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Brigadon

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Posts posted by Brigadon

  1. FYI, the prospercraft server SUCKS.

     

    Starts you out with NOTHING so you get to spend at least an hour in your drone, probably more since ore apparently doesn't respawn, and the difficulty is way too high for a 'family friendly PvE server'. I built a solid 6k iron shipafter spending two hours in my stupid drone, and even with solid armor over everything I got ripped apart in less than ten seconds by a single pirate ship with one chain gun in an Iron zone.

     

     

    I watched 5 other people log on and log back off while I was there, pretty sure they figured out it was crap faster than me.

  2. so, using armored plates to simulate the 'bumpy' surface on a star wars style ship, is actually very strong defensively, because those little plates break off rather than allowing the weak interiors to break and create big chunks of your ship floating off.

  3. Layered armor, ablative armor, spaced armor. Use flat blocks, make either an H or T template, c&p, use it wherever, stack it. Game mechanics with regard to armor pen is per block, not per thickness. So, more blocks is better than fewer, even if they're super thin. Also, spaced armor is much lighter than full block armor so it can be used to build up a shape, then stick shaped blocks on top for esthetics. Spaced armor is very good against collisions, since only the first block gets blowed up, then the ships/objects react and move away from each other so no other block gets blowed up, and it's much cheaper to replace a very thin piece than a full sized armor block. Also, spaced armor just looks cool. Spaced/layered armor doesn't necessarily need to cover the entire surface, a grill-like configuration should protect from most attack angles except directly head-on, and it looks really cool too.

     

    Spaced armor? what does that mean, like when you have railings on the outside of the ship that are .5 away from the inner hull, like a cow catcher on a train or a roll cage on a jeep?

     

    Also, what do you mean by 'ablative'? spikes poking out like curb feelers so that they break off?

     

     

    Angle block is key for turret placement for several reasons. First is field of fire, next is rotation when sweeping across center line, then there's independent targeting especially for salvaging. Field of fire is obvious, if the turret is on top, side or bottom, and firing front, its field of fire only goes to center line horizontal/vertical. If it's on a front mounted angle, its field of fire is up to 45d past horizontal on the narrow side, whichever orientation the angle is set. Rotation is a problem with front mounted turret on a flat block when sweeping across center line. When on an angle block, the turret can sweep much quicker.

     

    Does that apply for all angles, such as angled side-mounted front-facing turrets, or only for something like a front slope? and for, say, a top-mounted laser, does it's 'arc' cover the whole 360 degrees horizontal by 180 degrees vertical  visible? Or does it have a 180 degree 'facing'?

     

    Independent targeting for salvaging works best with this setup:

     

    3 IT turrets, with 2 doubles and 1 single, to create a 5 point cross for chasing tiny bits

    2 angles front mounted, 1 at 90d cw/ccw from the other to create 2 different fields of fire

    turrets must be a little bit mismatched in range, something around 100/200m

    the doubles should be the same configuration to create the 5 point cross, where 1 is rotated 90d from the other due to its angle block

    each double is placed on its own angle block, 1 straight, the other at 90d from it, and away from each other on each side

    the single should be placed with one of the doubles, so you'll get 1 double and 1 single on one side and 1 double on the other side

    install orientation should be forward for all turrets

     

    Could you please take a screenshot of this configuration? Your explanation is a little confusing. I am very interested, however.

     

    Framework does not allow integrity field to reach whatever is stuck on it. I learned that by making thruster pods, I had to stick extra fields on the pods. However, framework covered in spaced/layered armor should be much more sturdy and lighter than just framework or just armor, so we can make long arms to put weapon/thruster pods on.

     

    If you cover the framework with armor, as long as the armor is touching both the intergity field structure and the pod, shouldn't the integrity field spread to the pod through the armor? Or does some vagary of the framework prevent this?

     

    Big blocks for internals for easy material upgrade, smaller blocks for exposed surfaces for ablative protection. Select box, and template save, are your friends for bunches of blocks to upgrade material. Also think of an easy way to access internals for that purpose, so some single piece somewhere well protected but easy to remove and stick back on. Or just use the xml trick on the ship's file.

     

    I have also noted that it's easy to submerge your base block at the bottom of a 'pit' and cover the top with a thin layer of armor. When you are ready to upgrade size (or material) Area select the entire ship, then control+center click the root block to deselect it.

    ctrl+c to copy your ship except for the center block, then delete it... ctrl v to 'ghost' the copy, make sure you alt-select the bottom of the 'pit' and then you can change the material with the drop-down or alter the size of your ship... If you make it bigger, your root block can easily fit at the bottom of the pit where you stick it to the bottom of your root block.

     

    Just replace the armor and viola! new size/material of your ship.

     

    If you are upgrading from low-end materials, different materials have different things they can make. You may have to upgrade to a lower material first (Ogonite cannot make things like hyperwarps, and (trinium?) cannot make armor) and repeat the process to make everything that can be made out of ogonite, and then repeat again so that everything will be made of the lighter material, but the Ogonite armor will remain. A good way to make a hard shell that doesn't behave like a slug.

     

    the 'plus' side though is that sometimes materials are lost in translation a little bit, so the in-between state can be tiny... just flop a little 2x2x2 copy of the 'in between' state on top of your root block, copy it and delete it again, and then rescale it for your 'full sized' ship of the new materials!

     

    Oh, and do NOT forget to remove all upgrades/turrets before you start, or they will go flying around for a while... and if you don't want all your crew to die, you have to do it QUICKLY.

  4. actually, you could classify dreadnaughts, if you like, as a ship that has a primary, or spinal-mount, weapon.

     

    I wouldn't really call it a size class, though... more like a design philosophy. You could certainly take advantage of the design idea, though, with setting up centerline non-tracking turrets... especially with something that has a low tracking speed and high burst, like a cannon.

     

    a dreadnaught would likely have more burst firepower than a battleship, but would actually be a bit smaller and a lot more maneuverable, in order to take advantage of the lack of tracking and burst capabilities of it's centerline weapons. So in a way, it's size is more likely to be smaller than a battleship.

     

    I personally find the dreadnaught playstyle... a set of centerline cannons for potshotting and stripping shields, and a bunch of 'external' automated chainguns for picking off fighters and stragglers, to be an extremely coherent and enjoyable playstyle.

  5. Is there any possibility someone could add tooltips for Cargo items?

     

    Specifically, "Used In Production" for those that are used to create turrets, and 'Purchased by' to show what factories and stations purchase the Cargo in question?

     

    If you need, I would be happy to do the typing gruntwork (although much of it already exists in the wiki) If necessary?

     

    I have tried to do it myself, but my coding is abysmal.

     

    It would be especially helpful if your trading mods could give you an 'eye' in your cargo bay to click and find out where to sell the items you recover (within the maximum locations provided by the trading mods, of course), but that might be too much to ask...

  6. Nope, after installing move asteroid, still not working. need the logs again?

     

    I have... umm... grr.

    Transferconvenient

    detailed turret tooltips

    Salvage command

    dockbuilding

    Gamblingmod

     

    I was trying to avoid anything that used the same lua files.

     

     

     

     

  7. Server Log: (edited for privacy)

     

     

     

    Sat Mar 11 11:21:29 2017| [OOSP][0.9_7] Tickhandler starts at: 3477195

     

    Sat Mar 11 11:21:36 2017| Player brigadon moved to sector (0:-16) server time taken for change: 530ms

    Sat Mar 11 11:21:56 2017| [OOSP][0.9_7] Player brigadon uses a different version of OOSP

    Sat Mar 11 11:21:56 2017| [OOSP][0.9_7] Event unregisteration: 0 | 0 | 0

    Sat Mar 11 11:21:56 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:06 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:16 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:26 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:36 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:46 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:22:56 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:06 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:16 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:26 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:36 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:46 2017| [OOSP][0.9_7] Remembered brigadon that he is using the wrong version: No Version received

    Sat Mar 11 11:23:50 2017| <Server> Player brigadon left the galaxy

    Sat Mar 11 11:23:50 2017| Player logged off: brigadon, index: 1:

    Sat Mar 11 11:23:50 2017| [OOSP][0.9_7] Tickhandler stops at: 3479933

     

     

     

    client log:

     

     

     

     

    Sat Mar 11 11:21:23 2017| Client started: "C:\steam\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe"

    Sat Mar 11 11:21:23 2017| Enabled Traces:

    Sat Mar 11 11:21:23 2017| Client Beta 0.10.5 r7633, running on Windows 8.1+.

    Sat Mar 11 11:21:23 2017| CPU: GenuineIntel 8 Cores

    Sat Mar 11 11:21:23 2017| Init Steamworks...Init Steamworks... ok

    Sat Mar 11 11:21:23 2017| Init Steamworks ok

    Sat Mar 11 11:21:23 2017| Init SDL2... ok

    Sat Mar 11 11:21:23 2017| Getting display mode... ok

    Sat Mar 11 11:21:23 2017| Current display mode: 1600 x 900

    Sat Mar 11 11:21:23 2017| Creating settings... loading... setting language... ok

    Sat Mar 11 11:21:23 2017| Creating client window...Detected 1 displays

    Sat Mar 11 11:21:23 2017| Display 0: x: 0, y: 0, w: 1600, h: 900

    Sat Mar 11 11:21:23 2017| Using display 0

    Sat Mar 11 11:21:23 2017| Creating window, x: 0, y: 0, w: 1600, h: 900... ok

    Sat Mar 11 11:21:23 2017| Creating GL context... ok

    Sat Mar 11 11:21:23 2017| Setting window mode WindowedSeamless... ok

    Sat Mar 11 11:21:23 2017| Creating client window ok

    Sat Mar 11 11:21:23 2017| Init rendering... starting rendering... initialize...OpenGL Context Information:

    Sat Mar 11 11:21:23 2017| Version: 4.5

    Sat Mar 11 11:21:23 2017| VersionString: 4.5.0 NVIDIA 364.72

    Sat Mar 11 11:21:23 2017| Vendor: NVIDIA Corporation

    Sat Mar 11 11:21:23 2017| Renderer: GeForce GTX 960/PCIe/SSE2

    Sat Mar 11 11:21:23 2017| GLSL Version: 4.50 NVIDIA

    Sat Mar 11 11:21:23 2017| Init GLEW... ok

    Sat Mar 11 11:21:23 2017| Init Debug Message Callback... ok

    Sat Mar 11 11:21:23 2017| Set VSync... ok

    Sat Mar 11 11:21:23 2017| Secure BackBuffer... ok

    Sat Mar 11 11:21:23 2017| Init Canvas...Create canvas of size 1600 x 900... ok

    Sat Mar 11 11:21:23 2017| Init Canvas ok

    Sat Mar 11 11:21:23 2017| Init Refraction Texture... ok

    Sat Mar 11 11:21:23 2017| Init Post Processing... ok

    Sat Mar 11 11:21:23 2017| Init Debug Renderers... ok

    Sat Mar 11 11:21:23 2017| Rendering initialized

    Sat Mar 11 11:21:23 2017| Init rendering ok

    Sat Mar 11 11:21:23 2017| Check problematic drivers... ok

    Sat Mar 11 11:21:23 2017| Init shader level... ok

    Sat Mar 11 11:21:23 2017| Init loading screen... ok

    Sat Mar 11 11:21:23 2017| Draw first loading screen... draw... ok

    Sat Mar 11 11:21:24 2017| Init SFX... ok

    Sat Mar 11 11:21:24 2017| Init Input... ok

    Sat Mar 11 11:21:24 2017| Init GameInput... ok

    Sat Mar 11 11:21:24 2017| Init Main Menu... ok

    Sat Mar 11 11:21:24 2017| Init Music... ok

    Sat Mar 11 11:21:24 2017| Apply loaded settings... ok

    Sat Mar 11 11:21:24 2017| Client initialized

    Sat Mar 11 11:21:24 2017| Received stats and achievements from Steam

    Sat Mar 11 11:21:29 2017| Starting server 'bin/AvorionServer.exe' with arguments '--galaxy-name defaultgalaxy --server-name brigadon's Server --port 27000 --public 0 --listed 0 --authentication 0 --exit-on-last-admin-logout --admin 76561198052326297 --use-steam-networking 1 --threads 7 '

    Sat Mar 11 11:21:29 2017| Connecting to 127.0.0.1:27000, query port: 27003

    Sat Mar 11 11:21:30 2017| Waiting for Online polling threads

    Sat Mar 11 11:21:30 2017| Online polling threads finished

    Sat Mar 11 11:21:30 2017| Waiting for LAN polling threads

    Sat Mar 11 11:21:30 2017| LAN polling threads finished

    Sat Mar 11 11:21:30 2017| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Sat Mar 11 11:21:31 2017| remote address: ip, init: steam

    Sat Mar 11 11:21:31 2017| Connecting to server at 127.0.0.1:27000

    Sat Mar 11 11:21:31 2017| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Sat Mar 11 11:21:31 2017| Initiating connection with server ID 90107378685843464

    Sat Mar 11 11:21:32 2017| Authentication successful!

    Sat Mar 11 11:21:57 2017| <Server> Player brigadon joined the galaxy

    Sat Mar 11 11:21:57 2017| <Object Detector> Valuable objects detected.

    Sat Mar 11 11:21:57 2017| <Sever> Waiting to receive version. Try not to Jump. This takes about 10 seconds!

    Sat Mar 11 11:21:59 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:21:59 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:06 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:16 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:26 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:36 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:46 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:22:56 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:06 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:16 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:26 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:29 2017| [mOS][0.9_6c] UI start

    Sat Mar 11 11:23:36 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:46 2017| <Server> Update your version (No Version received) to [0.9_7] . OOSP is deactivated for you!

    Sat Mar 11 11:23:50 2017| UDP closed

    Sat Mar 11 11:23:50 2017| Client UDP: Connection closed

    Sat Mar 11 11:23:50 2017| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Sat Mar 11 11:23:51 2017| UDP closed

    Sat Mar 11 11:23:51 2017| Client UDP: Connection closed

    Sat Mar 11 11:23:51 2017| Server shutdown successful.

    Sat Mar 11 11:23:51 2017| UDP closed

    Sat Mar 11 11:23:51 2017| Client UDP: Connection closed

    Sat Mar 11 11:23:53 2017| Exiting client.

    Sat Mar 11 11:23:53 2017| Exited client main loop.

    Sat Mar 11 11:23:53 2017| Waiting for Online polling threads

    Sat Mar 11 11:23:53 2017| Online polling threads finished

    Sat Mar 11 11:23:53 2017| Waiting for LAN polling threads

    Sat Mar 11 11:23:53 2017| LAN polling threads finished

    Sat Mar 11 11:23:53 2017| Stopping local server ...

     

     

     

    Frankly, it doesn't seem to show much except that there is a file mismatch. It happened with the 9.6c version as well, before I updated, even though I was using exactly the same version last night and it did not do that.

  8. In the singleplayer version it keeps flashing and looking for something and not starting up. it says " 09_7 not installed, oosp not starting' or something like that and keeps beeping at me. It's very irritating. If it's going to fail, I wish it would just let me know it failed and stop beeping at me.

  9. smaller, faster, and more maneuverable ships can often rotate quicker than turrets can track (especially salvagers and miners) so I will often put guns on fast ships onto a direct fire block in order to ignore the tracking speed issue.

     

    This works especially well for designated mining ships with large blocks of mining lasers

  10. Look, I completely understand where you are coming from, but I just think that the idea of tying it all into your energy bar is a poor idea, especially tying it into your ability to Jump.

     

    If the idea didn't include jumping, I might be able to understand or get behind it, but the idea of actually encouraging ambush mechanics leaves me utterly cold, because the same sort of 'stunlock' mechanics are what ruins most games... stunlock is, and will always be, a completely metagame concept to punish those who cannot defend against them. Even if you cloak it in psuedoscience and semilogic, it still comes down to a metagame mechanic.

     

    A mechanic that is ESPECIALLY punishing when you consider how ridiculously difficult it is to replace large crews, and that the people most likely to be punished by these mechanics are people who really cannot afford to easily replace their ship... sure, insurance exists, but pre-avorion, losing capital amounts of materials, all of your hard-won, researched, and turret factory weapons, and basically getting reset to starter sector with nothing but a lump of cash can be BRUTAL.

     

    Anything that lowers the amount of time to realize that you are screwed, and anything that prevents you from escaping when you DO realize you are hosed, is basically a huge newbie-breaker. I love this game, and the business model clearly looks like it's aimed at new players... thus, anything that discourages newbies is going to directly impact the popularity of the game.

     

     

    Do I think there should be 'zones' where the NPC enemies are directly impacted by the size of your ship, and thus vastly harder than current endgame enemies? Absolutely. Do I like the idea of improving enemy AI? Without question. Do I think there should be a way to balance it so every endgame ship is not gigantic, hyper-fast, impossibly well armed, indestructible, and as agile as a butterfly? Of course.

     

    But anything that impacts your ability to realize you screwed up and get the hell out of dodge is, in my opinion, a poor design decision.

  11. I thought that there was only one, single developer?

     

    Adding regular roadmap and updates can be a heck of an extra job to someone that's already blowing all his free time developing the game.

     

    Although, to be honest, there are over 4000 members on the forums... when you consider probably twice as many people who bought the game, it might be time for him to hire another person.

  12. wait, did you assume I was calling YOU an autistic nerd? No, I was simply referencing the fact that in games of this sort, there are always munchkin minimaxers.

     

    You cannot escape them. and to play against them, or even in competition with them, you eventually have to adopt their 'optimization'. This problem was one of the biggest things that eventually turned me off of starmade... there were 'perfect' builds, and anything outside of that build was either 'art' or 'suck'.

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