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Showing content with the highest reputation on 10/11/20 in all areas

  1. When you enter building mode, the camera defaults to aiming diagonally left and back. When you exit build mode, the direction your camera is currently facing remains the same back out in normal view. So if you accidentally open build mode and immediately close it, your ship starts spinning around away from whatever you were pointing at, potentially causing problems if you're mid-combat.... you have to intentionally remember for yourself to toggle freelook before entering build mode, or to point the camera forward again before you exit build mode, if you don't want to mess with your aim and make your ship spin around like an idiot. There's a similar problem with strategic view: when you enter strategic view, the camera zooms way out and up, then turns to look diagonally down at your ship. However when you exit strategic view, the camera just zooms straight in at your ship without turning, so your ship immediately noses down and you have to look back up every single time (you can even rapidly toggle strategic view on and off to spin in a forwards loop). These are ESPECIALLY annoying if you are using smooth camera because you can't quickly snap the camera back around to your previous direction, so your ship turns almost all the way around before you move the camera far enough to start turning back forward again.
    1 point
  2. Folks, Factories need to divide available storage space for supplies based on the product unit, not the volume of the supply. Example: my targeting systems factory has 6k of wires, 20k of conductors, 1.7k of energy cells, 2.9k targeting cards, 10k processors. I finally had to go in and reduce the amount of storage in the station so it would stop bankrupting me with massive processor purchases. The fix: 1 targeting system requires 1 targeting card (0.5v), 1 processor (0.1v), 3 energy cells (0.5v), 5 conductors (0.15v), and 5 wires (0.5v). Therefore 1 unit of supplies for 1 targeting system is 0.5 + 0.1 + (3*.5) + (5*.15) + (5*.5) or 7.1 volume. Consider a finished targeting system volume of 0.75 then we have 7.85 volume for 1 unit. Divide the storage space by that number and then break out the individual components. So, the 18.16k cargo hold of my targeting systems factory looks like this. 18160/7.85 (factory space / unit size) = 2313 therefore we should have up to 2313 targeting cards (1x material), 2313 processors (1x material), 6940 energy cells (3x material), 11566 conductors (5x material), and 11566 wires (5x material). and the factory won't bankrupt my empire. A control could also be put in with how many cycles of production materials to store, so I could limit it to 500 cycles if I wanted to. Ideally as finished product started to accumulate it would reduce supply storage so eventually if no one ever bought anything the factory would just fill up with product. Thanks for listening everyone! Eyz
    1 point
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