Schakar
-
Posts
17 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by Schakar
-
-
Yea sorry, I just have one mouse pointer Pyrax. But the numbers are correct.
Well, why the hell should I fake them if I want the bug to be fixed. Would be stupid, not?
And again, it is NOT related with the fighters. They might have a bug on their own. But a fighter bug could never explain my Generals, Commander and Miners!
Even more as this bug exist FAR longer then the fighter-patch!
-
Therefore, assuming the reported numbers are incorrect, and they were actually 2.1 Bil and 4.3 Bil using the short scale (10^9) then I'd offer the following root-cause analysis:
Did you check the screenshot at all?
4.294.967.124
4 eu billion
294 eu million
967 thousend
124 hundret
And well, there IS a screenshot. That hard to check it before post?
PS: in before "but this isn't EXACT (whatever)" ... I tryed to fix it by dismissing some via mouse wheel down = left click and fast spin the wheel.
-
Update: As soon as I now try to start my Fighter the hole server crashes :(.
-
http://steamcommunity.com/sharedfiles/filedetails/?id=1171818656
All started with fighter start/call back and ~600 pilots instead of 150.
After some time I suddenly had 2.7 BILLION Pilots (eu billions, not us).
Then I created a second ship (crew quaters only) and tryed to transfare the Pilots.
Now I have 4,3 bil Generals, Comanders and Miner + 2,7 bil Pilots.
I allready posted this bug month ago. It's still in and as my friend has the same problem ... I am not the only one.
-
Sometimes the target flys to close to friendly (NPC) which result in negative standing. In that case I would like to set them passive for a short time until the target has nough distance to the friendly ship again.
Or if I salavage in war-zones ... if I just set them to "defend" they attack friendlys which hit me once or twice by accident.
But I have my fighters active just to collect all the minerals/moduls while salvaging ;).
Even a "protect target" option would be cool. So that I could send my fighters to bodyguard friendly NPC/Players while I salavage/mine.
PS: or "agressive" so that they attack any red in the system.
-
Any changs to get hot-keys for fighter controle which we then can assigne to other keys?
PS: a "passive" option would be cool too.
- launch
- passive
- attack
- guard
- return
-
Last game bevor the patch I explored alot of the galaxy map. And after some time I had trouble to see anything but wormhole routes anymore :(.
A switch at the galaxy map would be nice which is by default set to "display routes" but can be turned off would be nice.
Thanks
-
Played some hours yesterday and my impressions are:
The Good
- VERY short load time between jumps :) Exploring the galaxy is real fun now.
- MUCH better performance!! Jumpt into several war-zones and it was absolut no problem! The other guys of the server didn't even notice when I jumped into wars. Well, enemys are much more dangures now as they actual hit without lag *g*. GREAT!
Maybe we can see 50+ player servers now.
(antoher perfomance boost could maybe be to auto-remove all super small wrack debris smaller then 0.5 x 0.5 x 0.5. One is no problem, but with time the galaxy has trillions of them which all need RAM)
- New search options for galaxy and inventory are realy cool and helpfull!
The Bad
- This new weapons destroyed all pritty ship-build :(.
The front of my Space Taxi is made out of ~1000++ small pices and EVERY fight I have to repair the hole front. The most playeble build is now > one ugly big fat armoured block :(.
I understand that shield had been to strong. But implementing a weapon which randers shields uselss is not the way to go :(.
My sugestions to solve this:
- reduce max shield pen changs to 35% for legendary weapons. Still as fixed bonus! Just lower.
- reduce the bonus gained from shield-systems from 160% (or what is max now) to 60%.
Steps could be from trash>legendary max 5, 10, 20, 30, 40, 50, 60%.
(- OR remove the ability to stack them (unique peer ship), but not nerf+unique! that would be overkill again)
- reduce the shield-gain from blocks peer m³.
This way shields aren't as strong as before but still provide a good level of protection.
PS:
- the visibility for marking Inventory as "Trash" isn't good :(. When I first tryed this new funktion (which is cool in general!) I nearly destroyed my very best items!!
PPS: you should realy fix the weapon-faktory bug wher player can build 11.000 DPS weapons with 15km range before you start balancing weapons.
Here is a MOD/FIX link: http://www.avorion.net/forum/index.php?topic=1984.0
-
I have a problem with some Laser eDPS numbers (don't understand them).
The one below has 323.1 damage/tick and 1 tick every 20 seconds. How can it have 64xx eDPS ?
Isn't it (damage/tick) / (seconds peer tick) => 323 / 20 in this case?
Or is it damage/tick * seconds >= 323 * 20 ?
HAHA, now I got it :). This laser ticks 20 times each second. God damit, me stupid, me mea culpa.
-
There are several problems with ships like the one in the picture.
- They often get stuck in debris/asteroids
- They are a pain to salvage even with 1.2 km wrackers
- They spin like mad if you hit them with a Rail at the edge making them realy hard to kill with even tiny server-lag
- If they have lasers/lightnings or in any form to-short-range weapons they are useless for their "team"
-
- Improved server performance (less lag, less memory consumption)
- Whole Ship modification, ie. upgrading materials, scaling, rotating, modifying internal blocks
- UI improvements, searching on galaxy map, filtering in inventory
- yes
- yes
- and yes
Very nice news :)
-
While in build mode I removed my generator block and life suport failed. As result all my Generals died ... well, MORE then all :)
Looks like a overflow.
FIX: check
if (crew_number < 0)
(crew_number = 0)
PS: It could be, that not my Generals died ... but the Workpower of them!
So if I had 20 Generals the game let their 25(?) workpower die which result in -5 workpower (or an overflow)
-
Update:
restarted my PC and now the game runs normal again.
BUT vsync is still ignored! 80-90 FPS while it should be 60/61 FPS (normal flat monitor).
-
Seams as Vsync is completly ignored.
While in menue is get 300-320 FPS no matter if vsync is active or not (via game or driver).
-
I logged out yesterday and everythign was fine. Today I start the game and my client runs with 190-200 fps even with vsync active and everything feels like slow-motion :(.
100m/s acceleration but the ship barly moves. 0.1-0.2 rad/s but it takes minutes to turn.
Tryed to re-activate vsync ingame and via NVidia driver but game keeps running with 190-200 fps and slow-motion :(.
Any idear how to fix it?
PS: my game settings
[Graphics]
uir=90
uig=90
uib=90
resolutionX=1920
resolutionY=1080
display=0
windowMode=2
shaderLevel=1
fogIntensity=0
superSampling=1
fogQuality=0.353599995
bloom=false
reflections=2
vsync=true
backgroundResolutionFactor=2
planetResolutionFactor=2
playerShadows=true
largeObjectShadows=true
instancedShadows=true
shadowRange=1000
ownShadowMapSize=4096
complexSelfShadows=true
softShadows=false
globalShadowMapSize=4096
gamma=1
ambientOcclusion=true
-
As I tried to gather matrials to build guns I noticed, that some systems totaly STUCK as all NPC ships inside them couldn't move anymore.
After spending several hours inside this systems I belive to found the problem:
- NPC hauler spawned to close to asteroids
Solving the problem:
As player: All you can do is to destroy this asteroids/debris one by one with lasers or other guns ... terrible if 10+ NPC ships are stuck :(
Peer Software:
1) increase the "free area" check when NPC ships are spawned (double the needed space maybe). This one should be an easy number-change.
(maybe) 2) creat some sort of "Anti not mineral asteroid/debris" weapon which NPC ships can use to clean their way.
(super bad) BUG with crew :(
in Bugs
Posted
This
http://steamcommunity.com/sharedfiles/filedetails/?id=1184739338
happens, when I build a new/fresh ship (same blueprint) and move full crew.
And realy guys. It is NOT (only) a fighter problem! It is a crew (quater) problem.
Fighter have no Miners, Commander etc.
Interesting to see:
The bug allready happens at crew-level 1 (first class officers). While first class officers level 2 and 3 are OK.
On the other side level 1 miners are ok but level 2 and 3 are bugged.
So it starts with level 1 and carries over to 2 and 3.
And it can happen with just a view crew members as you normaly don't have many Officers (this ship needs ~150 workpower of first class officers for example > 50 "crew"*3).