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TouhouTorpedo

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Posts posted by TouhouTorpedo

  1. The majority of the jump calculation time appears to actually be calculations Avorion is making to populate the sector. I've "tested" (tried to hunt down the exodus beacons lateish game, only to get stopped by a space-rift blockade, which turned out to be a fort of impassibility) by jumping around thirty sectors into completely empty space (calculation times were only a bit slower than jumping to a nearby empty sector), green dots (depends on the contents of the sector, but usually they weren't high enough to take more than a minute which was my hyperdrive spool up time), yellow dots (usually quicker than green dots, although I didn't hit very many yellow dots), and onto already explored systems (almost always about as quick as nearby empty space or nearby already explored space).

     

    Now, I've got a decent computer, so it may very well be an issue of the amount of raw processing power required. I'm certain that koonschi will try and optimize the game, but that shouldn't stop him from adding new and interesting blocks that allow people to play how they want to play.

     

    I wish people would stop perpetuating this. It's quite obviously not true. There is no reason an unvisited sector 2 jump away, would be an order of magnitude quicker for the game to populate than one that's 20 jumps away. Whatever prep the game has to do, it will be all the same functions done on a different map location. hence it'll take no longer whatever the distance to populate unvisited sectors.

     

    long calculation times on long jumps is just game padding.

  2. It's nice to be able to improve turning of the ship and it's braking and all, but I'm not sure the extra blocks was a good idea for Avorion.

     

    there's already 2 types of thruster block and I feel that's more than sufficient.

     

    The new blocks just achieve functions already doable by thrusters, so are surely just adding bloat. Did a little test and found for small and big ships, the gyro and inertial dampener just make thrusters (a neat mechanic of the game) entirely obsolete. There's no reason to mess with thrusters when you can easily and cheaply outperform them with the new blocks.

     

    Would have preferred to see effort go into something like reducing jump calculation times over long distances, as they are absolutely horrendous endgame. (either by modules, a block, or just reduce all round)

  3. Your brake thrust before combining them is is 1.7 m/s², afterwards it's 2.3 m/s², so you gained 0.6 m/s².

    Your yaw before combining them is 0.06, afterwards it's 0.07, so you gained 0.01.

     

    I believe this only applies post update?

     

    I've changed a layered thruster at about 0.06 turn to a single equal volume thruster to 0.07, however pre update I think I was getting a turn rate of about 0.2, so it's very noticeable that overall thrusters have got a lot weaker.

     

    Also any news on the repair ship window bug I posted earlier?

  4. Think about hunting a Player with more less calculating time.

    U never will get one shot on any player, what a boring game.

     

    Calculating times are just right!

     

    but you can't "hunt a player".

     

    If someone starts being hostile toward you right now in a sector, pick one the nearby sectors and jump. the calculation time will be low, and the probability they'll jump to where you did is already very low. Then jump further the second time.

     

    It's not a good reason at all for there to be long calculation times over long distances.

  5. I get why this feature is here, (stops you just jumping out of battles for instance without pre-planning what you're going to do) but does anyone think it's a bit too linear in how it works?

     

    It seems to really hamper long distance jump drive setups, and I find I'm often playing the game by putting co-ords into the computer, then do something else like watch some videos or play a short game elsewhere while it's calculating.

     

    Think this could do with some tweaking to make this way of playing a bit less of a waiting game.

  6. Patch 0.10.3.7509

    • Added a "Repair Ship" window
      • Window shows repair costs
      • Window can discard current repairs, accepting your ship as-is, but this loses the "perfect" version of the ship

       

     

    This feature has a fairly nasty bug.

     

    If you delete something in build mode, the game will think it's been destroyed, not deleted. therefore it'll tell you the ship is severely damaged, and those deleted blocks in the repair window will be present as damaged blocks. If you repair, these come back.

     

    So it seems whenever doing changes currently, you need to repair, then do changes, then go to the repair window and hit discard.

     

     

    Otherwise though a lot of stuff here that needed to be done. Keep up the good work!

  7. The basically total war between several factions is a glitch, and I've fixed it here. Will roll out with the next patch.

     

    Fanstastic! I love the game but literally just signed up today just to look into this issue, as at times attacks are so frequent in a sector you literally can't kill them faster than they come in, which really hampers your enjoyment at times if you just want to trade, research etc. (especially since far as I can tell anything that isn't flight or combat takes back priority in the netcode? A good choice for latency, but with battles always on you can sometimes be unable to do anything at all in a sector but fly)

     

    Are alien attacks intended to be toned down as well? I'd say they're the worst for over the top frequency so far.

     

    Keep up the good work, best space voxel game currently out there.

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