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Coovargo

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Posts posted by Coovargo

  1. I'm sorry, read it a few times but I still might not be understanding. So you're asking for turrets factories to have a scalar function, say just a slider, to have the player opt between using more goods and less credits, or more credits and less goods for a result? It would be nice given that most factories would probably have a certain amount of goods on hand. But if you opt to spend more credits you should have to wait to receive your product so they can ship the goods in. If you have the materials you're only paying for the labor.

     

    I'm certain trades will be tightened up pretty soon so they aren't so massively profitable. The scale for profitability per commodity is high. It's certainly not completed yet since there are a few trade/manufacturing lines that aren't even set up. I've been running through the wiki for the last few days trying to get it ironed out so everyone can see it all laid out.

  2. For right now this would be nice to have implemented.  I have such a large fleet of ships floating around that I've basically deserted that it would be nice to just tell them to dismiss them from the fleet UI. Only speculation, but I would bet that Koonschi is working on something to keep sectors with player ships loaded on a simple 2D grid with basic functions and combat interactions to simulate fights, mining, and station processing/trades. Right now even stations wont produce (normally) unless the player is present in the sector, and you know that is not intended to stay that way. X3 could run the entire galaxy while the player was present in only one sector.

  3. I know. This one should be obvious and not matter to almost anyone. Just make a bigger ship. I figure I'd throw it out there.

     

    I had a cannon and a very small(fully functional) ship that weighs 1.9 Tons. When firing a triple cannon each shot pushes it back, at an acceleration from 0 to 20m/s immediately. If I mount it offset the ship will spin like a top.

     

    It would be nice to see recoil/shot listed on weapons that have recoil, listed in newtons. I haven't gone through enough weapons to know if 2 different cannons would have different recoil. Even machine guns have discernible recoil.

     

     

  4. It's difficult to recognize the value of a weapon until you throw it in. Sometimes you think you found a great weapon only to realize it overheats nearly immediately. A literal example where this would come in handy is a weapon I just found, a railgun that does 180 damage per shot, and fires 12 shots per second, and overheats in 9 shots, and takes 10 seconds to cooldown.

     

    It would be VERY nice to see the following stats added to all weapons:

     

    Thermal Cost %/Shot

    Thermal Cooldown %/Second

    Overheated Cooldown %/Second (If it's not the same)

  5. I've verified this can be reproduced under any condition and any setting, even under a new client start. Simply put a large engine in front of the camera and turn it on. My FPS dropped from 160 to 2 for the duration I engaged the engine.

     

    Update: After extensive testing, I have determined that this issue most severely affects the client when running under borderless. It is greatly reduced under Fullscreen. The same conditions running borderless can drop from 160 to 2 would only drop from 160 to 80.

  6. I believe this is related to the particle effects. The same issue can occur with thruster particles, engine particles, or 'sector warping particles'(Those blue particles that appear when you perform a jump). If you zoom in close up to a large thruster or engine you get a massive FPS drop. One of my ships had just a single large engine addition on the back of my ship drop my system down to 1 FPS when zooming in on it, just because the camera was too close. Playing on max settings, it just seems strange that the lag disappears immediately if I zoom out just a little.

     

    Operating System: Windows 7

    GPU: Dual Nvidia GTX 680 SLI

    CPU: AMD FX-8350 4.8GHZ

    Memory: 32GB DDR3 1600

    Game HDD - 1TB SSD

     

     

     

  7. I'm not sure which ships qualify as "Scanner" vessels, but I know for certain that Destroyers are. As you just stated, yes, faction standing does not help at all. I just got stopped by a faction I was "Admired" by, with 100K capped faction. I just got stopped for one who tried to fine me 10  million credits, but because of the cargo list bug I have no idea what I'm carrying that's causing that issue. I've never jumped out of a sector so fast.

     

    What qualifies as dangerous cargo? I know for certain "Explosive charges" are on that list.

  8. I have the same issue of course. So much cargo that I don't know what I have. I can't dump it because it wont show on the list and I'm carrying dangerous cargo with no idea what it is. I think my market tool sell tab broke because of how many goods my ship is carrying as well. The only way to have any idea what I'm carrying is to stop at a station and go to the sell tab.

     

    It would be really nice if anyone has a list of what qualifies as a dangerous good. I know for certain that "Explosive Charges" are on that list.

     

    Edit: I almost forgot to add, it doesn't show the cargo you're carrying unless it's on the list on the total cargo bar in the cargo tab, so you can't tell if you're cargo is full unless you can't carry anymore.

  9. You should just be able to comm with the station and the option should just be on the list for the station.

     

    Would look like,

    Buy/Sell Goods

    Deliver 100 Steel

    Electronic Bulletin Board

    Hire Crew

     

    That is, assuming you're at the correct station. There was one time I was ripping my hair out trying to figure it out and there were two stations in the sector with the same name. Only one of them was the valid destination for the material for delivery of course.

  10. How does one obtain such a permit?

     

    I just 'legally' purchased 1100 explosive devices only to warp over to the next sector and get fined 1.1M credits and have them confiscated. :'( The permit is not available at the faction headquarters, any military outpost, shipyards, trade outposts, material outposts.... I know, you get the idea.

     

    Has anyone seen one? Does anyone know how to obtain one? Is it even possible at this point in time? It's going to make transporting materials among my own stations difficult in the future, unless the intention of the function is to force the player to make his hazardous materials factories outside of AI controlled sectors.

  11. I have an 8350x and I was commonly afflicted with this issue on SP. Im not fully convinced this is the result of the same cpu however. I have been running a dedicated server and joining it via LAN. Not sure if there's a difference but it hasn't been happening as often. I can run for still between 5 hours and 20 hours uninterrupted. This is likely because of the recent bug fixes causing AvorionServer to crash less often. The engine is very robust, it doesn't seem to do it with massive battles, huge wreckage fields, etc, but it seems to do it more often when warping into a new sector. Not new as in brand new, it could be a previously visited sector. I'll run SP later and let you know if I see a difference. Usually I find out the server has crashed because the hyperdrive will no longer say route calculated. I only recently learned that the server was dead when this happened, it used to happen very often. I haven't had a server related crash in about 25h

  12. Your ship probably was at 0 velocity, but your controls were still configured to flying forwards, which it probably did during the loading screen. This will be fixed with the upcoming patch.

     

    You are absolutely correct Koonschi. The damage on the ship after locating it would be very consistent with this method of destruction. Just a few destroyed blocks on the nose of the ship. Thank you for all your hard work.

  13. Interesting. I jumped into the sector and I was moving at speed prior. No gates or wormholes. Could it drop me in without setting my velocity to zero? I thought warping automatically brought velocity to zero. Even my last ship that took 3 minutes to slow down would always be going 0m/s when my screen came up. It would make sense. I don't think I would survive an impact with an asteroid at 1000m/s and there's one massive enough nearby that would have stopped me dead. Its a fairly dense asteroid field the ship was in, it could have just deflected to its resting position.

  14. Looks like I might have been placed inside an asteroid or some other massive entity for this to happen. Ship had 300K armor and 900K shields and I warped to a friendly sector (Xanion area), I was destroyed immediately before anything came up. Another possibility is I spawned and the aliens spawned at the exact same time, and by possibility of the location randomizer, the exact same place. There's nothing that could kill this ship instantly in these sectors. Even with pirates or Xsotan (If that's right) I can sit there for a couple minutes before they get my shields down. Suppose I'll turn off collision damage for now. 100+ hours on that poor ship.

     

    Server:

    Thu Feb 02 05:42:59 2017| Player Coovargo moved to sector (-91:-151)from (-99:-142)

    Thu Feb 02 05:42:59 2017| scheduled save for sector (-91:-151), 0xe240a20, entities: 560

    Thu Feb 02 05:42:59 2017| saving sector (-91:-151)

    Thu Feb 02 05:42:59 2017| scheduled save for sector (-90:-154), 0x2803ae70, entities: 90

    Thu Feb 02 05:42:59 2017| sector (-91:-151) saved to "C:\Users\Ryan\AppData\Roaming\Avorion\galaxies\dedicated_server\sectors\-91_-151"

    Thu Feb 02 05:42:59 2017| saving sector (-90:-154)

    Thu Feb 02 05:42:59 2017| sector (-90:-154) saved to "C:\Users\Ryan\AppData\Roaming\Avorion\galaxies\dedicated_server\sectors\-90_-154"

    Thu Feb 02 05:42:59 2017| scheduled save for sector (-99:-142), 0x2803a860, entities: 2054

    Thu Feb 02 05:42:59 2017| saving sector (-99:-142)

    Thu Feb 02 05:42:59 2017| <> You have no sector selected.

    Thu Feb 02 05:42:59 2017| sector (-99:-142) saved to "C:\Users\Ryan\AppData\Roaming\Avorion\galaxies\dedicated_server\sectors\-99_-142"

    Thu Feb 02 05:43:15 2017| <> Your ship was destroyed and you'll be returned to your home sector.

     

    Client:

     

    Thu Feb 02 05:42:58 2017| <> Jump route calculated.

    Thu Feb 02 05:43:04 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 111 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.

    Thu Feb 02 05:43:04 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 109 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.

    Thu Feb 02 05:43:19 2017| <> You have no sector selected.

    Thu Feb 02 05:43:20 2017| <> Your ship was destroyed and you'll be returned to your home sector.

    Thu Feb 02 05:43:20 2017| <Server> Your Ship Harvester has been destroyed!

    Thu Feb 02 05:43:20 2017| <Server> A small group of alien ships appeared!

    Thu Feb 02 05:43:29 2017| <> You were destroyed and returned to your home sector.

  15. I found the logs. They're a little shallow on details. Does anyone else run at max settings?

     

    Any way to get deeper details out of the logs? It just ended right there. When I logged back in my ship was gone. The log never mentions ships at all so they're kind of useless on the details, and the server/client never mentions saves or checkpoints in the logs.

    Thu Jan 26 10:58:27 2017| <> Jump route calculated.

    Thu Jan 26 10:58:31 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 45 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.

    Thu Jan 26 10:58:31 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 43 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.

    Thu Jan 26 10:58:50 2017| <> The Nav-Computer is calculating the jump route. Please stand by.

    Thu Jan 26 10:58:59 2017|

     

    Also been running into an issue often where jump routes stop calculating, maybe run a check on them to make sure they're reset after entering a new zone, or add a temporary option to reset the jump computer? Offtopic, that's a separate issue. I'll make a separate post when I get to it.

     

  16. I'm experiencing the issue as well on singleplayer. It seems to occur when I warp to another sector and the server/client stops responding. This is rare but I've had occasions where the client will stop responding if I perform a jump twice (Press space twice). I'm not sure if that's related to the issue. I've also had the bug occur if I leave the galaxy and try to go back in, and the server stops responding. Usually the game loads up in 30 seconds but after 6 minutes goes by what choice do you have?

     

    Is there a way to enable live debugging saved to a log?

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