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Gorbald

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Everything posted by Gorbald

  1. If you don't want to rely on cargo shuttles: Transporter block and upgrade also work on stations, which can be useful - factories can buy/sell ingredients from/to other stations within docking range (if it has a trading system upgrade and a captain). so you can give buy/sell orders on loop to a station.
  2. Hi, either build just one high-end factory and rely on NPC trader ships to bring the ingredients, or build a full production chain and produce all the ingredients and ingredients for the ingredients and so on from scratch. If you do any compromise between the two, (for example an accelerator factory, turbine factory, gauss rail factory and not build their dependencies) the factories will often not produce because some good in one of the factories will be missing, and no trader will bring it for a long time. If you want to build a full production chain: https://avofactory.scrap-yard.org/en/factory-calculator.html Also don't go to that sector too much after you build it, or pirates/xsotans will spawn, kill a NPC trader and it will be declared hazard zone (basically no profits for next 2 hours).
  3. I implemented this suggestion myself: https://steamcommunity.com/sharedfiles/filedetails/?id=2063945997 Dear developers, feel free to use my solution (or parts of it) if you like it.
  4. Yes I know you can manually send the mining ships back to mining right after they have left ores at a refinery. But you have to do it manually at the correct moment. If this suggestion is implemented, players will be able to automate it (with a loop). BTW, If you are manually sending the mining ships away from the refinery, then that "crappy ship" you use is not needed. Your mining ships will pick up the refined resources next time they bring new ores to the refinery (provided that you use the same one next time).
  5. Thanks. I tested it and the refining speed has a really low cap, so it does not solve the problem. The best you can get is that refining 1 000 000 ore takes about 10 minutes. Adding 4 times more assembly does not help. So it's much better to send that mining carrier back to mining 10 minutes earlier. It would be really nice if sending it back to mining right after it leaves the ores at the resource depot could be automated. I suppose that was the idea with refining ores, that you leave them there and pick them up later :)
  6. It would be nice if this order could be split into two. With the first order (called "Refine ores"), the ship would dock to the refinery, pick up finished resources if there are any (as it does now), but would not wait for the ores it brought to be refined. Instead, it would move on to the next order (or just stop if there is none). With the second order, the ship would dock to the refinery and just pick up refined resources if there are any, but if the refinery is still refining, the ship would wait for it to finish and pick the resources when they are ready. This would be particularly useful for mining carriers with a lot of fighters and a large cargo hold, which are very expensive and it's efficient to send them back to mining right after they have left ores at a refinery. This can be done manually, but if this suggestion is implemented, players will be able to automate it. Thanks in advance for considering! P.S. alternative: -leave the "Refine ores" order as is -new order "Leave ores for refining" that would be similar, but the ship would move on to next order instead of waiting for ores to be refined
  7. Are you getting any notifications that there are problems with buying/selling? Are you sure your ship has a trading system installed? I was using buy/sell commands couple of weeks ago and they worked flawlessly...
  8. Putting a hologram over it is good enough. There are so many more things to add/fix that are much more important...
  9. I do it similarly, but I use just one laser and 4 squadrons of high-dps ogonite r-mining fighters, much faster. If you send such ship to mine all asteroids in 3 sectors and then refine the ores, the 1st of these sectors will already have all asteroids respawned before he ship finishes mining the 3rd, so you can do this on loop.
  10. How to reproduce: 1. shoot a torpedo at a "stationary" target 40km away from a "stationary" ship, measure the time it takes for the torpedo to reach it. 2. In a decently fast ship, start accelerating towards that same target from a further distance, and when you are 40km away from it and your speed is at least about 2000 m/s, shoot a torpedo. Measure the time it takes for the torpedo to reach it's target. Expected result: In 2nd experiment, the torpedo reaches it's target much faster Actual result: In both cases, it takes the same amount of time (about 8 seconds for a 5500m/s torpedo). 2nd method of reproducing it: accelerate your ship to 6000m/s, shoot a torpedo and see how it stays behind. So the torpedo does not behave as it should according to Newtonian mechanics. It's starting speed should be the same as the speed of the ship from which it was shot at the moment in which it was shot. Only then it should burn it's fuel to accelerate further. Normal projectiles do not have this issue (their speed is relative to the ship that shot them), only torpedoes.
  11. Harpsichord thanks for the suggestion! Do you use just the factory and have NPC traders deliver the ingredients, or do you supply them yourself with automated trading/production chains? Also how do you sell the accelerators? Do you have ships that sell them to allied research stations, or do you rely on NPC traders? Thanks in advance for your answers. I was thinking about doing this, but from my experience NPC traders cannot be relied upon and if I were to supply and sell everything myself, I would need so many ships that I would hit out of sector simulation limit and ships per player limit on the server where I play.
  12. I confirm this, it also happened to me. I guess that it should be reproducible, if you destroy some ship that's very close to a station.
  13. yes. https://steamcommunity.com/sharedfiles/filedetails/?id=2021850808 mining/salvaging range If you increase salvage range you also need to increase tractor beam range, or you will not be getting upgrades and turrets (unless you salvage manually, but who wants to do that). For this you need: https://steamcommunity.com/sharedfiles/filedetails/?id=2040022583&searchtext=iftl
  14. I think this might be more serious than it looks. A player from an enemy alliance found a duplicate of my ship on our server today, and got instantly destroyed. He says the ship was moving very fast, dealt insane damage to his ship and the distance shown was very different from "visual" distance.
  15. To be honest I think it is more important to have a "pick up loot" order to give to ships from the Galaxy Map. I think allowing the player to automate this task is better than making it a bit easier to do it manually. This mod does it BTW. https://steamcommunity.com/sharedfiles/filedetails/?id=1837726326
  16. I strongly disagree with the idea of highlighting loot all the time. Reason: you will not be able to find enemies quickly in combat, because the arrows pointing at loot cannot be visually distinguished from those pointing at the nearest enemy in a fraction of a second. In the mod it is a huge advantage that if you remove the system, you no longer see that stuff highlighted. A button to highlight loot would also work, but please do not highlight it all the time.
  17. Thanks! I was able to make this work. It was quite challenging, as in many sectors, asteroids did not ever reappear, and in some they did. I am not 100% sure, but I think that in sectors with Xsotan breeders, asteroids do not reappear. In other sectors, they do. This is probably the best way to make money. Consumer stations are almost useless for this purpose, because they have a fixed (very low) consumption rate that cannot be increased by any means. You cannot solve it by building more of them, because of how the "sell cargo" command works (always sells to the same station, this has been reported already I think).
  18. I would like the disagree with the statement that design has no impact on properties. While this is true for fighters made of turrets, crew shuttles get more points and much more durability if the fighter design is made of avorion only.
  19. How would that solve the problem with too many ships, if every player can found their own alliance?
  20. Is it possible to damage your hull, or only shields?
  21. I'm using this to order 2 support ships to follow me. I'm 100% sure that they follow me around and jump with me (if they have the jump range).
  22. https://steamcommunity.com/sharedfiles/filedetails/?id=1793763687 https://steamcommunity.com/sharedfiles/filedetails/?id=1816511488
  23. There is? You just have to right click on the ship that you want to escort. It's the default command..
  24. Both behaviours would be useful in different situations. I don't think that the current behaviour should be changed. Sometimes it is desirable for the ship to wait until it can buy a given number of goods (for example when shopping for parts to build turrets, you need an exact number). In my opinion this is not a bug. Maybe a missing feature that would be nice to have (an extra "buy/sell as much as you can" command).
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