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Pob

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Everything posted by Pob

  1. Pob

    Pob Heavy Industries

    Thanks, the colour has helped bring it out however I still think it's lacking something. interestingly I started from the front on the nebular, normally I do the front last, and I had the Taiidan destroyer from homeworld in my head, that 3 point wedge arangement. Personally I still think the Broadhead is my best looking ship, it's just (as Ohm pointed out to me) that the internals are a right mess. The asymmetrical carrier the StarStrider 300 is now up, I'm really happy with it apart from wanting it bigger and I'm not happy with the scaled up version. sorry about the slightly shonky animated gif, I really need to use a capture program not just spam the f12 key and then stitch it together. ::)
  2. BTW thank you for adding version numbers to the zip files, it's something small many mod authors can miss and makes it easy to track which version you've got.
  3. has this been fixed? is it possible to set a material limit? ie all wrecks containing less than X material get cleaned? So, you can then set X to say 5000, if we had a sector with 1x wreck 500titanium+6000iron, 1x wreck 4000iron, 10x wreckage bits each less than 100iron. When the cleanup script runs it would leave just the 1x wreck 500titanium+6000iron and delete the rest.
  4. there is something about it that just works so well, not all ships have to be sleek and streamlined, heck a thing built in sections and bolted together is pretty much how spaceships would be made. can we get the xml please? I'd love to try it out.
  5. Pob

    Pob Heavy Industries

    The Nebular class cruiser is now up, she may not be the most pretty of my ships, but she handles very nicely (or at least I think so) Some cargo space, reasonable jump range, decent fighter capacity, lots of crew space and over a 100GW of excess power generation (before modules) for all those energy weapons and modules. ;) note: unlike my other recent designs, the engine pods on this mainly are engine not thrusters, this ship is less tuned for turning and more for breaking, strafing and generally not skidding about as much.
  6. ok here's my tips create a 2nd game in sandbox mode use that to build ships in, that removes the time and material pressures from you, although don't go too crazy you'll have to build up the resources in single player. Start by just building the internals, then mess about with slops and angle blocks on the out side.
  7. Pob

    Pob Heavy Industries

    Ok today I've been working on a destroyer. It's a bit boring in the looks department, however the performance is excellent. While the yaw/pitch/roll numbers are nothing amazing , it handles very well, I've been less fussy over thruster position and more focused on lots of thrusters. The end result is a heck of a lot less slidey.
  8. Hardly as anyone can do it via your mining drone, it's a function of the game mechanics, unless they change it so that material and loot take up cargo space we'll always have it. Fighters cannot move cargo or crew about, just like the drone, but materials and loot they can as it's a central pool not bound to a ship.
  9. Pob

    Pob Heavy Industries

    This. I'm loving the idea of asymmetry right now! Btw awesome designs! I hope this doesn't dissapoint New StarStrider Carrier Experimental still needs some tweaking and a lick of paint, Ive also found a new issue with my design work, breaking 6m Volume, I try to build big but I just end up with the same sized ship, so this time I've also just scaled it up The nose is symmetrical but the rest isn't, the main hanger is a single block inside, with fighter access from 9 smaller ports on the right side. The engines are detailed with glow and hologram block, (an ideal I totally didn't rip off from Aavak ;) seriously go , the engines are 24min in, mine are far more simplistic but I like the effect) The non-scaled version has lovely handling, I used a far larger inertia damper on it makes a big difference also I worried less about getting good yaw/pitch/roll and more about total thrusters, so while it doesn't turn as fast it does strafe very well. Handling on the scaled up version is not as good, also I'm not happy with the other stats, is there any point in 3,000 volume of fighters? after the math, 12 fighters per wing x 10 wings max x 14 max fighter size = max possible fighter volume 1,680 Or nearly 4,000 crew? So while it's bigger it's not really better I think I need to rebuild it. Costs are roughly original $1.3mil, 21k iron, 44k trinium, 80k Xanion scaled up $10.3mil, 173k iron, 354k trinium, 644k Xanion Oh well please find attached 3 images the original carrier, rear shot to show off the engines the scaled up carrier side view and a side by side shot, they are actually touching in this one. what do people think should I bother to upload the scaled up version?
  10. What he's saying is that you can take control of a fighter and use that to dock with a station. It's a bit confusing because as landing fighters in a hanger can also be called docking. must admit I too thought you meant stations could use fighters now :(
  11. 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. I stand corrected, I was sure there was a very small change in total mass but your are right I've just dome a simple test one cube of engine, one of crew quarters, one of thrusters. Then I added 12 cubes of generators and 8 of shields doing a block merge nothing changed, except a small increase in yaw/pitch/roll ??? As yaw/pitch/roll is dependent not just of the thruster size but also it's position relative to mass, it must be dealing with the centre point of each block as the mass location. The one big advantage to using fewer blocks/combining into fewer block is ease of upgrade One thing I should note is that using the combine block tool only work if the blocks share one side, are the same type. material and colour. Please note that no slope or angle block can be combined, the only way to combine slopes is to delete them and replace them with a new block.
  12. It's x and z, After you copy em and holding the blocks "in hand" press X- or C-Button (or was it X and Y respectivly Z on US Layout?) to mirror your current selection without placing beforehand! 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. 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 think general building blocks ie hull/armour/stone/glow etc have no benefit except for the hp of the individual block ie if each 1x1x1 block has 1 hp then both 1000 1x1x1 blocks or a 10x10x10 block will give you 1000hp, it requires more concentrated fire to destroy a 10x10x10 than 1000 1x1x1 blocks Although be aware that a ship's total hp is lower than the sum hp of all the individual blocks. Also solar panels are still an exception as AFAIK they are still based off surface area, although few people bother with them as a stack of solar panels still generate less energy than the same volume of generator.
  13. Pob

    Pob Heavy Industries

    in part yes and to work with the current mechanics, not build something pretty than controls like a cow on an ice rink. Granted the 200 is a bit drift prone it needs some additional inertia dampers, I've had a few minor collisions but I've yet to total the ship, I'm still not 100% happy with the nose design. Overall my main design concept on these was to try to get away from the "boat in space" that so many of us seem to build, ie long and thin with all the guns stuck on the top. Next thing I want to try and work on is a more asymmetrical ship.
  14. Pob

    Pob Heavy Industries

    Do you mean stack a 2nd starstrider behind the first, so it's got the engine pods at both ends? The whole concept for these was a sort of ball, or short cylinder, with spikes/wings coming off on the left, right and bottom. the top has two engine pods at 45 degrees as I didn't want a big spike upwards to get in the way of the camera. Generally make the overall ship wide not long, trying to break the stereotypical long ship design. PS if anyone has used the starstrider 200 let me know if you have any issues with the 0.5 double mounts. I've had some issues trying to put 2 turrets on them, 2 size 0.5 turrets do fit but sometimes you have to put the right turret on first before the left and sometimes it's the other way around. I sort of fixed it but adding a slab spacer between them but now if I do a "repair all" in the build mode it removes all the turrets on those mounts. Just wondering if it's my game or if others have had the same issue? pps all the 1 size single mounts work fine.
  15. autofire, fires at anything in range attack target, locks onto the current target and opens fire, regardless of range, until it's no longer a valid target situational, does?? I have not found an explanation for this fire mode
  16. track target would be the best name I think, tell all your weapons to always try to target your currently selected target and you control firing with the mouse.
  17. that's a really nice looking engine pod
  18. I've recently had an interesting fight with Boss Swoks, his ship was a sort of T shape, with a lump just in front of the bar of the T, that bar was the back where the engines where. He was no threat to me, so I decided to have some fun with him. I turn off my guns, except my lasers and carefully picked off blocks with weapons on them, I then tried to cut off the bar of the T that held his engines. The bar was connected to the main lump by a single generator block (might of been an energy store) surrounded armour plates, I destroyed the armour plates but could not destroy the generator at this point he was at 33% hp and he died before that generator block broke. Now there is no way that that block had that much hp, my suspicion is that for npc's is that certain blocks are treated as "core" and directly linked to the ships hp how many of an npc's blocks are flagged as "core" or how this affects player ship core blocks I do not know. Here's another thought that might need testing, a block's hp is not the same as the amount added to the ships hp, ie if a block adds +100 hp when building then the actual hp of that block may be 200hp This way a ship's hp will fail before it's totally destroyed. There's a lot going on under the hood in terms of damage mechanics and with the rpg style mechanics going on, it's actually good to keep the players "in the dark" it reduces min/max'ing and encourages player testing and exploration of the game mechanics.
  19. That mod was working correctly last time I tried it, they fixed those issues. As far as weapons go. Tech level and rarity are most important in generating the stats, material does play a part but not as much as tach and rarity. One tip is to use research stations, as any thing researched will come out at the tech level of the station, so what you can do is buy a load of cheap low tech guns and upgrade them at a higher tech research station. Turret factories give you better more consistent results than and the ability to tweak the results to get what you want, over the random nature of drops or research. Building at a turret factory can be annoying esp if you cannot find the parts you need, in my last game I couldn't find any High pressure tube factories :( again mod's help here, the find stations mod is very handy http://www.avorion.net/forum/index.php/topic,2665.0.html On weapons themselves, My opinions. Bolt guns tend to be the weakest is dps (on like for like, in tech and rarity) I think they need a buff personally. Personally I quite like chainguns for their sustained constant dps, the issue with energy weapons is that as the damage goes up so does the energy drain , esp the sustained cost Rail guns and cannons both have the overheating mechanic, which means generally the higher the damage the quicker the overheat, so have high burst damage. Rockets are very hard to hit with due to the low projectile speed, unless guided in which case they are very hard to miss with.
  20. Pob

    Pob Heavy Industries

    StarStrider 100 and 200 now up :)
  21. Pob

    Pob Heavy Industries

    Sneak Peek at the New StarStrider range of ships. the 100 series is smaller and near enough finished, although I've been testing it, has modules and weapons on it, so some of the stats are wrong. the 200 is the larger sister, I've still not finished the nose or paint job but it's mostly there They are both Naonite and Trinium, the long stalks of the thruster pods are made of engines, each pod has 2 raised weapon hard points to give 360 firing arcs Still haven't broken my habit of cladding everything with armour/hull
  22. Thanks for moving this thread mod's come on people let's get some ideas for events/encounters going.
  23. It's busy but I like it. I want to break myself of the habit of sticking angled blocks on everything and make things like that.
  24. Pob

    GUI scaling

    Nice to know I'm not the only one who thinks this, however Sorry but in pc term those numbers are meaningless, what resolution are you running the screen at? what resolution are you running the game at? A true 4k tv should be 3840x2160 resolution so if you run Avorion at that resolution you should be fine as currently the menus seem to be fixed pixel dimentions. Although many cheaper TV's are only actually 2560x1440, ie 4 times the pixels of 1280x720 (720p) so should actually be called QuadHD
  25. The AI is found in yellow blip sectors, at 280 to 340 sectors radius from the centre, you're at 300,300 not 300,0 or 0,300 You need to bee looking at around 220,220 here's a diagram to help, think of this as one corner of the galaxy
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