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Blondersheel

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Posts posted by Blondersheel

  1. I've gone up to around 20,000 blocks without any issues.

     

    That being said, that was when I mirrored a 10000 block ship out of curiosity. So far I've been able to build just about anything I want in less than ~7500 blocks. I haven't seen the need to go up to nearly 30k!

  2. Good eye, it is definitely significantly bigger than actual..for building and detailing purposes. It is built on a scale multiple though and will be scaled down for release, and yes all the detailing is preserved.

    I'll probably release in two sizes.

    One: as small as I can make it where the turret mounts are still large enough to mount turrets (unfortunately I don't think I can go quite down to "actual" size). Two: a bit larger where it "feels" right to fly and can be more of a capable ship. The larger size will likely be 1/4 of the size shown in the photo

  3. I don't think you understood the context of what I was saying. I was referring to the previous post.

     

    So basically there is no block in game that can make your PC do it faster

     

    Some have suggested before that it is not possible to reduce HS calculation time, because it is simply the time it takes your computer to load the sector you're jumping to. The time required to load the new sector is not related to how far away it is, so I don't think that is a real limitation. Calculation time also scales with ship size, which again would have no/minimal bearing on the time your PC takes to load the sector.

     

    Now, I do agree that for calculating an actual HS jump, it would make sense that it took longer based on distance and on ship size.

  4. Solved some serious angle challenges in my Roci replica :)

     

    Figured out how to do the engine supports...these little bastards sloping in every direction was a pain

    DsnIVcOm.jpg

     

    Figured out how to convert the gun mounts to a 45 degree angle for the front of the ship (the one un-built was the original shown at normal build angle)

    24Qcmttm.jpg

  5. I generally start with the visuals and then figure out what to do with systems inside later. That being said, I don't always do it that way and I don't always start in the same place. For example, with my Venture freighter I just really wanted to use engine rings somehow, so the ship started with that idea.

  6. See my build in progress:

    http://www.avorion.net/forum/index.php/topic,2179.0.html?PHPSESSID=8vepk48ivsrkh2f183dctk2i13

     

    what is the standard size you work with?

     

    One thing I've figured out is that when you're working with hexagons and octagons, standard sizes go right out the window. My strategy with weird angles, round shapes, etc. Is to start big and then scale down for the final product. Opens up a lot more options that way.

  7. Inside the admin file in the server directory, there are two player "groups" listed. The upper group is basic (I.e. Everyone) while the lower group is admins. What I did is just add the invite and the join commands into the "basic" group permissions.

     

    I do agree they shouldn't be admin commands to begin with though.

  8. Volume matters most for most block, and for most blocks a single 10x10x10 block is better than 1000 1x1x1 blocks, cargo hold shows it the most, but most other blocks have the same mechanic to a lesser extent.

     

    I just recently tested this on generators and found it to be false (I.e. The same total volume of smaller blocks was exactly the same power generation as a single large block.) the only cases I've found it to be true for are cargo bays and fighter bays. There may be others, but I would say most blocks are in fact only based on volume and don't have a hidden "wall thickness factor" like this.

     

    it's z and x, z is flip the block/selection being placed front/back, x flips left right, there is no vertical flip, to do that you need to rotate then flip.

    I can't believe I've been missing this! Thanks for the tip!

  9. 1: Thrusters don't need line of sight or even "space" to work. You can cover them in armour and they will still work.

    2: Alt+mouse is the only viewpoint control I know of.

    3: For most blocks, it is only the volume that matters (e.g. 1000 1x1x1 blocks has the same effect as a single 10x10x10 block. There are a few exceptions to this rule (cargo bays for sure and I think also fighter bays). These blocks assume a wall thickness that is unusable space (.5 thickness). What this means is that for these blocks, it's better to do a few large blocks instead of many small ones.

    4: number of thruster holes is purely visual. Thrust is based on block volume.

    5: There is no way to mirror a copied section of blocks that I know of. Your best bet is to use the "mirror x axis" option when building.

    6: That's a complicated question. DPS is generally the best way, but you also have to consider the "overheats" trait as well as some weapons with the "consumes energy" trait that have INSANE energy increase per second. Keep in mind that weapon stats are very random and higher material tiers aren't necessarily better.

    7: No there isn't. I can imagine a really ghetto way of doing this if you turn collision damage off and just leave a hole in the Center of your ship to "land" your other ships in, but the second you jump to a new system, you'll leave them behind.

     

    Hope that helps!

  10. Definitely confirmed that discovered map data is stored in the player.dat file. Deleting the server file didn't change anything. As a workaround we just created new characters and then mailed our resources and equipment to the new characters as they have a fresh "map". Kind of a pain, but we're basically back where we left off...just in a new galaxy.

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