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DivineEvil

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Everything posted by DivineEvil

  1. Weapon Control blocks are already a planned method to increase turret count, together with Scanner blocks.
  2. I sincerely has no clue, but for some reason it looks like a graveyard... You can make a ship with only Cargo bays and few mechanics keeping it together, however cargo transfer seems a bit... impractical. There's no a visible button to unload or load all goods, so you'd have to click once for each unit. Same is true for stations, unfortunately, but at least you can buy and sell their required/produced goods for free.
  3. What I would consider, is a auto-dock interaction menu command, that would automatically bring your ship to the closest dock on a station or to docking distance of a selected ship, with speed capped to your current Break Thrust. It should not be hard to script such a behavior. If you produce any manual input, the function is immediately disabled.
  4. There's a Keyboard Steering control mode, that allow you to do that. You can adjust a completely separate set of hotkeys for it and use a 'Swap Controls' (IIRC) hotkey to switch between the modes. In Keyboard Steering mode, you modify the throttle level, rather than hold keys to move forward/back. The only downside is that there's no Strafing controls. Match Speed hotkey is a great suggestion, and I fully support it.
  5. Words do not hurt the discussion. Negative attitude and disrespect do. Excessive swearing might come to light eventually, but its not that common in general.
  6. Not much of a surprise. This game is by far the best Early-Access title I has seen for at least a year. It deserves all the attention and investment it can get. Trending is just a solid clue of Avorion's great presentation. Exhaustive, well-produced trailer and equally good Demo-version provides the results many should take to note.
  7. No, its actually a exhaustive description of any given ship. An example definition of ship would be a Heavy Cruiser-class Carrier "Diadem". Cruiser-class defines the functional volume, Heavy defines the position within a given volume bandwidth, Carrier defines the main focus of ship's structure, and Diadem defines a specific model. A pure technical designation can also be devised, such as SNT_CR-H378/C "Diadem", where SNT is a tag of a developer Faction/Company, CR is a shortcut for Cruiser, H is a shortcut for Heavy, 378 is division of volume(m3) by mass(T) minus decimals, /C is a Carrier type definition. Without much thought, the volume class can be something like this: Small Craft | 500 - 1000 m^3 (av. 750) Corvette | 1001 - 5000 m^3 (av. 3000) Frigate | 5001 - 25000 m^3 (av. 15000) Destroyer | 25001 - 125000 m^3 (av. 75000) Cruiser | 125001 - 625000 m^3 (av. 375000) Battleship | 625001 - 3125000 m^3 (av. 1875000) Dreadnought | 3125001 - 15625000 m^3 (av. 9375000) Titan | 15625001 - 78125000 m^3 (av. 46875000) Then it depends on how many players are O.K. with such values.
  8. You do realize there's a HUGE button with "Show Location" written on it?
  9. There isn't that much of intricacy in building to relegate a separate forum section to it. Just use Creations forum, like everyone else does.
  10. I don't find docking as any sort of a challenge. You need to be able to control your ship properly. Changes has to be made to solve problems, not to compensate for every human error possible. Besides, the thread you have linked has nothing to say about the docking.
  11. The root block has no special properties. Its just the first block in a design. Avorion ships are constructed as a hierarchy, where each block is connected to another. Safe Mode prevents you from removing it simply to avoid issues with the hierarchy and so that you'd have something to build from at any time. Build tool still can re-assign the order, so if you have any block, that can work as another root block (directly or indirectly attached to all other present blocks) and keep the ship together, you can disable Safe Mode and remove the current root block without any problems.
  12. They stay for about 15 minutes or so, however any sector will be unloaded after 5 minutes of no player being there, so you can go around your business for days, return to the sector where you died, and all the modules and turrets will still be there, since time has stopped for them while you've been away.
  13. Your problem is a broad issue of persistence. It's a pretty high in development priorities, so you should expect updates to station activity while players are away from their sectors pretty soon. The trading system need a bit of work any way. I'm currently doing a spreadsheet figuring out the best layout for goods and corresponding stations. Overall, there's way too many commodities, and many of them are too generic (Ore? Chemicals? Food?) and redundant.
  14. There's no direct, straightforward way to do so, however you can open Saved Ships dialog, save your current design, select it from the palette, press the To Clipboard button (effective equivalent of selecting the whole ship and Ctrl+Copying it) and then Paste the ship into the current build area. While hovering the framework around the present design, this will display the total Credits and Resource cost.
  15. I actually didn't realize that. I had always been wondering why the ship had sucha hard time stabalizing itself, while Iw as turning it. I'm a little embarrassed I didn't connect the dots. Thanks for the tip ;) Yeah, its not well described in the tutorial, but its an easy observation, that any actual input will block any passive stabilization in order to prevent interference with the maneuver.
  16. I've got long used to a pretty old, but reliable classification system, that has been in practice for space games for more than a decade, which goes as such: 1. Fighter/Bomber (small craft) 2. Corvette 3. Frigate 4. Destroyer 5. Cruiser 6. Battleship 7. Dreadnought 8. Titan Here, each subsequent class is best suited to combat ships a class lower, while also becoming more and more susceptible to the precise attacks by Small Craft. Ships below the Fighter/Bomber class are "space coffins" (which is current status of Fighters in Avorion, unfortunately), and ships above Titan class are not technically ships anymore, but Battle Stations. This system is usually based on raw total weight since its the only parameter, that is independent of ship's intended type or role. However, since Avorion uses several materials, that vary heavily in density and can change the class of a given ship based on materials used, physical volume is a more reliable foundation. Bandwidths for each class can be derived from a global "reasonable size" range, but otherwise are arbitrary and has to be established either by the developers or by popular vote. Each subsequent class should be roughly 5 times larger than the previous one and has about the same difference in crew requirements. Within a given class, Light/Heavy prefixes can be assigned, which designate that the given ship is in lower/higher third of a bandwidth (ex: if we assume, that the Destroyer class lies in 6mil-12mil M3 range by volume, then a ship below 8 mil M3 is a Light Destroyer, while a ship over 10 mil M3 is a Heavy Destroyer). Postfixes can be assigned depending on ship's combat role, i.e. Battleship-class Carrier or Frigate-class Support. This is all that is needed to produce a reliable classification. There are of course popular outliers, that do not actually represent a class: Battlecruiser - a subclass of a Battleship with reduced armor protection for higher mobility. Carrier - any ship, that is intended mainly to carry other ships on board. A type, not a class. Freighter - any ship, that is intended to carry supplies or goods, rather than fight. A type, not a class. Shuttle - any ship, usually small one, that is intended to carry civilians or crew between ships or stations. A type, not a class. Gunship - relatively small ship, that has reduced protection exchanged for excessive firepower in order to provide fire support. Type, not a class.
  17. - Thrusters rely on surface area, rather than volume, meaning that significant part of internal volume of a block is effectively wasted. Making flat internal panels facing the direction of braking is the best way to improve braking velocity in that direction. I do not recommend making extremely flat units, though - they do not compensate added mass reducing all secondary maneuvering vectors. - When you're maneuvering, i.e. if you're manually strafing or turning, thrusters will not brake your velocity. If you want your braking velocity to actually work, leave the thrusters alone. Violently holding the poor 'S' key will not going to make you decelerate any faster either - it will only limit your breaking to one axis. Breaking is passive, and will only be performed when no other input is present. - Maneuvering requires your thrusters to be placed away from the center of mass. Center of mass is an average of masses of all blocks of your ship and a point which it pivots around when turning. Placing thrusters near that point will provide little to no turning potential. On the other hand, placing thrusters that are offset by all three axis will help with all three attitude factors without reducing breaking or strafing output. Use these guidelines and you can easily make ships, that has equal forward and breaking thrust, no strings attached.
  18. Mostly disagree with the original statement. All the modules in question, that might be considered "redundant" are multipliers, i.e. their impact directly depend on the number of blocks with similar function in the first place. True, you can replace some of those modules with blocks, but after you do that, applying that module produces even greater returns than before. In the end, its just a matter of what you're actually want to specialize into. Adding more blocks to replace the bonus require resources, credits and negatively affect other systems as a payoff. Using modules circumvent that. You use certain modules because you need certain benefits, not because they're the only way to get them. A large trading vessel may not need any Turret Control Systems at all, but would much benefit from Warp Drive and Cargo expansion. Same is true for all modules.
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