Jump to content

Devious

Members
  • Posts

    581
  • Joined

  • Last visited

Everything posted by Devious

  1. Players have reported to me that the permit that is used for transporting dangerous/illegal goods is not functional. They still got the -rep hit while being scanned while having bought a 1M permit from that same faction. No errors in the log that I could find, should be easily reproduced when you test it yourself..
  2. We are not 100% as we ran into some troubles with corrupted data, we might do a wipe when this patch hits the stable branch. The problems we found so far were fixable luckily, so we might not have to. It's best either way to follow the discussion on Discord so we can find a way together ;)
  3. Could it be by any chance that you had mods installed? W're trying to narrow down the issue as we were on vanilla at that moment but some clients could have still mods installed. That shouldn't interfere with the server but we've had issues with that before.
  4. Could it be by any chance that you had mods installed? W're trying to narrow down the issue as we were on vanilla at that moment but some clients could have still mods installed.
  5. We are currently experiencing an issue where players lost their ships after we moved the player dat files, it appears some players got duplicated so it would be valued if we can get some light on the changes made in this patch: Crafts that were destroyed through database corruptions can be restored Players can be moved to other sectors, including ships (just rename the files if the names clash) How can we restore a destroyed craft? It happens often that a player is destroyed while loading into a sector, which obviously shouldn't happen. How can we move a player (and his ships) to another sector? Some sectors seem to be very heavy on the client, which causes them to get stuck on the loading screen into that sector. Teleporting them out works, but sometimes a player his ship is left behind.
  6. WARNING This version has a serious glitch with selling items so watch out with installing this on a MP server! It totally destroys the economy and requires a fix by Koonschi. Basically what happens is that the glitch happens while buying/selling items, something goes wrong and you end up with the max amount of credits. We found that the normal way of retracting the amount of credits does not set the player back to it's original value, whenever the player buys again the glitch happens again.
  7. yeah it also happens after selling things too fast at equipment docks or selling items with 0 value
  8. The update seems to have slightly improved the load on the server but it's still nowhere near utilising the capabilities of the hardware. I'd value some input on this as we've been trying out a few different servers and it doesn't seem to scale with performance as if there's a giant bottleneck in the engine somewhere.
  9. The server seems to run a bit smoother as before the update, we still had issues with one player/sector slowing down and rubberbanding the whole server tho. A moment ago we experienced the first crash, when I went through the logs I found another one so I'll post them both below. https://we.tl/CZdINyvuoo
  10. I don't know if your problem still excists but we were able to update our server the moment the patch came out, are you sure you use the startup parameter -beta beta ?
  11. I like the idea, it would definately give a little more feeling to the game. You can only repair your ship after 20 seconds or so of taking damage, so as long as you are inside the nebula you won't be able to repair your ship if it is implemented correctly. One other I can think of is a nebula containing some kind of radioactive compound that penetrates hull and is toxic to the crew. This could open up the possibility of medical/science crew which can give a bonus to resistance against the radiation and also another hull block containing an alloy which could give stronger resistance up to a certain radiation level. (Totally not ripped off from Star Trek) Inside the nebula one can for example find resource containers, hidden stashes and stranded ships. The anomalies itself could be scanned by the science crew and the gathered data could be sold off to nearby factions.
  12. The server has been wiped and updated for the Alliance patch so everyone can start out fresh. We need to go over each mod and see if they still work so untill then the mods are disabled, the server settings have been transferred so you can get a little headstart if you like!
  13. I agree to both sides as it's pretty exploity to use the asteroids for rep gain but it's also one of the easy/safe way, downside of this is that all the claimable asteroids are sold to factions in some area's. Factions themselve dont use them so being able to buy them back at a higher price perhaps would be a nice feature. Imo the whole reputation gain system could use a rework or better balancing as it becomes pretty gland after a while and it's too easy to loose it all due to an accident which forces you to do it all over again.
  14. I think he means that it doesn't work with a factory complex, which is a mod that merges stations together into one (made by Laserzwei). That's probably why it isn't working, as it's no longer a normal station.
  15. I like the idea and I think that it could apply to all stations, not just player stations. At the moment there is not much keeping you from destroying everything on your path once you have the right tools for the job, this might be useful for SP but not really for MP as other players wont be able to use the stations anymore. It doesn't matter to me how something like this is implemented, it just needs to be done as there is totally no safeguard in a MP situation which makes the PvP more like griefing than fun.
  16. That's odd, we have our server in France and haven't had these issues before. Note that the default port is not 11200 but 27000 and 27003 for the polling port.
  17. It looks like the Alliance update is still a few weeks out but Koonschi has given us a little more insight into the delay but it seems to be for the good as he promises some nice server performance improvements. In the meantime Dirtyredz has been working hard on a server manager/interface which makes managing the server a lot easier as we can see all kinds of data through the web-interface. This isn't only useful to us admins but also to you players, as you can see the galaxy and faction maps, server graphs, together with the chat and online players. We are very curious towards your findings and any input you have on how it can be improved, you can access it through http://46.105.107.6:8080/. I've added a feedback channel to Discord, which can now be used to give feedback on any changes we make to the server, positive or negative. We will also use this channel to ask about specific changes we make as we noticed that messages in the general chat sometimes get overlooked. v3.5 changes: - Regenerative Asteroids updated to new version that allows for more balanced respawning - Updated Crew modules to have better math in stats for big ships - Updated Permissions Overview, this should fix the bug with transferring from one ship to another - Re-enabled the creation of utility stations, their price is also more balanced now towards their use and the incoming factions update - Further balancing of NPCs, again very curious towards the experiences with them - PvP protection wasn't working so we reverted back to the original version, this only protects the players ships and stations in the sector the player logs off in - Donators can try out the new QoL mod FleetControl accesible through /fleetcontrol Download the latest modpack v3.5 here: https://we.tl/yna3P0AXwR
  18. Thank you for your questions, I didn't elaborate on this in the server description but to settle your concerns, we don't have plans on shutting down anytime soon. When we started with the server we decided to atleast wait it out untill the release and see from there. This was back when I started the server with a friend, who dropped out unfortunately due to personal reasons, which put the full load and costs on me. Luckily a few members of the community helped me out a little with the server costs so that I didn't have to pay for it on my own which makes me feel obliged to atleast continue untill the release of the game and I'm confident that we will be able to keep the server running with the help of donations as we have a nice group of players in our community that want the best too. Do note that we have a server wipe planned when the alliance update comes out in a few weeks so that everyone can start out fresh with the new gameplay element that alliances will bring. I hope to have answered your questions, if you have more, feel free to contact me here or on our Discord ;)
  19. Thank you, I have updated the link. (https://we.tl/Qz3NSQz85k) You can also download it through our Discord, which we use for our community.
  20. It respawns after a certain time, I believe it's one hour.
  21. Those (VPS) servers can't offer you any guarantee that your server will be able to run that amount of slots as even the beefiest hardware has trouble running that at the moment. However, if you are planning on running the server vanilla you could give it a try but if you plan on adding mods I would suggest going for a dedicated server.
  22. For commands to work for the default player group you have to assign the permission to use this command in admin.xml
  23. I never said he doesn't care, there is hardly any concern for it because the game is still very early in development and most of us respect that. As Koonschi is just working on this on his own and it has been a while since there was content added, the big alliance update has a lot of priority at the moment. Server performance is one of the points which are planned to be addressed in that patch so we'll just have to be patient until things further improve like already has been happening since the release. I agree that more information can be useful as it's been pretty much guessing so far to what good server specs would be. We've been trying out different systems the last few months and came to the conclusion that it doesn't really matter what kind of system you have as long as you are not hitting the caps of the hardware itself. The game is just too poorly optimised at the moment to make full use of the hardware as the limitations/bottleneck seem to be in the game engine. As an example, you'll be better off at the moment with high single-threaded performance over a CPU that has a lot of threads at lower frequencies since the slowest active sector slows down the whole server. Therefore you'd need a beastly system that uses high-performance multi-threaded CPUs to run the game at high numbers. I don't expect this behaviour to stay the way it currently is and might also be a reason why there aren't any clear specifications known besides that you'll at least need a dual core CPU to run the server without problems for 1-2 players. If you demand his answer you can better prepare yourself with patience, as it's just a single guy dev team doing all the work. He claims to read everything on the forums but from my experience not every question is directly answered so you might be better off with sending him an email.
  24. The dev team is not really concerned towards servers as he is very busy with the game itself. Similar questions concerning servers have been asked since the release of the game, without much usable information. What I have gathered over time from my own experience for optimum performance due to the poor optimisations of the game is that you'll want one dedicated CPU core/thread per sector/player loaded. Also you'll want that core/thread to run above 2Ghz as the slowest/most intensive sector slows down the whole server (a faction battle with fighters will easily eat that thread). When aiming for memory usage, a safe bet would be to have 2-4GB for the game itself and 1GB for every active player. Also you'll want an SSD as the game has to read/write to HD very often but is not neccesary for a good playing experience. This way you'll have more than enough as the game can handle up to 10 players pretty well.
  25. It depends on the situation and rather requires a good combination of parts. The game uses multithreading but due to the poor optimisations it also requires a high singlethreaded performance. Therefore you're better of with a newer gen i7 than an older Xeon with more cores but lower frequency for now. The game also writes and reads very often to the HD, so you'll want the fastest SSDs you can get, preferably with the new NVMe tech rather than with SATA connections. Memory is not much an issue, as long as you have enough. 16GB is fine for 20 players as long as you don't want to install too many mods.
×
×
  • Create New...