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Messages - ComfyDema

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Suggestions / Re: Mass Accelerator Cannon
« on: February 16, 2019, 07:23:00 PM »
This is a nifty idea, but it would require flushing out rail guns into sub catagories of rail guns. I’m assuming you’re after MAC cannons as they are in the Halo universe, these weapons however ARE railguns. If the devs were to flush out the railgun as a weapon type instead of an individual weapon however, having a coaxial railgun with these characteristics would be interesting, and would help diversify ship builds

2
Suggestions / Re: Ship/Weapon Balance Suggestion
« on: February 16, 2019, 07:17:07 PM »
First off, this isn’t EVE Online, there ARE balancing issues because the game isn’t complete yet, of course there will be issues. However, the solution is NOT “hey your voxel game is unbalanced, rewrite the ENTIRE core of the game to be EVE Online cuz EVE is better.” Go play EVE if you want to play EVE.

The fixes to the issues in game are on their way as it is, and balancing is being worked on. But forcing the entire game into your narrow view of what you THINK it should be is not one of them, nor is taking away the creative freedom that this game is centered around.

And as a final note, the entire community has a generally agreed upon classing system based on available system slots, until the time where devs give us an in game system, you can look that up yourself.

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Bugs / [0.20.3 beta] AND Live branch Design window performance drop
« on: February 11, 2019, 11:28:55 PM »
Simple bug report, i know people have posted it and it's been looked into, but i am STILL having the same issue post update. I run the game on high-medium settings at a stable 60 FPS, this includes in idle space, and in combat, but as soon as i open the design window and go into my workshop designs i get MASSIVE performance drops. It seems that i lose roughly 7 FPS PER loaded design in the window, so loading a full 5 rows of the workshop design window drops me from 60 FPS to 11, and loading anything past that drops me down to a staggering 3 FPS.

I'm not running the most spectacular rig, but i do meet the required performance, in that i have 9GB RAM, an NVidia 770, and a quad core i7 at 2.7ghz. I'm not sure what exactly is causing the performance drop, as when monitoring my PC's resource consumption, Avorion never exceeds 3GB of RAM usage, only ever tops out at 36% CPU usage, and 45% GPU usage.

All i know is that the second i open the workshop design menu and load up to 7 designs, my performance drops to rock bottom, and as soon as the design window is closed again, it returns to a stable 60FPS.

Steps
-run game smoothly
-load into universe
-stable 60FPS and minimal resource consumption
-open design window
-60FPS -> 55FPS
-open workshop designs and load full 5x5 sheet
-55FPS -> 11FPS
-RAM usage only at 2.5GB
-scroll down to load an additional 2 lines of desings
-11FPS -> 3FPS
-RAM usage at 3GB
-close design window
-3FPS -> 60FPS
-RAM from 3GB -> 1.3GB

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Suggestions / Re: New energy weapon suggestion
« on: February 05, 2019, 05:13:46 AM »
After taking in input from both WSY and DivineEvile, changes have been made to the suggestion and are underlined for easy viewing. Mostly what I'm going for here is a cannon equivalent for energy weapons, as I am part of the camp that does not see railguns ad energy weapons.

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Suggestions / Re: New energy weapon suggestion
« on: February 04, 2019, 02:15:33 AM »
While I feel this game is about players playing whatever sci-fi trope / style suits their fancy, so I can not be wholly against this; I do feel like this should be locked behind either researching combo of weapons to get this weapon or some special setting to set whether or not enemies can or cannot get this weapon.

Reason being,:while I do enjoy the anime and such that use some of these tracking energy weapons or bending beams, I find they don't fit to my tastes as they they just don't sit right with me. They are akin to "space magic" from my point of view or energy torpedoes. Now this isn't to start a flame war to say whether or not they are good, bad or suck, as I have no opinion other than I would prefer them to not be in my games, and I know many who share my view, and I know some who like them, otherwise you guys wouldn't post  asking for them :)

Because of that, if they ever did get implemented I would want the option to keep the enemy from having them.

I mean, energy shields, jump drives, inertia dampeners (as seen in the game) and integrity blocks are all space magic as well, all of these things are plausible at best with our current technology and understanding of physics, what's to say that a form of electromagnetic guidance for energy based projectiles isn't plausible as well. And as far as game mechanics go, they wouldn't differ much from the already in game missile weapons, with the exception obviously of the power source etc. of the weapon. I will say tho that for balancing the seeker trait could also be an optional trait instead of a base trait.

6
Suggestions / Re: Spaceship engine
« on: January 29, 2019, 11:09:55 PM »
I'll be more happy, if the spaceship engines would more realistic according to these points:
  • The engines must placed balanced on the ship, like the thrusters. So if they're not balanced around the centre of mass, it would make a rotation around that (but isn't usable as stronger thrusters, because you can use that only with the W key, and the thruster-system doesn't calculate on this (as now))
  • The engines require fuel, what are available on all station cheaply. But you consume fuel only for acceleration (standard and FTL). This would bring the game more realistic. (The energy consumption matter furthermore, but it will mean not the driving-power but the small fly-modifactions, what the player doesn't see)

What are your opinion? :)

Pretty much as DivineEvil said, first point is just realism for realism sake, meanwhile you have ships romping about hurling plasma and to quote the game itself as a source literally "lighting" weapons at each other so the realism point is quite moot. On top of this to again reference DivineEvil, almost everyone already builds with either centralized, or balanced offset thrusters as it is right now anyway.

To your second point, you can literally just say "don't need fuel, engines in this universe are 100% energy efficient and run purely on electrical power of their own generators. It would be interesting to see a mechanic where a consumable FTL fuel could be purchased to BOOST jump range, but the idea of having to possibly double my ships mass purely in cargo just to travel via FTL doesn't sit well with me so I'ma say no to this idea.

7
Suggestions / Re: Fighter Designer mode or just auto folder for fighters.
« on: January 29, 2019, 11:00:05 PM »
Why? Because looking throught 300+ ships to find blueprint for fighter hurts a bit.

As cepheni said, you can just make a local folder for you fighter designs and just open it in the fighter factory to avoid killing your PC by loading the ship designs folder

8
Suggestions / Re: A few ideas/suggestions
« on: January 29, 2019, 10:57:55 PM »
your suggestion number 2 reminds me of the good old days when you would just take 5 profile pictures of a model and build it from scratch on your own in a 3D modeling program

9
Troubleshooting / Re: FPS drop in the ship selection window
« on: January 28, 2019, 07:47:05 AM »
When I played around a bit with the debug info overlay, like the op, I also found that rendering took all the time. When I was monitoring my hardware load on a second monitor, I found my graphics card idle and Avorion maxed on one thread. So my best guess is that everything is rendered on CPU, even the stills, inside the UI thread.
My second best guess (before you had posted) was that the images were loaded, downscaled and then drawn *per frame*, maybe even with a very inefficient downscaling filter.
Your theory does sound more likely, though.

i didn't find similar results when monitoring my hardware, i found that the CPU usage of Avorion only achieved 19% CPU usage at most, and and 42% GPU usage (bad GPU is bad), as well as only 1.2gb of ram. my theory is that it's due to the icons in the design menu being generated by an .xml instead of being actual images, which is causing the game to chug, which obviously it would when trying to render 30 images from 30 .xml's that're representing hundreds to millions of blocks

10
Suggestions / New energy weapon suggestion
« on: January 27, 2019, 10:54:28 PM »
Just an idea for a new long range energy weapon to bring into the game! But I'm sure many of us love the look of the long tailed energy projectile as seen in Star blazers 2199 and 2202, which also happens to be the source for the idea of this weapon and it's characteristics
-Possible names
   -Pulse Cannon (possible rework of existing weapon to make it more relevant)
   -Positron Cannon
   -Positron Laser
   -Beam Cannon
-Energy weapon (Obviously) with medium energy consumption and a 2 - 3 consecutive shot overheat
-Long to medium range (somewhere around the same range as, or slightly shorter than cannons)
-Comes in Single, Double, and Triple barrels firing the appropriate amount of shots
-Semi-tracking (enough to ensure hits on large targets, but not small fast targets, easy to "shake off")
   -Tracking akin to torpedoes where in the shots are easy to avoid with high speed, forcing the shots to overshoot. However unlike torpedoes once a
    projectile has overshot (possibly after passing within a certain range of target) the lock is broken and tracking ceases.
   -Side note for further discussion: If the community STILL believes tracking to be too strong of a trait, it could of course also be removed from the traits
     list.

-Reload slightly faster than equivalent cannons
-Damage slightly lower than equivalent cannons to offset faster reload
-Acquirable around Ogonite or Xanion level or above
-Both Manual and Independent targeting
-Weapons with multiple barrels may fire in bursts or volleys of no more than the allotted barrels
-Possible new mechanic of "fire mode setting" allowing for high energy single fire, and low energy burst fire
-Can come with following traits
   -Seeker
   -Independent Targeting
   -Burst Firing
   -+/- X% damage to hull and/or shields
   -+X%Damage, Fire Rate, Range
   -+X%Faster Cooling
-Default traits
   -Overheating
   -Uses Energy
-Optional balancing default traits
   -Weapon deals bonus damage to armor blocks, but less damage to shields, or vice versa
-Weapons projectiles would ideally resemble the following


Of course open to the input of others! I just REALLY would love to see this type of weapon in game as it's so aesthetically pleasing

11
Troubleshooting / Design menu FPS drop
« on: January 27, 2019, 10:37:06 PM »
As this seems to be a wide spread issue, even for myself, I've done some mild trouble shooting within the game and seem to have discovered that the actual rendering of the thumbnail for ship designs, regardless of being workshop content or local files, is the source of the massive drops people are experiencing in-game. I have not been able to find a workaround in the game so far, and it seems that people begin to experience frame drop when loading roughly 10-15 designs, which makes foldering designs locally to reduce frame drop a fairly unreasonable task. My guess is that it's due to the thumbnails being fully rendered stills of designs, instead of jpg images, which leads to massive PC resource drain to persistently load the thumbnails.

If anyone DOES know of a workaround for this where the game will load image files for the thumbnails instead of .xml models, or if i'm just flat our wrong and you can correct me, it would be massively appreciated, otherwise i REALLY hope that the devs change the way thumbnails appear in the design window and soon, as it unfortunately literally makes the game unplayable for a good handful of people including myself.

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Troubleshooting / Re: FPS drop in the ship selection window
« on: January 27, 2019, 10:29:04 PM »
I've nailed the problem down to being caused by the thumbnails, as it appears the thumbnails are fully rendered unmoving displays of the build itself rather than an image file, so far have not found a way around this, and i seem to lose frames hard as soon as there are more than 10 design thumbnails loaded at once

13
Suggestions / Fighter control improvements
« on: April 17, 2018, 02:35:39 AM »
Posting this on the main forum since it didn't seem to garner any attention on the steam page.

I was browsing through the roadmap today and noticed that the dev team doesn't have a listed plan for changing the way fighters work in avorion, and I have a fairly simple suggestion for this!

If you're anything like me when flying a carrier, you'll definitely have a healthy amount of fighters loaded up and ready for action at a minutes notice, weather these be a wing of interceptors, bombers, salvagers, miners, you name it! But this also means that controlling your wonderful ball of death is a real pain in the♥♥♥♥♥with the current command system in place for fighters!

My suggestion is frankly simple, allow fighters to be assigned to groups! This would reduce the amount of orders required to get your full compliment of fighters into action as quickly and efficiently as possible! Simply keep the current control system for fighters, but allowing us to set groups to command instead of 12 individual wings!

To break this down to it's bare bones, I believe that combining two already in-game systems, the weapon group and fighter control features, would allow us to group multiple wings of fighters into one commandable group, which would have a couple nice features to come along with it, and could be used in a few different ways!

A) First would be just flat out simplifying the system, and keeping it essentially the same as I said before, retaining the same system of giving orders, but giving them to assigned groups to reduce the amount of actions required to get your fighters into the frey!

B) Weapon groups! Allowing fighter wings and groups to be assigned to weapon groups to even further hasten fighter deployment, allow multiple wings to be set to one weapon group, where pressing the assigned weapon group key launches and recovers the wings assigned to it, with the left click being used as an attack order, and the right click being used as a defend order, allowing the player to quickly and easy set fighters to attack enemies, or defend friendlies, including the player themselves!

C) Similarly to B, have the fighters being assigned to weapon groups, but instead of the simple structured commands listed in B, the pressing and holding of the weapon group brings up a command wheel with all currently available commands used for fighters, thus eliminating the issue of constantly having to hold the alt key and select each invalidly order!

Those are my thoughts on simplifying and improving the way fighters work in Avorion, it's a long read but I look forward to seeing what folks think! I love my carriers and would be super happy to see a little more love given to the interface!

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