points in central places, causing them to be loadbearing or get massive integrity bonuses ???). Though, making a station is a bit difficult because the design ceases to be utilitary after a while (see the inside of a Marika-class Xaniongrade Heavy Station to realize how small her internal systems are compared to the hull). One needs, at most, 20000 cargo (120000 for Trading Posts), 15000 assembly per production (my stations are really lacking on that, ehehe ::)), shields and generator, hangars, and enough quarters to crew it. When you hit that spot, there is no reason to grow bigger, except piling on generators, shields and armor (and assorted crew quarters) to increase the numbers. A similar spot exists for ships (around the Light Destroyer mark for CII ships - the point where you reach 120x8 hangar capacity), except instead of just piling armor shield and gen, you also add more engines and thrusters so it's more balanced, until you get to 15 system slots and it become theoretically counterproductive to make a bigger ship. Except for fighter production craft after the Trinium Reaches, whose assemblies keep getting bigger :-\. The 0.02 km distance is really small, you need to be an excellent pilot to not drive into the station, unless the station has a good docking angle (like an L-shaped protrusion the crew transport can go in). It'd be swell to also enable crew/cargo/fighter transfer when the ship is docked to the station. It even currently makes no sense to some players. d) Very good idea since some people set up stations from outside (it's strongly encouraged) e) Seconded, we badly need renaming things, and the ship name is definitely not an ID. It drives me nuts to make typos and errors in ship and station names, and prototypes never get their true ship designations so they are always saved with names like "Xx-1 Prototype" instead of "Rikka-class Heavy Cruiser". It'd also help for reconverting ships. It would also be swell to get retitling dependant on plans :D.
  6. New thing: I've discovered in the Event Viewer that the Avorion client is actually running out of virtual memory (attaining 6 803 350 720 octets). I highly suspect some sort of systematic memory leak, still on the Win10 side, though Avorion also may be the cause. I am currently testing a new galaxy to verify two things If it's a VM Win10-based System Memory Leak (if it is, I should have problems with this galaxy once I have a big enough ship/fleet) If it's caused by breaching into the Inner Sphere. People have reported problems when beyond the Barrier, I wonder if it is the cause here (if it is, problems should happen when entering the Inner Sphere). Edit (01/12): I just killed Swoks and I'm just starting to have slightly longer loading times. Though it seems, after roughly three game hours, Windows made a noise and actually "suspended" Avorion for an unknown reason, causing it to crash. Edit (02/12): Breached the Inner Sphere, with a total ship count of 8 (modified) Primeforts, 2 DualCastels, 1 (modified) Andis, and of course a giant heavily customized 16x Achital (28 million hull) serving as flagship ::). Right now, not much problems. Tested for quite a bit and didn't crash or even get slower, so it isn't Avorion-related, or at least, not Barrier-related. Here's a screenie for the trouble, made a little before opening the Gate.
  7. Velocity Security Control Bypasses, or as I call, "Weee-boxes", are a Situational upgrade. When crewing a ship on a station which does not have engineers, it's very welcome. It also allows to "unhinge" the ships' AI to make the ships go faster at low jump ranges (Titanium and especially Iron-tier). The fact that it now only works with permanent installation nerfed it beyond belief though: before, it was fairly cool to hotswap it. However if boost ever gets nerfed, the Weee-boxes are going to be almost mandatory for anyone looking for speed. Engine Upgrades are borderline Useless-tier... they should be upgraded with increased Inertia Dampener power to be worthy, because it's much more interesting to brake fast than to go fast, since the boost allows for it and it's really easy to get great thrust values, especially on bigger ships (at Cruiser class and beyond it was easy to have a 160 m/s² thrust, which is just peachy great). Oh yeah, put any Efficiency bonus on Mining Systems and they'll become put-on-every-slot-like-it's-M-TCS mandatory.
  8. I have 4 GB, but I didn't have any problem even in Solo (at least, with my training yard). In "solo multiplayer" mode I use my usual computer instead of the rig for the server, the first also having 4 GB (and running on Windows 7 which has slightly less mem usage). It usually ends in the Avorion Client running way more smoothly (the server however, needs a restart every 4 to 5 hours as it starts to have more-than-one-second-frames :)). The current problem makes it so my rig's virtual memory is like ten times slower. My disk goes slightly slow at 7200 RPM, but like I said there are huge two-minute-long loading times where it took ten to twenty seconds to load a sector : it feels like it loads the sector in VM, then the graphics engine loads the objects piecemeal from it, hence the second loading where most of the objects that weren't loaded get loaded... while whatever system process the update updated is accessing the same memory with higher priority :(.
  9. I've installed Avira and Spybot. Windows Defender and its Antimalware thing seem to have deactivated, but the System 100% Disk Usage continues to cause problems, but this time, the sometimes two-minute-long freezing happens during loading in addition to usually after, as sometimes the game also freezes when I rotate the ship after jumping (and the dreaded blue circle pointer shows itself), relative to the amount of objects, so whatever is screwing up with virtual memory is still screwing up with it and impeding the game free access to its own allocated virtual memory. And WPR is cancelled/disabled, alongside all telemetry (I reverified). I guess I still need to wait for a fix. Edit: And now it disconnected. It's even making the server lag back.
  10. Tried Avorion again, I had a whiteboard with a Cyclungeon ogonitegrade station drawn on it. So I took the galaxy on a key to my directX-less laptop, initialized a server and tried solo multiplayering with my rig (like in my Survival campaign). Ran into almost the same problems. Ten to twenty seconds after jumping, game litterally freezes for half a minute, then resumes normally until the next jump :(. At least it didn't disconnect, so I started exploration beyond the Astral Gate, aboard a custom AWACS flak Mochi mounted with a red +12 Deep Scan Range sensor. Found a duplicate of the destination, with 92 Reaper Attack Pots idling around, so the Mochi got littered with supplementary hangars on the other side of the now-decorative Computer Core-made radar dish. Second jump: Xsotan fleet encounter ! I had to fire for them to notice the Mochi... and her escort, the CII Tenebris, the prototype Bellator-class Superdestroyer. But the Xsotan were mostly killed by the Moxie's 92 Reaper Attack Pots (30.66 slots' worth of railgun fire) ::). Third jump: Xsotan breeding system ! But there was a wormhole ! After a "quick" massacring of the local fauna, the wormhole's destination turned out to be more-or-less 16 sectors from civilization with an asteroid field straight in-between. So, the first Cyclungeon was installed in that future Ogonite Yard location, after a server restart because I somehow forgot to bring my custom shipfounder.lua script, so my "Station Founder" wasn't one ::). Here it is~ package.path = package.path .. ";data/scripts/lib/?.lua" require ("defaultscripts") require ("stringutility") require ("utility") local nameTextBox = nil -- if this function returns false, the script will not be listed in the interaction window, -- even though its UI may be registered function interactionPossible(playerIndex, option) local self = Entity() local player = Player(playerIndex) if self.factionIndex ~= player.index then return false end local craft = player.craft if craft == nil then return false end if self.index == craft.index then return true end return false, "Fly the craft to found a ship."%_t end function getIcon() return "data/textures/icons/flying-flag.png" end -- create all required UI elements for the client side function initUI() local res = getResolution() local size = vec2(350, 155) local menu = ScriptUI() window = menu:createWindow(Rect(res * 0.5 - size * 0.5, res * 0.5 + size * 0.5)) window.caption = "Found Ship (500 Iron)"%_t window.showCloseButton = 1 window.moveable = 1 menu:registerWindow(window, "Found Ship"%_t); local hmsplit = UIHorizontalMultiSplitter(Rect(size), 10, 10, 4) local label = window:createLabel(hmsplit:partition(0).lower, "Enter the name of your new ship:"%_t, 14); label.size = vec2(size.x - 20, 40) label.centered = true label.wordBreak = true nameTextBox = window:createTextBox(hmsplit:partition(1), "") nameTextBox.maxCharacters = 35 nameTextBox:forbidInvalidFilenameChars() allianceCheckBox = window:createCheckBox(hmsplit:partition(2), "Alliance Ship"%_t, "") allianceCheckBox.active = false allianceCheckBox.captionLeft = false stationCheckBox = window:createCheckBox(hmsplit:partition(3), "Station Founder"%_t, "") stationCheckBox.active = true stationCheckBox.captionLeft = false -- button at the bottom local button = window:createButton(hmsplit:partition(4), "OK"%_t, "onFoundButtonPress"); button.textSize = 14 end function onFoundButtonPress() name = nameTextBox.text invokeServerFunction("found", name, allianceCheckBox.checked, stationCheckBox.checked) end local function foundShip(faction, player, name, statior) local settings = GameSettings() if settings.maximumPlayerShips > 0 and faction.numShips >= settings.maximumPlayerShips then player:sendChatMessage("Server"%_t, 1, "Maximum ship limit per faction (%s) of this server reached!"%_t, settings.maximumPlayerShips) return end if faction:ownsShip(name) then player:sendChatMessage("Server"%_t, 1, "You already have a ship called '%s'."%_t, name) return end local ok, msg, args = faction:canPay(0, 500) if not ok then player:sendChatMessage("Server"%_t, 1, msg, unpack(args)) return end faction:pay("Paid %2% iron to found a ship."%_T, 0, 500) local self = Entity() local plan = BlockPlan() local material = Material() plan:addBlock(vec3(0, 0, 0), vec3(2, 2, 2), -1, -1, material.blockColor, material, Matrix(), BlockType.Hull) local ship = Sector():createShip(faction, name, plan, self.position); -- add base scripts AddDefaultShipScripts(ship) ship:addScript("insurance.lua") player.craft = ship if statior then ship:addScript("entity/stationfounder.lua") end return ship end function onShowWindow() if Alliance() then allianceCheckBox.active = true else allianceCheckBox.checked = false allianceCheckBox.active = false end end function found(name, forAlliance, forStation) if anynils(name, forAlliance, forStation) then return end if Faction().index ~= callingPlayer then return end local player = Player(callingPlayer) if forAlliance then local alliance = player.alliance if not alliance then player:sendChatMessage("Server"%_t, 1, "You're not in an alliance."%_t) return end if not alliance:hasPrivilege(callingPlayer, AlliancePrivilege.FoundShips) then player:sendChatMessage("Server"%_t, 1, "You don't have permissions to found ships for your alliance."%_t) return end local ship = foundShip(alliance, player, name, forStation) if ship then ship:addScript("entity/claimalliance.lua") end else foundShip(player, player, name, forStation) end end I don't have any screenshots but picture two Castellans with bigger side-dungeons, linked by those side-dungeons (I put a third on each Castellan) by two Primeforts, including one with twin hangars. But I'll pass making new ships in that sector until I can play Solo again, since among the next ones will be the Miuna-class Heavy Station, which'll be long, and three of the weakest CII military ships of the Inner Sphere, and I'd like to not be interrupted or destroyed by constant onslaught 8). Pausing rocks !
  11. Yaaay ! Trading ruuuns :D ! And ogonite tier too ! I think most of us are going to say patient because of the latest Windows 10 update badly screwing up virtual memory. But when the fix will roll, I'm going to play the **** out of Avorion, patch or not :) !
  12. Size 2,5+ non-coaxial turrets exist ?! That's neat :) !
  13. The Windows 10-related issues are increasing dramatically, to the point I can only barely play. I've just seen the dialog from the Windows Firewall blocking network access to the Avorion Server (causing disconnection) despite me having set the default for that process since my rigs' installation >:(. Substance, I've disabled Superfetch, Telemetry, Windows Defender's continuous scan, and disconnected the wire connecting the computer from the web and it's still struggling horribly to do things it did perfectly fine even two or three days before :'( ! Apparently it's mostly the latest Windows Update's fault :(.
  14. Yup, faction wars never end :(. Stay sharp, and make big ships to defend ! Also, nothing happens in unloaded sectors, so you can avoid sectors where you installed stations and those won't get destroyed :). You may also need a faction-befriending script, because accidents will happen, resulting in reputation loss until the home faction will attack you too.
  15. DPS is normally that of the original weapon, but divided by the number of slots then divided again by three. So a 4-slot weapon's damage is replicated by a full 12-squad. Damage and fire rate may however vary: when too low or too high the fire rate is increased or decreased, inversely affecting the damage. Damage and/or fire rate are also decreased in relation to overheating (so a weapon that overheats half the time will make a fighter based on half the damage, so the DPS is the same since fighters never overheat). I have no idea on how to add shields to a fighter. Adding shield gens to the model does not work (Tateddles have it bad :() and so far none of my designs have shields. It's kind of very rare these times, I wonder if they were dummied out ! There is kind of no guide for fighter production: just try to have less than 200 blocks for the model (which should be saved at the root folder). Production Value is the amount of assembly power required to make the fighter: a fighter with 60k production value is made in one minute with 1000 assembly power. It varies exponentially by rarity, since rarity increases the stats of the weapon, but also increases the amount of allocatable points, which by itself increases the production value, and allocating points also increases the fighter's production value, so you may skimp on some points if the stats feel ok to you. Since producing fighters needs so much assembly power, even compared to ordinary factory-stations, special fighter-factory craft may be necessary to produce them at a palatable speed. Fighters have four stats Size: Size in hangar. I think the decimals are rounded up, so 5.9 is 6, etc. Health: Amount of hitpoints of the fighter. Its importance may be pretty negligible, since anything that can reliably attack fighters (point defense, other fighters, seeker missiles) grossly outdamage fighter hitpoints. Maneuverability: I think this is a multiplier to the amount of dodges the fighter has (in addition to its turning speed). Goes from 1 to something like 4.9 if I remember it correctly. Speed: The fighter's speed in m/s. Goes from 150 m/s to 450 m/s by increments of 25. Vital in PvP, less so in PvE. Fighters that are too fast for their prey will make passes at it, reducing the time spent firing at them, and NPC enemies usually does not flee or try to outrange so fighters that are too slow... just increases time spent approaching and thus, firing. But fast fighters can return faster to their carrier. The amount of stat points is 10, + 5 per rarity level above common. A turret's material determines a fighter's material, which comes with bonus stat points depending on which material it is. Yay for that reddit post ! Iron has +4 size, so Iron fighters are at most size-5 (actually size-4.1). Titanium has +1 health, +1 maneuvrability, +2 speed Naonite has +2 health, +1 maneuvrability, +1 speed. Trinium has +1 speed and +3 maneuvrability. Xanion has +1 health and +3 speed. Ogonite has +5 health. (Nice material, gives 5 stat points instead of 4.) Avorion has +2 to every stat. (Gives 8 stat points instead of 4, yaay !) Some fighters have cool perks: Cannon fighters: Cannon shots hits with recoil, so cannon fighters can push enemies away. Seeker Launcher fighters: Seeker missiles never give up ! This makes them ideal anti-fighter interceptors. Fighter mysteries: Coaxial weapon fighters: how do they work ? Are they normal ? Do they fire all the time like coax-armed NPCs ? Independant Targeting: Is a fighter's damage multiplied by 3 when made of an Independant Targeting weapon because Independant Targeting weapons have their damage divided by 3 ? Not yet tested. Invalid fighter stats: Error message usually found with Common rarity fighters but may be encountered elsewhere.
  16. Thanks for the fast reply ! I tested teslas and lightning guns and they displayed the correct shot color, my bad. Force guns and lasers seems to not vary though. Maybe something in the turret's shot color is overriding the turret base's color. Also, there is another problem: Superfetch and Windows Update do not seem to identify the Avorion Server as a game, so they continue working "in the background". This causes all available disk usage to be shunted from Avorion Server, causing it to suspend all activity (without disconnecting). Edit: That's a serious problem. Avorion is not making my computer lag, the System is causing the lag, to the point the server is now starting to disconnect me after a few minutes of play.
  17. Shot color is currently not working for Lasers Teslas (Probably) Lightning Guns Launchers Force Guns But it's not very prioritary.
  18. Yup, Production Effort is important for fighters as it determines what kind of ship can reliably produce them. I once made a fighter out of a copy of that adorable legendary titanium bolter which is still showing up on the first line when searching for DPS (despite having Trinium and Xanion turrets), and it had 3.66 million production effort, meaning that to make one in one minute, a Production Value of 61 000 is needed. For information, my future Bellator-class Ogonitegrade Superdestroyer has 64 000, and the Beauxbâtons Xaniongrade Academobile (which is a specialised fighter production mobile station) has 75 000. It's 2 million Xanion worth of Assemblies. Though, if you have several stations, each with huge production values like around 10 000 (unlike mine ::)) you can have the stations producing the fighters to defend themselves (since one would roll every six minutes, that's two fighters per encounter, so two-thirds of a slot-worth). It works quite nicely, and having a buffer of some "limited" "elite"/"ace custom" fighters is cool (I use my Reaper Attack Pots as such). I wonder how damage calculations go for coaxial weapons converted to fighters :).
  19. Yeah. It's really cumbersome, even for single ships. And dont even start on fleets. And I wonder what would happen if you mistakenly apply a turret design onto a ship :-\... Also, the turret turns into a generic turret plan even when a turret is already attached, removing the original turret plan: sometimes you only want to make it vary a little, or make the generic design bigger, or even just change the shot color, for funsies. Suggestion: Customisable fighter shot color ::).
  20. That cheevo's gonna be easy once I get to the Trinium Reaches ! A somehow flak-fitted Masuzu Heavy Cruiser fits the description, ehehe :) ! They should update it maybe, to count used armed turret slots, if it's not already the case, since now battleships have big multislot weapons.
  21. I have variation ideas for both. "Softcore" idea: I just discovered that when a ship with perma-installed modules is destroyed, the modules are also destroyed. Softcore would make all modules drop (with no destroyed perma-mods) and insurance work with 30% of the ship's resources as the wreck is "auto-salvaged" (with pretty efficient lasers too), so it'd still be pretty soft :). "Hardcore" idea: Your first ship is your personal ship, you can change personal ships at a shipyard. Save is deleted when the personal ship dies. Jump range is calculated from the personal ship's perspective (so you're obliged to bring her with you or order her to jump near you for any trip beyond her jumprange), and if you gate/wormhole away you are whisked back into your personal ship. When switching into sector, gating away or wormholing away the ship you'll switch or stay into will become a temporary personal ship for 15 minutes max to arrange things or spectate distant battles to protect important ships, then you'll be forced to stay in your normal personal ship for twice the time, unless you get back to her jump range (so trade runs and small missions would still be possible). Temporary personal ship loss also gets rid of some modules and weapons in your inventory in addition to her modules and weapons (they may be looted back), alongside with twice her worth in credits and resources. Those hardcore rules would usually entice the player to play ships who escort its personal ship, adding some high tension to battles without necessarily putting the player always on the edge (its personal ship may even stay out of the sector, with no threat looming over it and no totalling herself on asteroids thanks to AI prudence and collision damage reduction).
  22. Making a huge Superdestroyer ! It is however horribly cursed by Steam Cloud screenshot corruption. Ugh :(. She is so huge I'm making it out of five parts, then assembling her. So she's currently 33% complete :). Now 83% complete ::).
  23. Yes, it happens a distrubing lot. I feel completely certain that the Patrol Sector waypoints aren't random at all, because my ships keep crashing onto each other by going to the same waypoint !
  24. Ah. I guess player fighters cannot be taken down by player ships ::) Edit: Cannon fighters are awesome, since they cause severe recoil when they swarm an enemy ship, causing them to outrange it a little longer than other fighters :D.
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