Jump to content

gn_leugim

Backer
  • Posts

    173
  • Joined

  • Last visited

Everything posted by gn_leugim

  1. So, this will be my hangar :D Current Models: Caspium Cruiser Class Ship And currently, yet in works, Caspium Mod 2 Cuiser Class Ship
  2. Try this: When in your ship, go to build menu (just press B). then, look at the turret, you don't need to open any menu or anything like that. just rotate the ship the way is more suitable to "stare" at the turret. Put the cursor over it, and press the middle button on the mouse (the wheel one) You should now have the turret with a white box frame around it, indicating that you have selected it. Press delete. it should be gone (into your inventory) . That's all you need to do.
  3. Well I use loads of thrusters, and I don't have anyone stiking out ugly on my ships. I shall post one pic or other of my ships here to show you :)
  4. ugly, but that's how actual ships work. ;D
  5. The damage indicated on the turret is Damage per shot. The dps of the gun is what is measured in Omnicrons (donno if it's well spelled :p). Two things thought. one, for projectile weapons, the omnicron is easy to get: take the damage (per shot) and multiply by the fire rate, which is the number of rounds shot per second, and you get your dps/omnicrons for that weapon. For beam weapons, there is no fire rate, and the damage indicated on the turret description si the actual dps. it does that much damage per second on the target. secondly, some things must be considered to get the real dps of the weapon. First, it is dmg modifiers. Some weapons can damage more shields (plasma guns for example), so their dps is higher against shields. Others do better against hull blocks, and others against rock (mining turrets). Other thing that will effect overall dps is overheating. Some weapons overheat and may spend some time on the cooling process, which will drastically lower their long term dps. Size of turrets, for what I have seen, do not affect the effectiveness. Yes, cannon turrets are bigger, but I have some small chain guns that, for various reasons given above, have a equal dps to those canons.
  6. and what about to expand that to engine blocks too?
  7. In shot yes, I believe so thats right. same volume, same effect. But the way you distribute those blocks may effect other aspects of ship performance, specially thrusters as may change the overall shape and mass distribution of the ship.
  8. Right now, they act based upon the distance to the centre of mass of the ship and considering the distance to the rotation axis. Also, surface area is what determined its power, although this is about to change I have read. But there is one other thing that bugs me, apart from the slight move of centre of mass, or distance to the rotation axis, which reduces a bit the effect of the thruster, adding block on top on thrusters have no effect on their efficiency. I can lay down a thruster and cover it with armor block, it will work regardless. Will this change? because is not really realistic :p
  9. I shall say goodbey to my super agile ships then :(
  10. yes we can, but having a specific camera location per ship, is much better than adjusting it every-time you change ship. :)
  11. If I recall correctly this has been suggested before, to have "bridge" blocks, and, as then I tottaly support this! :)
  12. In part I have to agree with you, an increase in range for automatic gather would be nice, maybe could be upgradable, so it would keep the difficulty to some level.
  13. +1 I think that group them by materials would be good.
  14. I do can reproduce it, and I did it again. Steps: had a ship with a system already in place (with icon displaying properly). Then I remove the system, icon disappears, all ok. But then I insert the system again and no icon showing. After jumping a sector it is ok. Also, tested on a ship that previously had no system instaled and the result is the same, tried with 2 different system too. Also, I found a small thing; Went on to steal (cof cof) some freighters, and got some stolen adhesives. Unbranded them and went to find somewhere to sell them. I found, but... I tried to reload the galaxy, dump and pick the cargo again, but nothing. can't sell it. (sorry for the heavy image reply)
  15. After thes last update all other ships are not displaying their weapons beams/bullets/rounds. Xzotan, pirate, or faction alike, energy or physical weapons too, the only thing that let me know I am under attack is my shield bar falling or my Hp bar. Same for other ships, can only tell if they are under attack by checking their hp or by exploding blocks. Also, there are issues with cargo transfer from ship to ship, like: In short, the buttons are all messed up. and transfer is quite difficult, impossible sometimes. Also relating to cargo/commerce, when installing one trading system, the trading icon only shows up after jumping a sector. Finnaly, crew are said to be paid after the scheduled time, when in auto paid, but no money is deduced from your credit account.
  16. Me and LUA scripts are not the best friends.. I can only ask to run one at game at the moment, which is Sector():addScriptOnce("pirateattack.lua"), but I don't know how to create and then run them :p
  17. Bang, nice update! :D Now, one thing I have notices regarding the new crew system. Love the idea of removing the max cap, so you can step many more people into a crumbled place, with the cost of moral that is. but would be nice a counter of how many people is there in the ship and how many can be accommodated without moral loss. instead of counting all of them :p (I know, being lazy :p) One the side note, only had this happening on one sector, so I won't report right away, but I was fighting some Xzotan, and they were using laser turrets, but no beam was visible. could only tell I was being damaged because I saw my shield/hp dropping. I'll explore this more to have more details.
  18. On number 1: What about setting particular targets? because I can imagine that, if two "similar priority level" targets are present, the turrets will choose the first closest one to target. Also, being able to choose a target, overriding the priority list, like e.g, asking the chainguns to attack the frigate instead of its fighters, would be a good thing, because, yes, there are some base assumptions on how you want your turrets to behave, but nothing is like being able to in the heat of battle, judge your self what are the real priorities. maybe the fighters are not so harmful and you want all guns on the cruiser, or the station is defenceless and every single firepower you can afford is helpful to deal with that huge fighter swarm you have on you. Having the guns grouped together would allow for a simple yet efficient way of controlling this, I believe. :)
  19. That's sums pretty much the reason I started to think about this system, and in the end, I am trying to suggest and figure out a way to deal with this. Regarding your suggestion, two questions: 1- " they'll start firing at targets automatically", how would they set priorities? 2 - would be able to adjust the target? I am more on the same boat as Volken, the ability to tell which targets we want to be prioritized is a big part of adding the realist I write about at the last lines. Otherwise, would be more like a "just a way of not clicking so much to attack (and mine?)" tool, which would not be bad at all. I sometimes get tired to click so much when attacking high HP targets, such as stations :D nevertheless, the suggestion you give on the post could be another order/setting: dangerous targets such as fighters. Been able to dedicate high fire rate weapons (chainguns, anyone?) to target fast small targets, without having to do it manually, would be very good! And picking the point of Volken, crew, one officer should be required to command each fire control. I think would be a nice touch as well.
  20. Currently we can group different turrets into one group, and toggle them on or off. but that is it. I though of a system that could be really nice to bring a new level of realism to ships and ship battle, which is Fire Control. So, what is it? I've create this nice image/scheme to help you understand my idea: So, first, the "Fire Control Groups" would be yet other properties of the ship that you could improve, just like number of turrets, number of system slots and so on. It could be enhanced by System upgrades or by special blocks as it is now the number of system upgrades. So, now lets imagine your ship has no Fire system controls, 0, then, you wouldn't see any difference from how you play right now. all turrets try to point to your current cursor position and aim there, regardless of turret groups (even the ones toggle off move and aim at your cursor). But now, imagine you have 2 system controls. Then you could do the situation you find in the picture above. You could create 3 turret groups (green circles, turrets are purple dots), assign two of these turret groups to each of the Fire control systems and let them aim, and fire at different targets (bright blue dots are aiming reticles/targets) These could have orders, such as "attack closest target", "Attack selected target", "Attack facing target", to control where they are firing. Also, lets imagine you kept the control of turret group 2 (the middle one) and 1 and 3 are on automatic control from the Fire Control Systems, you could shift to group 1 and the fire control system of that one would automatically move to group 2 and wait your orders (or keep previous ones). The system would be controlled a bit like the fighter squads, but probably on the right side of the screen, to not mess up. I think a system like this one would improve much more the gameplay as well the realism. why? well, the realism would be better because this is how big ships would actually fight, imo. A ship like this would have weapons on all sides, not just one, so it could fend off attacks from any side. I don't believe Capital ships would have all guns in he front, which is a bit the system that now is favoured in the game, and in most space movies/games you see just that. And gameplay wise, I believe it would be improved because, when you build destroyer type ships or bigger, it makes a bit sense that you, as captain, are not manning all guns and the driver seat as well. You are expected to command the ship, not do it all. you will be on the command deck, driving the ship, and telling your crew what to do. Although I gave a lot of though on this, there are surely issues and other things to improve, so please, discuss :)
  21. That's something I also have wondered, but then though it would be hard at least, if not impossible to apply due to the block system is done. It is a shame though. :)
  22. not aware of that ahah :p thanks
  23. More: 1 - Weapons' range is not currectly translated. if a weapon has more than 5km range (+/-, the best value I got was 5.05km) the projectile (I haven't tried this with beam weapons yet) "dies", so the maximum effective range of a weapon in 5kms, regardless of it saying 5, 6 7 or 9 km, as all projectiles "die" at 5km. tested for bolters and chainguns 2 - Since last update, if a ship has shields, the lasers shoot by that ship wont show up the beam, only the turret light up. but the damage happens. all laser turret have this issue: mining, salvaging, repair, force pulse, and combat lasers. Lightning and railguns work fine. I would take some SS, but that leads to next point 3 - I have a lot of dificulties taking SS because, when I press Print Screen and "Paste" into paint, I get an image that was from some moments before the time I pressed Print Screen... this only happens with Avorion for what I can tell. Also, no sfx show up on SS such as light from beams, the beams, the weapons projectiles (to mentions some)
  24. for what I remember, yes, they don't have mass, or hp, are just like blocks made out of light, that you can color to create holograms.
×
×
  • Create New...