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Tiberiumkyle

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Posts posted by Tiberiumkyle

  1. Shields do nothing for collisions, while integrity fields can help, so long as the collision is survivable in the first place. Fewer bits lost. Plus, weapons can generate with % to pen shields.  Run around without integrity fields, you're gonna run into such a foe sooner or later, and you may find yourself desiring them, when that big alien ship is punching entire cannon volleys through your shields. I speak from experience there, but I already had integrity fields. Still hurt, just fewer bits missing once the battle was over.

  2. This is a problem with all crafted turrets, actually. Extra range doesn't seem to get applied to them correctly, if at all. Especially noticable if you tweak the investfactor for weapon reach in turretfactory.lua, any extra range doesn't actually apply. The only bonus range you can get is if the turret generates with +n% range effect, and that appears to only boost the base range, not the extra range from investment during crafting.

  3. Dunno about turret stats themselves. In my tinkering with turret factory scripting, I've found you can actually tweak how much damage and rate of fire a turret has, and probably energy/sec, but the range stat only actually changes if the turret generates with a +n% to range effect. Without that, the turret targets and attempts to fire at the stated range, but appears to default to a base range for the turret type. Unsure if this is a bug.

  4. Discovered replicatable client crash in build mode, working on large ships. Uncertain if it will occur on smaller builds. Rotation of camera such that it clips into ship blocks causes a crash after several minutes in build mode. Rotation fails to cause crash immediately, only after a short while in build mode will it occur. Haven't tested yet to see if you need to do anything, or just be in build mode for a bit.  In each case so far, I've placed and/or removed a few blocks, at least, before the crash.

     

    Crash has been replicated on two other ships of similar size, on both my PC and that of a friend.

     

    My system specs:

    Win 7 Ultimate 64 bit

    i7 3770K 3.5GHz

    Nvidia GeForce GTX 970

     

     

    Short clip of the crash here. Don't have footage from start of build mode cause of uncertainty with how long it would be before it would kick in.

     

    Client log

    ship can be nabbed here due to forum attachment limits

  5. The closer to the core you get, the higher the tech gets.

     

    Tech level determines roughly how powerful a turret can be, further modified by RNG of the stats it actually gets.  Higher tech level = more crew = bigger size of the turret.  There does seem to be a cap to where tech level actually increases stats, looks to be in the general vicinity of 50.

     

    Turret material, at least for weapons, just determines the highest tier of block material you can mount that turret on.  For mining and salvage turrets, it also determines the highest tier of material you can use it on.

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