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Topics - ComfyDema

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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.

-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

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

-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
   -Independent Targeting
   -Burst Firing
   -+/- X% damage to hull and/or shields
   -+X%Damage, Fire Rate, Range
   -+X%Faster Cooling
-Default traits
   -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

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.

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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