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FuryoftheStars

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Everything posted by FuryoftheStars

  1. Honestly, I think I've given up reasoning with and attempting to give helpful tips to folks that write posts in the manor this person did.
  2. I don’t believe this game was meant for “fast play”, so trying to play it in that manor isn’t going to work.
  3. Well, not having a cool down can break balance even in single player, so.....
  4. I think this is different. You're thinking of the one where even after finding all of the important objects it would continue to tell you that there were valuable objects detected. This was solved by unequipping and reequipping the upgrade. I believe the devs also patched this recently. In TacticalMaster's case, when you remove the Exotic C45 Object Detector, the notification for detecting valuable objects does not go away. That is, if I am understanding everything correctly.
  5. I'm thinking that may be core side. I did some searching around and came across crewboard.lua, where in one of the functions (CrewBoard.getPriceAndTax) I see a profession.price used. Tracing profession back to try and get at it's origin, I come across a getWorkforce() call that I can't find a definition for (and in fact, seems to be used only in this file (I use Notepad++, so it has a Find in Files search function)). May be out of luck unless someone else stumbles across something.
  6. Not required as I doubt it has any real impact on anything (I have some OCD, which is the only reason why I'm pointing it out), but if my understanding of everything is correct, the following sections of code are dead / don't do anything. Everything is in turretgenerator.lua Lines 315 and 316, the entries for Penetration and Explosive can be removed. local Specialty = { HighDamage = c(), HighRange = c(), HighFireRate = c(), BurstFireEnergy = c(), BurstFire = c(), AutomaticFire = c(), HighEfficiency = c(), -- only applicable to salvage and mining laser HighShootingTime = c(), LessEnergyConsumption = c(), IonizedProjectile = c(), Penetration = c(), Explosive = c(), -- AOE damage } Line 377, the entry for Specialty.Penetration can be removed. possibleSpecialties[WeaponType.ChainGun] = { {specialty = Specialty.HighDamage, probability = 0.1}, {specialty = Specialty.HighRange, probability = 0.1}, {specialty = Specialty.IonizedProjectile, probability = 0.05}, {specialty = Specialty.Penetration, probability = 0.05}, {specialty = Specialty.HighFireRate, probability = 0.2}, {specialty = Specialty.BurstFire, probability = 0.1}, {specialty = Specialty.AutomaticFire, probability = 0.05}, } Lines 492 - 495 can be removed. -- railgun always have block penetration if type == WeaponType.RailGun then table.insert(specialties, Specialty.Penetration) end Lines 497 - 501 can be removed. -- rocketlauncher and anti-fighter always have explosive damage if type == WeaponType.RocketLauncher or type == WeaponType.AntiFighter then table.insert(specialties, Specialty.Explosive) end Line 528, the check for "and not turret.coaxial" can be removed (you're now properly handling this back at line 465, so this is now redundant). if s == Specialty.AutomaticFire and not turret.coaxial then
  7. If it is stacking, then that likely is the stutter and thus yes, putting it back on would worsen it (though likely not by immediately perceptible amounts). And if that is the issue, then yes, deleting the ship and making a new one would solve it (until you’ve added and removed the upgrade enough times again to cause enough stacking for lag to appear).
  8. Should be noted that I’ve noticed if you are zoomed out too far from your ship, the middle mouse target selection doesn’t work to clear targets.
  9. It could be that upon removal this upgrade’s code is not firing to actually remove its effects, effectively making it so every time you put it back on it’s stacking the effect.
  10. Do you know where to find the xml files for your saved ship designs? I’m wondering if you’re willing to share and I can load it up on mine and see if it happens there.
  11. Moderators, feel free to delete this.
  12. That would also stop a player from boosting around long enough to avoid damage for 30 secs and then fully repair their ship and go straight back into the frey. I think I’d be ok with that.
  13. This comment just got me thinking, the selection mechanic of this game can be a little wonky at times. Make sure your camera is too close to another object. Even if it isn’t visible / should be behind the camera, if you are too close, then it’s possible for it to still be selected.
  14. Haha, I feel the pain on that but glad it works!
  15. I have seen them chasing off a number of times to the point where they disappear off screen they’ve gone so far. Sometimes one manages to destroy the other before they get quite that far, sometimes not. They quite often would do it to me with me being the chaser, too, but I normally have the firepower and accuracy to take them out before they get more than 50 km or so. I believe I first started noticing this behavior back when they released the patch that modified their behavior to want to stay at max range. But that was also from before the later patch where they said they attempted to fix that. Since then, I have literally been spending all of my time in build mode, so I can’t say if it was fixed or not. I play on Expert. TBH, though? Large ships shouldn’t be zooming around and maneuvering like fighter craft dancing around each other. Large craft should be more or less slugging it back and forth.
  16. Interesting. Yeah, if you uninstall it and the stuttering goes away, that’s your culprit. I wondering if there’s something going on in the code that’s causing it lock up/have high load?
  17. Unfortunately, I'm more or less out of ideas at the moment. I did some online googling and found other people with similar issues in other games. It seems like they all trace back to some kind of incompatibility between the game and drivers or corruption of the drivers. Some games had a "compatibility" version you could select from beta to solve it, others had ini settings or command switches to disable hardware cursor that would fix it. Yet another person solved it by completely formatting their PC and reinstalling windows and everything over again. I hope a dev sees this.
  18. Last time I tried this, it didn't work. I had to push the camera in to the point where I was well clipping into the lost block before it would register and allow me to repair it. Maybe they've fixed this since, but it was annoying as hell at the time. Additionally, with larger ships that have a lot of small details, it can be very, very hard to find what's broken, especially if it's tiny. But that one tiny block still prevents you from doing anything else.
  19. Yeah, I haven't seen this yet, either. It almost sounds like some kind of lag issue except using turret rotation lock blocks fixes it.
  20. They did add a tractor beam feature to the game now for docking (as the player). You need to be (roughly) lined up in the flashing light lane from a dock, then when you face the dock there should be an option that'll show to hold F to tractor in. It'll pull you right in until you're at docking range and then automatically stop.
  21. I don't know for sure, but I wonder if the two of you are in an alliance if this will happen automatically? Could be wrong, I've never tried an alliance (I've only ever done single player). If it doesn't work this way, may be worth suggesting the feature.
  22. Yeah, but I think many of us would rather the ships actually being able to path through the fields.
  23. I'll have to update the image for it at some point, too, if I stick with that. :)
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