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Messages - SneakyTacts

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1
News / Re: Beta Branch Patch 0.31 - Damage Type Rework & Enemy Variations
« on: January 23, 2020, 02:06:25 AM »
Oh, I didn’t see the hyperspace changes. Those sound perfect, actually.

2
News / Re: New Ship Generator Teaser Trailer
« on: January 18, 2020, 12:15:52 AM »
This will be a big upgrade to the current generator. Thank you!

3
Wow, FuryoftheStars, those real railguns were massive! Thanks for sharing. Imagine being able to say you get paid to develop railguns.

A quick search reveals this information:
- it takes a tremendous amount of electrical energy to generate the magnetic forces
- the projectile travels at 4500 MPH (Mach 6 / 7200 KPS)
- it has a range of 100 miles—that’s over a minute of cruising forward
- recent news articles are pessimistic about its future while the US Navy considers building a ship for a railgun

4
Suggestions / Re: Alternate system for making non-RNG custom turrets
« on: January 15, 2020, 12:18:47 AM »
Interesting suggestion. I believe that if the system were to be modified correctly to be less dependent on randomness, the game would benefit.

5
Yeah, this is a nice post and the replies have been fun to read.



Railguns. Actually a completely ballistic weapon and must work like one - smaller projectile with high speed, but an actual projectile. Railguns never had anything to do with beams. The penetration must be removed and replaced with something easier to balance. Railguns should be good due to high accuracy at long range, not due to insane DPS. Every point of DPS the railgun gets must be met with the corresponding pump in power demand.
This may be true for small rail guns at minor speeds (like Avorion’s), but if the projectile is traveling at a considerable fraction of the speed of light (say 50%) or is bigger, it deals way more damage! I’ve even heard that the damage dealt by such projectiles scale exponentially (not sure if that’s true). But, of course, our rail guns are pretty small, so you make a good point.

The Halo game’s railguns on their ships are massive and deadly. I want to share this from its wiki just because I like Halo and it’s relevant:
“A standard frigate-based MAC fires slugs of either ferric Tungsten or depleted Uranium measuring approximately 9.1 meters long at around 600,000 meters per second.[2] The high muzzle speed gives the 600-ton slug the kinetic energy and momentum necessary to damage a target and partially mitigates the unguided nature of the slug and its lack of maneuverability; once the round leaves the barrel its trajectory is essentially a straight line and cannot reorient its direction. Orbital Defense Platforms fire a 3,000-ton slug at four-hundredths, or 4% of,[3] the speed of light, around 12,000 kilometers per second. Unlike explosive artillery rounds or missiles and energy weapons, the destructive force of the MAC round is via kinetic energy on impact.”

6
Suggestions / Re: Procedural Generation Variety: Examples
« on: January 05, 2020, 02:35:30 PM »
If you do make a post to show your designs, you should invite everyone to share their designs in replies.

7
Suggestions / Re: Procedural Generation Variety: Examples
« on: January 04, 2020, 08:51:51 PM »
LOL, I never really looked at the enemy fighters. I always shoot them down before ever seeing them up close, but wow they look like crap. XD I mean most of the AI ships do, but still for a fighter the long blocky poll style is even worse for them.
Lol, neither have I ever seen their fighters in detail, but, boy, do I regret it! That’s the most ridiculous bundle of scrap I’ve looked at.

8
I do agree with most of this. Weapons should be reworked to be specialized and unique. Integrity blocks shouldn’t be. And I also prefer the idea of starting in the center and moving outwards, since there would be more to explore in the end-game (also makes sense for invaders to come from outside and not from within).

Edit: you should make a post in the Feedback section that is concise.

9
You’re welcome, FritzHugo! I liked to read what you said.
Are the an option for the license too? all 60 min. come back in a sector for scrap are uncomftable.
I don’t know, sorry : /

10
How can I tell a ship in an other sector to use an anomaly (“wormhole”) to jump?

And three big requests to the studio, ... (3) a function to pay the crew automatically (you quickly overlook this and then there is a mutiny)
There is no way to tell a ship in an other sector to use an anomaly to jump. It is impossible to tell a ship in your sector to use an anomaly, unless you order them to move near the anomaly. You can do this by:
(1) Looking at an anomaly,
(2) then pressing F9 to enter the strategic view. I might be wrong about the button.
(3) And ordering the ship to move to the anomaly. If they touch it, they use it.

I’ve never paid my crew manually. I’ve always paid my crew automatically. You must have accidentally disabled automatic payments to crew. You can enable automatic payments to crew by finding the button for it. I don’t know where the button is, but I think I remember that the button is in the crew menu.

Good luck with your other requests! Have a nice day.
————
————
Google translate (I don’t know the German language):
Es gibt keine Möglichkeit, ein Schiff in einem anderen Sektor anzuweisen, eine Anomalie zum Springen zu verwenden. Es ist unmöglich, ein Schiff in Ihrem Sektor anzuweisen, eine Anomalie zu verwenden, es sei denn, Sie befehlen ihnen, sich der Anomalie zu nähern. Sie können dies folgendermaßen tun:
(1) Betrachtet man eine Anomalie,
(2) Drücken Sie dann F9, um die strategische Ansicht aufzurufen. Ich könnte mich über den Knopf irren.
(3) Und befehle dem Schiff, sich der Anomalie zu nähern. Wenn sie es berühren, benutzen sie es.

Ich habe meine Crew nie manuell bezahlt. Ich habe meine Crew immer automatisch bezahlt. Sie müssen die automatische Auszahlung an die Besatzung versehentlich deaktiviert haben. Sie können die automatische Auszahlung an die Besatzung aktivieren, indem Sie die entsprechende Schaltfläche suchen. Ich weiß nicht, wo sich der Knopf befindet, aber ich denke, ich erinnere mich, dass der Knopf im Crew-Menü ist.

Viel Glück bei Ihren anderen Anfragen! Einen schönen Tag noch.

11
Suggestions / (second) Procedural Generation Variety: Examples
« on: December 31, 2019, 07:37:54 PM »
Wanted to quickly make variations of the shipyards' cradle. Some things aren't in scale and others like the CRANES aren't finished, but it still looks interesting.





Here's a neat crane ("manipulator").


Here's a neat shipyard ("construction station")


Here's one like the other.


This one is full of cranes and is called a, "mobile shipyard."


And here's a shipyard more similar to Avorion's.

12
General Discussion / Re: Fix to server crashes?
« on: December 30, 2019, 01:47:00 AM »
i was just hoping for a dev or someone from the team to answer back if it is in progress of getting fixed or not
You may get an answer if you post in the ‘troubleshooting’ section of this site. You must read this before posting: https://www.avorion.net/forum/index.php/topic,21.0.html

13
General Discussion / Re: Avuilder4j: Avorion Builder API for Java | TEASER
« on: December 30, 2019, 01:31:58 AM »
Nice work, Xisec!

14
General Discussion / Re: Fix to server crashes?
« on: December 28, 2019, 08:39:49 PM »
You can help the developers by reporting the crashes either in-game (press the bug button) or on this forum. They need the log file to investigate the crash.

The developers recommend not playing on the beta branch (unless you’re testing or don’t care for bugs!) and I especially would not recommend this for a meaningful server. Check the information about the server or ask the owner to find what version it runs on.

Glad you love the game as much as we do!

15
General Discussion / Re: Crafted vs looted turrets
« on: December 25, 2019, 10:19:07 PM »
Then after I have a lot of crappy turrets I go to a research station to combine them until I have a lot of rare turrets.

hey vis where can I find research station? like what sector can I find it?  (im up to green ore sector atm)

Welcome to the server! Research are often in a faction's "prime"/main sector, where their headquarters are. Sometimes you can find them in other populated sectors. Press F9 (strategic view) to see a list of stations in your sector, or use the map's search bar to search all known sectors for "research".

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