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Subquake

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Everything posted by Subquake

  1. In mid-late game there are issues with rifts. When your ship gets to a certain size, you can't use gates, that are passage ways through them. And your jump drive doesn't allow you to pass rifts and you are forced to find the long routes across. This discourages to build large or long ships. I'm fine of not having the ability to use gates (Similar to X3 series), but I'm not fine of limiting myself to routes I can use to move around. I understand, that players should not be able to pass through the rift that surrounds the center since it's the part of the main story, but there should be a way to navigate with large ships across the "normal" rifts. Yes you can get occasional Wormhole, that can get you bypass some of them, but usually Wormholes are long range and move you across the galaxy and not medium to short distances. Suggestion for a solution: Craftable Navigational Beacons or station specific module, that can be placed and if they are in your jump range distance even across rifts, you can jump to them. They can be of Xanion+ material, that way not accessible in early game.
  2. It's in early access, things like that should be expected and designs can be tweaked afterwards. In a game called TerraTech they mark their blocks deprecated and color them purple, that will be phased out after a while and people will have to adjust their designs and not use them, something similar could be applied to current thrusters if drastic changes comes to them. Simplest solution is to give them more power based on volume.
  3. I totally agree. For small ships spamming small thrusters and not thin plates is ok, but once you get ships big enough not to fit through the gates, you need to engineer them with thin sheets like in that screenshot and you need a lot of them, resulting your build having 1000+ more parts just because of the thruster requirements where instead you could have just a few hundred more. Why, because probably this is a game and nobody wants to stare at the ship by breaking 20km before the target area and turning/rotating like a turtle. And to have capital class ships fast, agile and effective in breaking and maneuvering, we are more or less forced to spam these thin sheets. Here's my older reply to this same problem under Gameplay discussion section: http://www.avorion.net/forum/index.php/topic,1040.msg5077.html#msg5077
  4. As far as I know, currently the game unloads the sector after 5 minutes, when no player is in that sector or goes offline.
  5. The size limitation is way off considering the gates size. In the TV show Stargate, the Puddle Jumper was snugly fitting the gate. I would like it to either have an additional system module, that bypasses the gates limitations and allow ships, that don't exceed the physical size of the gates width and height to pass through + some little bit of room to spare. Or just to tweak that limitation without any special module requirement.
  6. Certain guns have a modifier, that allows them sometimes to penetrate shields, like 10% of time or something like that. So you do need some hull. You can swap out turret modules to other modules, the turrets won't fall off your ship, but if you try to shoot, the last turrets on the list won't simply work based on the amount of turret modules you remove. And that means, that whenever you are out of combat, you can use your turret slots for whatever modules you need - hyper-drive, engine, scanners, deep range scanners, etc. I wish there could be a module, that allows for big ships to use the warp gates, that physically can fit inside them.
  7. I color code them based on the rarity, that way I know that I definitely need to replace lower quality crap. Since you can't paint the turrets, I paint the base or some block near the turret. But I'm pretty sure that the ability to view selected turrets stats is a missing feature, since if you click on blocks, it shows the dimensions and what block and material it is.
  8. You are the only one to see the notes :)
  9. Thanks for the advice Xaoc! However it still feels unnatural, since I have experience with games like Space Engineers and Empyrion, Kerbal Space Program and many other space games. Thrusters shouldn't be like that. They are for the most part not much different than the forward thruster, though why they are implemented differently? I would prefer for the game to be more intuitive and get rid of maneuvering thrusters at all and have only one type of thruster and the thrust is determined how you rotate the block and just like now it is with them, the bigger, the more powerful they are. Because there are a lot of people, that are already complaining, that their ships look like Swiss cheese all covered in thrusters. Also I am a bit disappointed, that forward thrusters don't get better in therms of actual thrust with better materials, in fact it gets worse, because end game materials tend to be heavier.
  10. I don't think that they leave. You will have to face them some day :)
  11. This is the ship in question (click images for larger pictures, the first picture is taken outside in my drone to see the scale): Here's the stats: And it has 8 of such thruster arrays, that look like this on the inside (click the image and zoom in the picture, there are a lot of thin sheets): As you can see, I have a lot of thrust going on there. Graphics settings: Ship file: https://drive.google.com/open?id=0BxRhohzf8a4KVzdyOFhtVUhKanM (warning: needs a big crew to operate) P.S. From one side I really like that we can "design" thrusters in such a manner to make them very effective, however the more you have of those thin sheets, the stronger the influence on the performance. Instead I would rather have them work like forward thruster engines, that get more powerful based on size and not count. P.S. This is definitely not normal (look how little forward break thrust such a large piece would add (same thruster array, just bigger)): Conclusion: Bigger thrusters should be more powerful! Having thruster 3x larger than the ship itself and giving + 30m/s break thrust is wrong (60ms if Trinium material, but still!) In fact, thruster power degrades the bigger the block: And this should be more powerful? Paper thin thrusters? That makes totally no sense by having thrusters with nano components being significantly more powerful and having almost no mass at all. How can something without mass push something forward? That's not Newtonian physics. I understand that sometimes to have fun in games, you have to compromise between reality and fun, but this totally doesn't make sense. Less than a paper thin thruster sheet gives lot more thrust than thruster, that's larger than the ship itself. What's the insides of those thrusters? Lead? Wolfram (Tungsten)? Osmium? Black holes?
  12. Yeah, but the game can't handle many thin thrusters. I have some modules, that are made up of thin sheets of thrusters, however whenever I engage them by moving sideways, turning, rolling or breaking, my game starts to drop fps and lag unless I zoom out really far away from the ship, so that the animations no longer render on the thrusters. Theoretically they shouldn't render the particles if they are covered up, but they do even if inside the ships hull and that makes the frames drop. And my PC should handle the load more than enough with these specs: Motherboard: ASUS M5A99FX PRO R2.0 CPU: AMD FX-8350 4.00GHz GPU: Gigabyte GeForce GTX 1070 WINDFORCE OC 8GB RAM: 32GB (4x 8GB) DDR3 1866MHz Kingston Hyperx SSD: Samsung 850 PRO 256 GB SSD: Samsung 850 EVO 512 GB (For games, Avorion is installed here) HDD: 1TB WD Black Display: 40" 4k W-LED Monitor Philips BDM4065UC/75 OS: Windows 10 PRO x64
  13. I was very surprised of what I saw in the center, great job.
  14. Questions for those who got to the center of the galaxy. I reached the center [0:0] and ... What now? P.S. Also what can you do with...
  15. The problem is, that you can't save the servers IP address
  16. Also can't join my friends dedicated server, that's on linux. Before the update everything worked fine.
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