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If it helps, this is the updated weapons list:

Code: [Select]
{function (str) return str:find("^[cC]ha") end,  0, "ChainGun"},
{function (str) return str:find("^[pP]dc") end,  1, "PdChainGun"},
{function (str) return str:find("^[pP]dl") end,  2, "PdLaser"},
{function (str) return str:find("^[lL]as") end,  3, "Laser"},
{function (str) return str:find("^[mM]in") end,  4, "MiningLaser"},
{function (str) return str:find("^[pP]la") end,  5, "PlasmaGun"},
{function (str) return str:find("^[rR]oc") end,  6, "RocketLauncher"},
{function (str) return str:find("^[cC]an") end,  7, "Cannon"},
{function (str) return str:find("^[rR]ai") end,  8, "RailGun"},
{function (str) return str:find("^[rR]ep") end,  9, "RepairBeam"},
{function (str) return str:find("^[bB]ol") end,  10, "Bolter"},
{function (str) return str:find("^[lL]ig") end,  11, "LightningGun"},
{function (str) return str:find("^[tT]es") end, 12, "TeslaGun"},
{function (str) return str:find("^[fF]or") end, 13, "ForceGun"},
{function (str) return str:find("^[sS]al") end, 14, "SalvagingLaser"},
{function (str) return str:find("^[pP]ul") end, 15, "PulseCannon"},
{function (str) return str:find("^[cC]ar") end, 16, "CargoShuttle"}

What about Anti-fighter Cannons? AFCs?
User Guides / Change Rocket Velocity
« Last post by Razorjack on April 23, 2018, 07:20:32 PM »

after searching since yesterday, i found some posts in which ppl talked about editing .lua files to change turrets projectile speeds. In specific id like to know how this can be done for the launcher rockets.

which files do i need to edit..do i need a special program for those .lua files?

thx in advance for the info and constructive help :)
General Discussion / Feedback, with some small suggestions
« Last post by Razorjack on April 23, 2018, 05:52:42 PM »
First off,

THANK YOU, i already wrote on steam that this is the game i basically always dreamed of. Second, im seriously stunned what you achieved by only yourself and/or that small team.

Third: Some Feedback

Great all in all game mechanics, very intuitive in game controls, the builder is pretty much self explanatory, very powerful and just sooooooo creative!!!..most of the games alike or in the range of the same theme (Space engineers i think is an example) start off imo a little too complex.
good replayability, though timeconsuming (especially when you have to build that design thats in your mind RIGHT NOW ;) ;D), but still very playable just for 1-2 hours daily...not at all a game where you have to think "will i be able to be that much online?" before you purchase it..i love that about avorion..i hope you keep it that way. Also a big plus imo are the sys requirements...you dont need those high end gamer pcs for 2 full monthly loans for avorion!!! also A thing i hope you keep at least in some manner (i understand that nicer graphics are important to alot of young folks today). Actually thanks again that there is a SP mode, i dont mind playing online, but most of the time im using avorion as a cooldown from work and i love that i have the option to just chill, build, do stuff and dont have to be stressed about other players killing me etc!

Some deeper thoughts: (this is ONLY SP experience 200hours +)

# as said above, love the build mode, love that it features a creation mode, ship and template sharing (btw templates are fucking awesome!!) one small point: i dont know how its possible but sometimes i wish i could place blocks diagonally (i.e. place a square hull on the diagonal surface of an edge)

#weapons: nice variety, cool looks, already pretty balanced considering the overall stage of the game. Some of the things i dearly miss are already in progress or planned (changing turret looks/size) BUT..

imo: Chainguns: good jack of all trades
        Bolter: jack of all trades but hit a bit harder
        Laser: *love*, good jack of all trades
        Cannons: never found/researched or produced something that was really punching it and justified their slot takeup. their huge
                                range  make them imo pointless, because without a zoom option even manually you miss half the time above 20km
                                range..id love to see their dmg buffed and range cut (getting them into some kind of shotgun role)
         Railgun: late game viable option, the only one in my opinion..though its a bit the same "zoom/target reticle" problematic as with
                                cannons, but independent ones almost hit like their accuracy describes them ingame.
         Tesla: never found/researched/produced one that would justify their use, pretty obselete imo, good as a selling/making money
        Lightning: same as tesla
        Force: same as Tesla and lightning
        Repair: kind of obsolete in SP, my fleet ships are built to def themselves properly ;)
        PDC: wonderful addition, although they may be a bit tooooo good in Torp defence :D, but that may be an issue of my  difficulty
                         setting  (normal)
        Launchers:...WELL...launchers...id love to make a missile cruiser, but in fact im sadly better off with other weapons. IMO the
                                  rocket travel speed is way too slow. unless your ship is "missile only", enemies die faster from the ships laser, chain or
                                  railguns..often missiles are just fired for nothing and travel for millions of years into the depths of space^^
        Torpedos: love the mechanics, love the idea, they sound/look good, building launcher tubes for em is fun, BUT, at the current rate
                                 theyre getting PDCed by the AI AND regarding their price, more a money sink..again..mowing down pirates at 10k with
                                 lasers is much more efficient..STYLE WEAPON!!!  8) 
         Fighters jeez i have fighters everywhere...Love em..LOVE it to design and build my own fighters.. need a very good turret to
                                efficiently deal damage in the same area your big ship does (when im ready to use a red or purple weapon for a fighter i
                                have mostly 20k or more omicron and again, kill 5 ships in the time 36 fighters take out one! they DESPERATLY need a
                                function to keep on killing after the first attack order, otherwise the micro management is tooo heavy if youre in a
                                dreadnought with 0,09 yaw/pitch^^
                                Mining and SAlvaging drones completely replaced mining turrets imo. i only have mining carriers now..i like it...some
                                may not. (letting sectors be mined while you do other stuff is GLORIOUS!! )

Stations, Economy, Trading

Good things and bad alike, station building is fun, prices are okish if you have 50 million and dont know what you want to spend your credits on. the time and credits required until youve set up chains and your investment returns is...well...out of space unless youre a dedicated trader.
Trading was never my thing but i guess ppl like it..at least some. prices, the trading system upgrade..all good imo. Most of the time killing pirates, selling stuff, missioning and mining gives you enough recources to build ships and pay shit and i LOVE that..so many space games rely on the player to HAVE to trade...i love the freedom youre giving us..KEEP that ;)
i absolutely HATE the cargo permitions..its ok if you want to be a smuggler..i.e Stolen cargo/suspicios..but i hate it everytime i have to search one for dangerous cargo, because i JUST managed to find rockets or warheads, just to get them taken away and being fined, just because i couldnt get a license in time (sometimes youre just unlucky and cant find a trading post in time, or you have to straighten relations first...both imo a hinderance in fluid gameplay) Solutions: turret materials are not dangerous anymore OR if an AI destroyer hails me and wants to fine me, give me options to comply, refuse, AND buy a license for an increased price, for example 250k)

Stuff i dream about:

#Self jumping fleet ships (you give them the order to jump to system x and sell their goods and come back) and fleet warp (works already, but to build and equip every ship to have same jump ranges and a kind of same cooldown is a bit of a hassle).

#more boss events and spawns like the A.I...im fine with the rest (the four, botan etc). i just wish there would be more random dangerous and rewarding encounters.

# weapon like a particle beam: like a mix between laser and railgun..firing a "thicker" beam, but just for 1 or two seconds before the "fire rate" ticker comes in..(auf deutsch gehts besser^^...ich meine damit das das feuern eine gewisse zeit dauert damit es wirkt wie ein schuss aber eben ein beam bleibt..) Has a very high energy demand, fires a bit more often than railguns, has a huge slot demand (i think of it as a "main" battery where you have just 1-3 on your ship) and does medium to high damage. perfect broadsider

# torp blueprint and on ship prodution

#more engine trails, nothing too fancy but atm theyre really tiny (eve online does it good), also a more effective way to change its colour (holos and glows work imo just "meh")

# REAL DOCKING SHIPS...just think of it...you have this huge dreadnought but theres this asteroid field with 3 claimables...hop in your shuttle and get em without crippling your main ship with crashes..or a splitable ship like the Star trek prometheus.

#a diplomacy UI.. where you can get more interaction with factions youre in good relations (request combat assistance, ask for a trade convoy) or bad (bribe them to straighten relations, intimidate to give you stuff, provoke them into a fight or). maybe even to manipulate factions towards each other or work together.

Thats enough now, i didnt really plan to get it this big, so sry if this may even has to be in the suggestions forum^^

Mods / Re: [Mod] Sell Useless Weapons
« Last post by Sarok on April 23, 2018, 05:05:09 PM »
English - Google:

A big hello to the many scripters!

I have found a mod on the web that will allow you to sell your weapons faster (automatically). Unfortunately, I can not do it this works. Here I would need your help how this could be brought to life. I would be very thankful!!

If I would like to add something more, it would be better to add some additional features.

1- upgrades should also be able to be sold
2- favorites should not be sold automatically
3- quality and group types should be able to choose

I believe that the wish list really much work, would help immediately if desired
(but I'm not a scripter)
Gameplay Discussion / Re: Thrusters vs Gyro arrays for various ship sizes
« Last post by DivineEvil on April 23, 2018, 04:16:05 PM »
I'm not sure I'm following you on the first sentence.
What I mean is, there's no reason to place thrusters near the center of mass, or on any of the ship's axis for that matter, ever. You will get full extent of sideways/reverse/braking velocities no matter where the thrusters are, but you will always get better turning rates when placing thrusters on the tips and ends of your ship. If you have a particular dimension where you have a problem putting thrusters to great effect, you can use a Gyro, that can be placed anywhere.

The ship I've posted has four maneuvering groups of the same total volume: Thrusters facing forward for braking and reverse, thrusters facing sideways for turning, thrusters facing up/down for pitch and a Gyro Array in the middle of the ship, that covers the Roll. I could've used thrusters for roll by placing them on the "wings", past the engine blocks, but it would break the geometry, expand the forward profile, give superfluous up/down strafing and still would not be as powerful as the Gyro. In fact, in perfect scenario I could've reduced the Gyro by half and add some additional thrusters on the ship's tail to improve Pitch. Note that the entire functional purpose of that tail is a lever, that turns the ship around the center of mass, which is in the middle of the main body. 

Anyway, I'd love to see your 11 slot design when it's done. It will probably be a lot prettier than mine. This is my 11-slot design at trinium/xanion tech level. Kind of ugly, but it's got a very small frontal cross-section; enemies have a tough time hitting me when I'm facing them.  You see the 0.18 rad/sec roll?  That's ENTIRELY from gridded thrusters.  If I un-gridded my thrusters, the ship would have zero roll.  I'm tellin' ya- gridded thrusters for the win!
My point is, you can replace those grid thrusters with a single Gyro, and you'd probably get ~5 times the Roll speed. That, or you could break it into half the Gyro and another half as the thrusters placed on the engine sections, which would provide more balanced stats.

Ultimately though, roll is not a very important maneuverability stat, since this is space. :) (Well, I may be giving the game too much credit- this is nothing like space at all.  Real space is incredibly, extremely, mindbogglingly empty.)
It's not very important for ships with candle-like geometry. If your ship is broader, then it is necessary to avoid unwanted collisions and also to align yourself to point more weapons towards the target. Thankfully, broader ships will also have easier time getting that Roll with thrusters.

Also, you may notice that I paint all my ships black; this helps to radiate waste heat (yea, I know...) and it also makes them harder to see (black = space camouflage ;D )
Black surfaces also absorb heat better, so its kind of counter-productive ;) Given the distances in space, visual detection would be irrelevant, as it would be much easier to find ships via infra-red emission (heat signature).

BTW, why does roll, pitch, yaw, etc. show up as rad/s and not rad/s^2?
Because its a measure of top angular velocity, not of its acceleration rate.
Mods / Re: [Mod] Detailed Turret Tooltips
« Last post by maxfire on April 23, 2018, 02:07:23 PM »
The official turret tooltip is still not offering separate shield/hull DPS for weapons with shield/hull bonuses, or effective DPS for overheating weapons either.
As far as I know, official tooltip calculates eDPS. Still not usefull enough w/o eDPS per slot.
Mods / Re: [Mod] Detailed Turret Tooltips
« Last post by Mattoropael on April 23, 2018, 09:10:41 AM »
I guess this mod would need a complete rewrite now that update added dps in tooltips. What devs didn't add though is "dps per slot". Even if you find an awesome turret with 3000 dps with 4 slots, it is worse than 2 turrets of 2000 dps and 2 slots each.

The official turret tooltip is still not offering separate shield/hull DPS for weapons with shield/hull bonuses, or effective DPS for overheating weapons either.
Mods / Re: Advanced item spawner script/plugin?
« Last post by Mattoropael on April 23, 2018, 09:01:43 AM »
There are some simple pre-defined customized spawn scripts floating out there that you can experiment with.

Overpowered Weaponry *
Custom Torpedo Spawn Script

* That one can be further customized since it isn't really using a lot of API functions.

Compared to the included chaingun spawn script:
Spoiler: show
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
function execute(sender, commandName, ...)
    TurretGenerator = require("turretgenerator")
    local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.ChainGun, Material(MaterialType.Trinium))
    local weapons = {turret:getWeapons()}

    turret.size = 1

    for _, weapon in pairs(weapons) do
        weapon.reach = 1500
        weapon.damage = 200
        weapon.fireRate = 10
    turret.baseEnergyPerSecond = nil
    turret.energyIncreasePerSecond = nil
    turret.heatPerShot = 0
    turret.automatic = true
    turret.turningSpeed = 2
    for i=1,50 do
    return 0, "", ""

function getDescription()
    return "A shorter way to get entitydbg"

function getHelp()
    return "A shorter way to get entitydbg"

Here's a heavily-customized version based on that script with more API functions utilized, which I use for one of my ship's custom AF cannon-based CIWS:
Spoiler: show
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
function execute(sender, commandName, ...)
TurretGenerator = require("turretgenerator")
local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.AntiFighter, Material(MaterialType.Trinium))
local weapons = {turret:getWeapons()}

turret.size = 0.1

for _, weapon in pairs(weapons) do
weapon.damage = 357
weapon.fireRate = 5
weapon.accuracy = 0.95
weapon.reach = 500
weapon.pvelocity = 300
weapon.recoil = 0
weapon.pmaximumTime = weapon.reach / weapon.pvelocity
weapon.shieldPenetration = 0
weapon.hullDamageMultiplicator = 1
weapon.shieldDamageMultiplicator = 1
weapon.stoneDamageMultiplicator = 10
--weapon.psize = 0.5
weapon.pcolor = ColorRGB(1, 1, 1)
turret.baseEnergyPerSecond = nil
turret.energyIncreasePerSecond = nil
turret.heatPerShot = nil
turret.automatic = true
turret.simultaneousShooting = true
turret.turningSpeed = 5
turret.slots = 1
turret.crew = Crew() -- No crew requirements
turret.flavorText = "CIWS"
for i=1,350 do
return 0, "", ""

function getDescription()
return "A shorter way to get entitydbg"

function getHelp()
    return "A shorter way to get entitydbg"
Mods / Re: [MOD] TrashMan
« Last post by Mattoropael on April 23, 2018, 08:48:48 AM »
Looks like it's semi-broken after Combat Update.

Works fine until you have the new consumable items in your inventory.
Gameplay Discussion / Re: Thrusters vs Gyro arrays for various ship sizes
« Last post by Esgaldu1 on April 23, 2018, 08:32:13 AM »
Call me uncreative, call me abuser, do whatever
but i cant feel good about my ship whithout ~2 on yaw and pitch and ~1 on roll
Spoiler: show
no guns no modules 13 slot cube roughly 50x50x25

to be relevant to the topic here is img of gyro's
Spoiler: show
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