25640 Posts in 4304 Topics - by 9391 Members - Latest Member: Esgaldu1

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Suggestions / Re: Fighter control improvements
« Last post by Wanderer on Today at 07:06:05 AM »
Comfy i think its a nice ida because it would make live a lot easier. However how did you plan leaving the fighters to the job and give orders to the next group without the first group cancelling their order and accepting the new one for the other group?

Sdauw i think its not because its annoying (alt key etc) and i think these ideas are a good idea because their easy and still let you have all groups seperate, a few groups or just all.

One slight problem, 10 is a really bad amount for this, bacause when making seperate groups you can choose 10,5 or 2 as amount of groups. You could use 9 and have one constantly on defend but i think 12 squads would be better, and thats not because i just want more fighters.
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Gyros are much supperior for sphere/cube ships, while longcats better with thrusters(for pitch and yaw ofc) doesnt matter the size
  (Also, I believe in utilitarian design over beauty.)

not really  ;D
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Gameplay Discussion / Re: Thrusters vs Gyro arrays for various ship sizes
« Last post by Speed on Today at 03:59:02 AM »
The main advantage for the Gyro Arrays, is that their efficiency is completely independent from their placement, so they can be placed into ship's center of mass and still perform perfectly, compared to Thrusters, which would only provide braking, strafing and reverse in the same position. Directional and Omni Thrusters on the other hand the only blocks providing strafing and reverse, also regardless of their placement, so the positioning only affects the rotation.

Thus, I use Directional Thrusters to provide general maneuverability and only use one or two Gyros to address the rotations (usually Roll), where the Thrusters are not covering for.

I break my directional thrusters up.  For example, if I want to make a 12x12x5m thruster, I might use sixteen 3x3x5m thrusters.  The idea is that a single shot cannot destroy all the thrusters (at the cost of making each one of them a bit easier to destroy).  But this has an additional benefit: even when placed on the craft's centerline, they can provide roll, because half of the thrusters are on each axial side. Basically, when I roll, the appropriate half of the grid will fire.

I also place A LOT of thrusters on my big vessels in order to give them the maneuverability I desire, and I place the thrusters behind an armored grid, which blocks incoming fire from almost all directions.  This is my 15 slot super battlecarrier.  I am no artist, I can't even begin to conceive how some people are able to create many of the insanely detailed and beautiful ship designs I've seen.  This is the best I can do.  (Also, I believe in utilitarian design over beauty.)
Spoiler: show






4
Bugs / Guns not working against XWG
« Last post by BlackAce21 on Today at 03:18:37 AM »
So I am an admin on ProsperCraft servers. This is an issue that has been reported to me a few times intermittently and I finally got a chance to see it first hand.

It seems that certain guns are randomly losing the ability to shoot at the guardian and it happens frequently to some and never for others. As near as I can tell when it is happening though it happens for everyone. The weapons in question that I know of so far are lightning turrets and railguns and I don't have any additional information as to why or how right now. I actually thought about it AFTER someone helped the player who was having the problem kill it that I should have saved the sector file with him in it and bugged for further study =\ I will try and get a copy of that if I can and post it here.

Things I did notice, it appears to be something to do with the hitbox interaction for those projectiles in some way as shots WERE being registered once in a while but it would be like 1 shot in 20 and only the one would register. I did notice also that rails seem to shoot clear through and that the shields on the guardian didn't seem to be registering at all. Once the shields were down, hits to the hull were similarly passing through without any indication of a hit and this was for multiple people, myself and 2 others.

I did comb the logs but found zero entries in it from the moment the sector was loaded until after the guardian was killed. If there is anything else I can provide however or a script I can run to get you diagnostic information that you can use please let me know and I will be happy to work on getting that to you asap.

Thank you for your time :)
5
Mods / Re: [MOD] MoveUI v2.1.1
« Last post by Kamo on Today at 12:33:21 AM »
Ah, the PowerSystems bug probably was the cause for the CocoCrash bug. I'll try updating the mod before uninstalling it if it keeps happening, just in case :).
More news next Sunday, maybe.
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Testing to see if the CocoCrash has been fixed...
It isn't ! But something weird happened... I let it hang for roughly 2 minutes, and then the music stopped hanging and the game actually slowly (5 minutes) tried to crash to desktop. There was a black screen, then a white screen, then a white screen with task bar.
There was an unknown "/!\" process on the task bar.
Then Avorion got "alive" again with an ordinary "Disconnected from server" dialog. Clicked the button and got to the main menu 2 minutes after clicking.
I tried to go back to my galaxy to see if it saved at a moment, and it did save, I was in the sector with the Cocoa Farm, in my Misao, instead of spawning in a drone near a station dock 9 km away from it on a sector roughly 15 units away.

Hmm, perusing the client and server logs, I might have been kinda dumb not comparing them the last time... I'll try by Sunday to test 0.17 without MoveUI, because the bad UUID invoke errors on the Server are time-concording with errors relative to MoveUI on the client...
Spoiler: "Excerpts" • show
Client log excerpt
2018-04-20 23-55-04| Entity with index 7cb15386-d48f-4d2e-8587-6a1fabc812fe has no script with index '2'.
2018-04-20 23-55-06| error constructing Entity: Entity with index Uuid doesn't exist at
2018-04-20 23-55-06| stack traceback:
2018-04-20 23-55-06|     [C]:-1: in function Entity
2018-04-20 23-55-06|     mods/MoveUI/scripts/player/ScrapyardLicenses.lua:147: in function ?
2018-04-20 23-55-06|
2018-04-20 23-55-06| error constructing ReadOnlyEnergySystem: entity with id Uuid doesn't exist at
2018-04-20 23-55-06| stack traceback:
2018-04-20 23-55-06|     [C]:-1: in function ReadOnlyEnergySystem
2018-04-20 23-55-06|     mods/MoveUI/scripts/player/PowerSystems.lua:104: in function ?
2018-04-20 23-55-06|
2018-04-20 23-55-07| error constructing Entity: Entity with index Uuid doesn't exist at
2018-04-20 23-55-07| stack traceback:
2018-04-20 23-55-07|     [C]:-1: in function Entity
2018-04-20 23-55-07|     mods/MoveUI/scripts/player/ScrapyardLicenses.lua:147: in function ?
2018-04-20 23-55-07|
2018-04-20 23-55-07| error constructing ReadOnlyEnergySystem: entity with id Uuid doesn't exist at
2018-04-20 23-55-07| stack traceback:
2018-04-20 23-55-07|     [C]:-1: in function ReadOnlyEnergySystem
2018-04-20 23-55-07|     mods/MoveUI/scripts/player/PowerSystems.lua:104: in function ?
2018-04-20 23-55-07|
2018-04-20 23-55-07| Starting thread [LoadingScreen Plan]...
2018-04-20 23-55-07| Started thread [LoadingScreen Plan] with id 16

Server log excerpt
2018-04-20 23-55-06| Found a duplicate of a previously restored craft: 1's craft CII Hourglass Girl, type: 1
2018-04-20 23-55-06| Player Kamo moved to sector (-158:-472)from (-161:-475) server time taken for change: 13ms
2018-04-20 23-55-06| scheduled save for sector (-158:-472), 0x178eedf0, entities: 114
2018-04-20 23-55-06| saving sector (-158:-472)
2018-04-20 23-55-06| sector (-158:-472) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-158_-472"
2018-04-20 23-55-06| scheduled save for sector (-161:-475), 0x178ecbe0, entities: 101
2018-04-20 23-55-06| saving sector (-161:-475)
2018-04-20 23-55-06| scheduled save for sector (-156:-472), 0x178ec510, entities: 3
2018-04-20 23-55-06| sector (-161:-475) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-161_-475"
2018-04-20 23-55-06| saving sector (-156:-472)
2018-04-20 23-55-06| sector (-156:-472) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-156_-472"
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16
2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16

The entity UUIDs are different however. Joined client and server logs.

P.S.:
Quote from: koonschi
There's also One very important feature in this update, that we wanted to roll out as soon as possible: Automated crash-report sending, which gives us a quick, anonymous info of a crash.
No more bug reporting with first finding logs etc, all the important info is sent to us automatically. This will help us A LOT with improving game stability in the future.
D'oh, just read it as I sent the logs ::) !
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Creations / Re: Yeedo's Shipyard
« Last post by NerArth on April 20, 2018, 08:42:13 PM »
I like your endless sky ship quite a lot; your barlgura has a good shape but maybe you could give it a paint-over? And I would be very happy to have those turning speeds on my crescent. :P

Mine is 160ktonnes roughly, and 60kish hp and the turning rates are all 0.1/0.2...

I think your ship will perform just fine on Xanion tier area with those stats on Easy; I'm also playing on Easy with this ship I mentioned and Xanion isn't being too bad (and I don't even have 10% of that shield you got!)
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Translations / Re: [Spanish] Spanish translation. Traducción español.
« Last post by necromenta on April 20, 2018, 05:34:58 PM »
Y quien lo valida? o como podemos validarla?
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Translations / Re: French translation
« Last post by necromenta on April 20, 2018, 05:34:35 PM »
Can you ask the devs to be a validator by yourself
10
Mods / Client side functions
« Last post by Ship1112 on April 20, 2018, 05:08:14 PM »
Hello,

I just wanted to ask, how can i know whether a function is used on client side, server side or both? Is there a way to tell?
I want to create some QoL UI mods and play on a multiplayer server, so this would be good to know.
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