20463 Posts in 3435 Topics - by 6848 Members - Latest Member: ninjastryk

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1
Bugs / Game stuck on 'Starting Sinlgleplayer' loading screen
« Last post by ninjastryk on Today at 01:12:55 AM »
***Can a Mod please move this to Troubleshooting?  Posted in Bugs by mistake***

Hi, I'm unable to get past the loading screen when I try loading a game or starting a new one.  I was able to play without issues on this very same machine about 9 months ago when I was playing for about 70+ hours.  Game just sits at 'Starting Singleplayer' screen and never shows me the 'press space bar to continue' option and I have also tried turning that option off.  When I press 'Alt+F4' the game says 'Saving Galaxy' and I am able to attempt loading that saved galaxy but the game still hangs at the 'Starting Singleplayer' screen.  I have also tried the beta and it does the same thing.  I tried uninstalling(deleting 'Avorion' folder in %AppData% also) and reinstalling.

All other fixes that I searched the internet for over the past 2 days have not helped.

Thank you for your time.

Win 7 64 Ultimate
i7-5930k
GTX 1080ti

https://pastebin.com/fRhrinyK
2
Gameplay Discussion / Re: So... fighters...
« Last post by Nokta on September 19, 2017, 07:01:41 PM »
So, for those interested, Koonschi replied to my same post on the Steam forums saying that anti-fighters weapons are planned.

http://steamcommunity.com/app/445220/discussions/0/2765630416828962308/#c2765630416829839707

While I can't wait to see them in game, I still think that regular weapons should still have a chance to deal with fighters, with lower efficency ofc, but not making fighters too easy to kill or, on the other side of the spectrum, virtually invincible as they are right now.

It might take a little while, but you should be able to bring them down eventually especially if they have no reinforcements and their launching ship is dead.
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Mods / Re: [MOD] MoveUI v1.2.0
« Last post by Dirtyredz on September 19, 2017, 06:29:25 PM »
1.2.0
  -Added ObjectDetector
      Special Thxs to dnightmare, we were apprently working on this at the same time.
  -Cleaned up the files, and added ExampleUI.lua to easily show others how its done.
  -Added tab support to the main MoveUI interface.
  -Each UI can now build its own tab inside the main MoveUI interface, allowing for more options and descriptions
4
Chinese displayed pretty well, thank you for adding chinese language and font support.
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Suggestions / Re: Anchor Block
« Last post by unbekannt1984 on September 19, 2017, 03:17:11 PM »
Well, rocks can't push your station back into position or am I wrong?!? :P

It would just require a Thruster-Script for Stations to rotate them and push them back into the position.
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Suggestions / Re: Anchor Block
« Last post by Fox on September 19, 2017, 02:56:34 PM »
...
Yesterday I found and NPC ship doing this to one of the stations that I had added rock (Editors Note: you could also say thruster here!) to, and I found that instead of pushing the station at a speed of 150m/s as before, it was pushing it at a speed of 45m/s. This made it a lot easier to catch the problem before the station got really far away. After getting rid of the NPC ship, I added more rock (Editors Note: you could also say thruster here!) to the station, so now it will be even more difficult to push.
...
As stated, it just lowers the problem, but wont get rid of it!
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Gameplay Discussion / Re: So... fighters...
« Last post by unbekannt1984 on September 19, 2017, 02:37:58 PM »
Well, it's not just dodges, you still need to kill the fighter - that means: You need to use up those 3 (wasn't it up to 5?) free dodges (which make them immune to incoming damage for 1 second each), then kill their shields and hull with 50 to 70% chance to hit (for an accurate weapon).

The one thing that might be able to speed that up is a Pulsecannon. Those behave like low DPS Machinegun-Turrets, but have got a 70% chance to ignore shields. Downside of using those: They are weak against almost everything else, if your enemy hasn't got shields, then a normal Machinegun would work better, only exception seems to be the AI.

So, get a Pulsecannon with Independent-Targeting and hope that it goes for the fighters :)

Hmm, might be worth to start a Suggestion-Thread: "Independent-Targeting-Mode kill Pet-Spam" :P
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Gameplay Discussion / Re: So... fighters...
« Last post by Nokta on September 19, 2017, 02:18:15 PM »
Had 3 ship with all kinds of weapons: Plasma, Kinetic and Laser. None of them could hit anything.

Fun fact, I left the game and went back in and magically the fighters that were harassing one of my ships disappeared and went on harassing the allied flotilla.

I was in a scrapyard system and 1 hour later, after my licence expired, they were still there trying to take down those fighters without any success.

Once again, absurd imo.
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Suggestions / Re: Anchor Block
« Last post by unbekannt1984 on September 19, 2017, 02:16:36 PM »
Why would you need an anchor-block to hold a space-station in place? Take a look at real space-stations and slap a few thrusters on it to push it back into position :P
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Suggestions / Anchor Block
« Last post by Fox on September 19, 2017, 02:00:56 PM »
after reading this topic it jumped to mind and i thought it was a nice idea to share:

Why not giving stations an Anchor Block to make it completly immobile, like pushing with a ship or force turrets no longer affect them? Would that be even possible, since everything can be moved including big asteroids and such it seems?

Canonical it could be based on the same principles as the Inertia Dampener, not sure if size should affect it since we speak about totals, either it can move or not, no in-between...

On a 2nd thought it could be a possibility to prevent ships of players going offline to be pushed throught gates of non-PvP-Sectors (like stated here) if they could anchor them before leaving?
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