Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Warrax

Pages: [1]
1
User Guides / Ship Scaling
« on: October 23, 2018, 07:54:40 AM »
As much as I appreciatethe use and utility of the Ship Scaling Tool, it has a least one significant shortcoming ...

That is, everything scales up in relative terms.  The issue that i have with this, works like this ...
Say you built a very nice, small ship.  If you decide to scale it up (say double size it), well, your armour also doubles in thickness.  The rate at which your armour expand, in terms of weight is NOT matched by your Gyros and Directional Thrusters.

Therefore, your maneuverability will be reduced.

Solution:  remove all armour before expanding, then re-clad the ship with armour of the same thicknesses as before.

2
Suggestions / Build Mode
« on: October 21, 2018, 05:21:07 AM »
I wanted to suggest construction sound effects while in Build Mode, please.

Things like metal clanging, torches, grinding etc. 
Now, I am not suggesting adding in some annoying noise - that would be horrible.  Instead, just a selection of random ambients that can help immerse the player while in that mode of PLAY.

If I may suggest further ... maybe have 5 or 6 assorted for EACH of metal clang sounds, same with torches, gears whirling, cranes hauling.
I think too, workers hailing one another - that would be cool.

 ;)

3
Creations / Trimaran Hull Designs
« on: October 14, 2018, 04:05:54 PM »
Trimaran Hull Design & Design Philosophy

Trimarans are, technically, three (3) hulled ships.  If you recall your nautical terms, Catamarans are twin-hulled.

I have focussed my ship designs  on Trimarans because they are ideally suited to optimize Directional Thrusters.  As my Trimarans are posted, you will see that each ship has significant maneuverability.  I believe all or most of my ships have greater than 1.0 rad in the three related stats.  Some even feature greater than 1.5 rad (l/r, u/d, and roll).

Apart from maneuverability, the designs are minimalistic in “detailing”, and the visual appeal is instead compelling in shape, contour and relative scaling - at least to my eye.  They are all pretty easy to build too.  I usually get bogged down in the tweaking - but thats another matter, lol.

I am always scanning for good ideas.  And all from Avorion are welcome to use my XMLs (once posted).
We are a good community with fine ship designers, so when you use and post pics or XMLs, please be sure to mention the author, source, or who gave you the inspiration.  I will do my best to do the same

Enjoy the game !!



[Some early replies of this thread are still under construction ... especially some of my ship designs.  I hope you will respond, because your comments and ideas are welcome !!]

4
Suggestions / Alloying Materials
« on: May 11, 2017, 04:27:00 AM »
Hmm ... This suggestion, i think, may be a radical game changer.

I am wondering about the possibilities of alloying materials may mean.
And before responding, if i may suggest ... Think about the implications ...

Alloying - of course - should be extremely expensive, and, i am guessing would be a coding nightmare for the devs.

However, i think the idea has "some" potential and could possibly give allinances something to fight over.
Such as - Alloying Factories are only player built, and ... And a variety of requirements that would render them vulnerable, yet worthwhile to have.

Thoughts?

:8

5
Suggestions / Third Game Mode??
« on: May 11, 2017, 03:49:02 AM »
I wonder what others think of this suggestion ...

We have the regular galaxy mode ...
We have Creative Mode, with unlimited sandbox, basically, but all-in-all a full galaxy.

My suggestion for a third mode is a single purposed build mode.
This universe would have all the features of normal Creative Galaxy with these exceptions

1 sector only
Infinite resources and cash - much like Creative
Similar funtions in all respects
Just optimized for building ships.

So ... Effectively, no random events, no enemies, no travelling sales ships, no merchants, and no quests
Just ship building.

Rationale:  fewer issues for a lengthy build.
Maybe the single sector would be defaulted with a slightly higher level of illumination?

Any other thoughts?

Chee s

6
Bugs / Turret Hot Keys Sticking
« on: March 30, 2017, 04:31:55 AM »
This one is a real pain.

After about 30 minutes of game play, my player set hotkeys for various turrets gets jammed up.

The issue is i am not able to turn turrets on and off.  Or, if i just press and hold down the "1", all others will turn off and just "1" is turned on.

The issue started with the recent update

7
User Guides / Crew Calculator, v1.0
« on: March 28, 2017, 05:18:48 PM »
I wanted to find a Crew Calculator, but could not find one i the forums, so I built one myself.

It accounts for leveling bonuses (Level 1, Level 2 and Level 3).
I still need to verify the accuracy of the "30%" bonus for Engineers and Mechanics - but its there.
I like that the requirements of large ships turn out to be way less scary once you see the bonuses applied and calculated.

Instructions
    1.  Put your root numbers into the highlighted yellow cells for Engineers, Mechanics, Gunners and Miners - that's it


Crew Calculator file (Excel):  https://drive.google.com/file/d/0B0U2m7lZM_RJTkhkTWFMQTV3ZDA/view?usp=sharing
If you find errors, or have improvements, please post 'em.

Cheers :)

8
User Guides / Finding Space to Manage 0.11 Update Thrusters
« on: March 22, 2017, 02:27:48 PM »
Ah ... the 0.11 Thrusters ... at first, I was a little frustrated - Now, I love them.

One way I managed the new thrusters was to rethink some of my ship designs - and not just a "replacement policy".  With this early attempt, I had awesome (unrefined) results.  By that I mean, I am still learning, so in the coming days, I will be hitting my (personal choice) optimums.
I hope you find the same ... :)


Ok ... so in this example, I have pics from my current game ship, Audax.  Prior to the update, I think its Braking Thrust was 70 or so.  With ONE single piece placement optimization, I shot up to 120 for Braking Thrust.  How did i do it?

Here's my example:
Spoiler: show
Ok, the armour slab in question was 6 x 2 x 48.  It's the angled bit shown in red. 
Prior to this little experiment, it was solid armour.





I deleted the entire armour slab (mirrored piece as well) - and replaced it with these sections - two types of angled armour, and 4 open spaces for whatever I wanted underneath !!.  Each void space (for new use) was the same dimensions - 1.5 x 0.5 x 12 - and there are four (4) void spaces that are created.

So, to retain the angled armour that i wanted, i replaced it with these bits ...
In blue, are these ...


And in the red, are these ...


What I am not showing is the void space underneath, but I am sure you will see.
Looks just like it did before the change ...
Enjoy ...




Audax's cousin-ships are posted here ...
http://www.avorion.net/forum/index.php/topic,2539.msg16294.html#msg16294
I will continue posting ships as I adjust for the new (and wonderful) update !!

One thing to add is the overall technique ...
Basically - you take any slab of armour you want to convert ... say ... 5 x 4 x 27.
    - Step 1 - divide ALL dimensions by 4
          In this example the result would be 1.25 x 1 x 6.75
    - For each step, you are ALWAYS using the same dimensions while replacing
    - Step 2 place your first NEW block - a huge pain in the butt when starting
    - Step 3 (critical) make sure your first block is perfectly placed.  This first block can be templated for everything that follows
    - Step 4 Place the rest of your New Blocks
    - Step 5 Place all of your Boxy Corner Armour
    - Step 6 Place all of your Corner (triangled) Armour
    - Step 7 Check yer work - Yay, Done!!


Cheers   ;)

9
Suggestions / Big Green Arrow(s)
« on: March 21, 2017, 05:41:03 AM »
When taking screen shots, the build shop is a great option ...
... Except that you may be forced to include a big green arrow.

As a suggestion ... when using F8, could that functionality also remove the green arrow, please :)

Thank you
Gracias
Merci
Danke Schoën

10
User Guides / Build Optimization: Pitch, Yaw, Roll
« on: March 10, 2017, 03:03:38 AM »
I searched the forums and did not hit on any discussion on Pitch, Yaw & Roll optimization.

To start off the conversation, i'd just like to mention my "build goal".

For a fresh build, i usually strive for:
    Pitch:  2.0
    Yaw:   2.0
    Roll:   2.0

What about you?  Would also like to hear your ideas for Thruster placement.

Cheers

11
Creations / "Stahlvogel" & "Jackal" Inspired Ships
« on: February 28, 2017, 01:51:44 AM »

These older builds were obsolete.
Relevant content has been moved to my new Fleet Thread

Pages: [1]