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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Mercutio Martino posted:

Here it is. Cry Havoc.
Swapped out the Large Capacitor for an Arc Reactor and 2nd Jump Drive (toggle them to instantly warp in and out), so even I don't know how it handles in survivor.
Now that I have done this, this beast is dead. Back to the drawing board. :froggonk:

Has anyone ever used the welders inside the hull (possibly combined with a projector) to create a damage repair system?
I know the concept would take the frame rate to single digits, but I wana know if it can feasibly be done, at least for critical systems.

It's somewhere on my mental to-do list to try installing on the Avalon, actually. Not for the whole ship, but to at least try to reinforce the broadside weapon batteries and some of the key armor spots like Engineering.

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deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Logikv9 posted:

Step 1: Integrate O2 systems into the ships (they were built pre-o2)


I desperately want a casino item pack now.

I like that one furniture pack with the bunk beds and the pool table. I want more of that type of stuff because it's fun to have like an observation deck/lounge, even if it doesn't do anything. Also that toilet mod (part of the same pack, I think?), where the toilet functions as a flight seat so you can do hyperjumps on the john.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

deadly_pudding posted:

I like that one furniture pack with the bunk beds and the pool table. I want more of that type of stuff because it's fun to have like an observation deck/lounge, even if it doesn't do anything. Also that toilet mod (part of the same pack, I think?), where the toilet functions as a flight seat so you can do hyperjumps on the john.

I use that pack myself. It's Eikester's Decoration Pack - Part 1. And yes, I find the idea of doing FTL jumps on the shitter far too amusing as well.

Rhjamiz
Oct 28, 2007

Look, it's a Bug.













Includes something not often seen in ships; an access lift. I'm not yet happy with the cockpit shape or set-up but that can be tweaked easily enough.The idea being it should hopefully be able to land and take off from planets.

If only hinges existed so I could make wiggly legs.

Mercutio Martino
Feb 13, 2015

Knight of the Sovereign Military Order of Sealand

Dun get me wrong, I love lifts, but the reason they're not seen that often is their propensity to snap off in multiplayer when the pilot sneezes.

I do like the design though, and you have sort of an alien feel going on their with that aesthetic.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Mercutio Martino posted:

Here it is. Cry Havoc.

Okay.





Rhjamiz
Oct 28, 2007

Mercutio Martino posted:

Dun get me wrong, I love lifts, but the reason they're not seen that often is their propensity to snap off in multiplayer when the pilot sneezes.

I do like the design though, and you have sort of an alien feel going on their with that aesthetic.

I also love lifts and have decided to make use of them, multiplayer be damned. Also I don't yet tend to play MP so I figure I am safe for now.

As for the aesthetic, that's what I'm going for. It'll need some refining tho. And I still need to settle on a design for a mothership. Maybe go all Lexx/Dragonflyish

Jigoku San
Feb 2, 2003





Gun ship variant! I cut it back all the way to the hanger to mount it, the overall length is about the same. Cut the hanger in half to fit in the cargo/ammo magazine. To cover it I cut up the remains of the front end to attach and smoothed everything together.

But making the variant was way easier than debugging the gun. First the welders and grinders would turn on but not work, so I replaced them. Then the projected ammo wouldn't build so I had to tweak the projectors. Must have been something to to with c/p it to another grid? but its working now and the red and blue ships are scrap.

Ammo-wize the red shells don't seem to be exploding though.

Faux-Ass Nonsense
Feb 9, 2013

by Lowtax

Jigoku San posted:

I think getting rid of the "block" mentality and adding in stuff like solid 2-4x slopes and 4x-6x beams would help large construction, with less blocks to render/deform/apply physics.

Extremely This ^.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Jigoku San posted:





Gun ship variant! I cut it back all the way to the hanger to mount it, the overall length is about the same. Cut the hanger in half to fit in the cargo/ammo magazine. To cover it I cut up the remains of the front end to attach and smoothed everything together.

But making the variant was way easier than debugging the gun. First the welders and grinders would turn on but not work, so I replaced them. Then the projected ammo wouldn't build so I had to tweak the projectors. Must have been something to to with c/p it to another grid? but its working now and the red and blue ships are scrap.

Ammo-wize the red shells don't seem to be exploding though.

That's odd, it should be plug-and-play. Did you make sure the Ownership of the cannon's parts were all set to "Me"?

Anyway, patch time!

quote:

Summary
Bug fixing is continuing into the second week. In case you’ve missed it, last week we announced that we have entered a stabilization / feature-freeze period where our focus is on fixing bugs and improving existing features (more info can be found here: http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html). For example we have fixed the issue when turrets are shooting through your own ship to target the enemies and the switching toolbars through hotkey issue. More fixes will follow in the upcoming updates.
Additionally, tutorials 1,2,3,4,5,7 and 9 have been revised to include new LCD pedestals that sequentially number key steps to be taken in the tutorials, other improvements have also been made and a number of issues as highlighted by community feedback have also been addressed. Tutorial 06 has been completely rebuilt based on feedback that it was too difficult and confusing in its original form, the new version is simplified and lays things out one step at a time instead of being condensed into a single room.

https://www.youtube.com/watch?v=BJeThpkQePM

Fixes
- fixed issue with turrets shooting through your own ship to target enemies
- fixed switching toolbars through hotkey re-enabled when in G screen searchbox
- fixed issue with setting color via Ctrl+right click not working for interior light
- fixed assembler working sound playing when assembler was not working
- fixed issue when the player can't change ore queue in Refinery
- fixed issue with the "Jump was aborted" message appearing even without jumping
- fixed chat window hiding behind HUD
- fixed LCDs are showing offline, instead of texture
- fixed view distance was missing in DX11
- revised tutorials 1,2,3,4,5,7 and 9
- rebuilt tutorial 6

The video this week is just "We have nothing to show due to bug-squashing so, uh, have some sweet poo poo we saw on the Workshop" :allears:. And as always, you should probably expect a hotfix sometime today or tomorrow.

Jigoku San
Feb 2, 2003

It was fine when I spawned it, i just left everything no nobody. I think half of it was cuz it was late and I had a couple drinks, so I kept forgetting to reset the programming block while messing with it. But I swear I had problems with something not working after c/p before.

The red shell not exploding was a fluke though, the shot hit a edge and reflected without hitting the warhead. Whats the point of the cargo container in the red shell, would you load it with explosives to increase yield or rock to increase mass?

Rhjamiz
Oct 28, 2007

Jigoku San posted:

It was fine when I spawned it, i just left everything no nobody. I think half of it was cuz it was late and I had a couple drinks, so I kept forgetting to reset the programming block while messing with it. But I swear I had problems with something not working after c/p before.

The red shell not exploding was a fluke though, the shot hit a edge and reflected without hitting the warhead. Whats the point of the cargo container in the red shell, would you load it with explosives to increase yield or rock to increase mass?

The former. Explosives in the cargo container will explode when the warhead goes off. The explosion is truly enormous.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Rhjamiz posted:

The former. Explosives in the cargo container will explode when the warhead goes off. The explosion is truly enormous.

Yup. Doesn't always work, but when it does it's quite a good boom on anything that isn't reinforced armor. The connector will hook itself up to the shell's container automatically for Red and Green shells, incidentally, and disconnect when it fires.

On a side-note, for a battleship that's supposed to have an over-redundant conveyor network I somehow either broke mine during remodeling or never connected it properly at all. The belly guns, rear magazine and refineries were on their own little network :cripes:.

ToxicFrog
Apr 26, 2008


Logikv9 posted:

The last few posts with all the badass ship pictures makes me want to play again. Has the game been optimized at all in the last few updates? I had fun building and everything, but the fun quickly goes away when you realize that everything is really, really slow.

Not even a little. I fired it up on thursday with the intent of playing for a bit, but it took 5 minutes to load (from an SSD!) and I was lucky to get 15fps. At this point I'm just waiting for an optimization-focused patch series.

I'm not sure if the people posting huge ships ITT have completely beastly computers or are just way more tolerant of terrible framerates than I am.

XkyRauh
Feb 15, 2005

Commander Keen is my hero.

ToxicFrog posted:

Not even a little. I fired it up on thursday with the intent of playing for a bit, but it took 5 minutes to load (from an SSD!) and I was lucky to get 15fps. At this point I'm just waiting for an optimization-focused patch series.

I'm not sure if the people posting huge ships ITT have completely beastly computers or are just way more tolerant of terrible framerates than I am.
Try switching from DX11 back to DX9. Performance between the two seems to vary wildly.

I've got a Geforce GTX 960 and DX9 gives me 60fps no problem most of the time, but DX11 is like a slide show. Before that, when my old video card broke and I was stuck using my motherboard's onboard video for a day or two, DX9 was giving me 10-12fps, while DX11 gave me ~24. I've heard other people say DX11 is like butter for them, so your experience may be different. But try switching from one to the other, and see if that doesn't change things!

Sorus
Nov 6, 2007
caustic overtones
Still very much a work in progress, but making a more "traditional" carrier heavily influenced by GotLag's Duchessa/Contessa series of ships. This is the second go at it, using only vanilla blocks and trying to keep it a reasonable size. Only the upper hull section and aft thruster sections are complete.

GotLag
Jul 17, 2005

食べちゃダメだよ
I suggest making that front a bit more interesting. Have something projecting ahead of the upper shield, add some cut-outs, anything to break up the straight line.

Literally Kermit
Mar 4, 2012
t
I would propose a tradition that we each take a ship designed by another goon, and then style that fucker out with a bitchin paint job.

God help us if they figure out how to implement giant decals

LLJKSiLk
Jul 7, 2005

by Athanatos
Pimp My Early Access Space Ride

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
Neddy Seagoon, do you have any videos showing off your capital ships shooting the poo poo out of each other?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

VanSandman posted:

Neddy Seagoon, do you have any videos showing off your capital ships shooting the poo poo out of each other?

Sadly no, and it gets down to tolerably laggy at the best of times. Trying to record would probably tank the FPS completely :sigh:. That said, the FPS has actually been quite better when firing the broadside guns since the last patch or so.

I did actually find a decent battleship on the Workshop to throw against it for shits and giggles though. It's just called the Heavy Battleship if you want to go look it up.



The cannonshots coming my way are because I forgot to disable Character-targeting. Whoops.


Mine came off... Not that well. Engineering's kinda hosed, but the armored arc-reactor cores survived, as did CIC, the lower hangar deck and the main drive engines. Resiliency-wise, the forward jump drives are still intact, as well as the forward repair projector. Give it time and it'd theoretically be pumping out welding pods to rebuild itself. Most of the belly-side broadside guns are still intact, incidentally.



Still won though :v:. I'm gonna give it a rematch in Survival Mode at some point, I got held up with the surprise that I'd somehow managed to not properly network all the Avalon's connectors :cripes:. I suspect mine'd still win just from gutting the ammo-feeding connector lines.


I'm also working on a new general-purpose shuttle as well.




Neddy Seagoon fucked around with this message at 17:43 on Aug 31, 2015

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting?

Newer thread posters may enjoy a simple example of rotors and other such things.

Variable Haircut
Jan 25, 2012

McGiggins posted:

Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting?

Newer thread posters may enjoy a simple example of rotors and other such things.

This guy?

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off
Hide yo cyberweed~

I'm slowly piecing together a horrible shantytown over in Zennik's server. Right now it consists of a single room that used to be my starter ship. My next planned addition is a proper oxygen facility, and probably a timing block to control the airlock doors in the main room. Other than that, my plan is, aside from various platforms and solar arrays, to have most of the station's structure consist of captured NPC ships that I just kind of bolt onto it in a haphazard fashion. I'm gonna post about it in the PGS thread, too; basically it's open invitation to Merge Block a ship onto an open spot and use it as a communism base.

LegoMan
Mar 17, 2002

ting ting ting

College Slice

McGiggins posted:

Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting?

Newer thread posters may enjoy a simple example of rotors and other such things.

https://www.youtube.com/watch?v=SR010PQkJVc in video form

*edit* from what I remember this was before rotors were as usable (lmao) as they are now.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
:allears:

It gets better everytime I watch it.

Takkaryx
Oct 17, 2007

Bunnies (very useful) Scientific Facts: Bunnies never close doors

McGiggins posted:

Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting?

Newer thread posters may enjoy a simple example of rotors and other such things.

WOOP WOOP, THAT'S THE SOUND OF DA POLICE

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Took a break from far, far too much MGSV to do some work on my new shuttlecraft. It's designed as a general standarized shuttlecraft to largely replace these two on an Avalon Battleship;


The Sparrow's (right) only got room for one Jump Drive, and the Flying Squirrel (left) can't fly in atmosphere. I think I'm gonna leave the latter in the Avalon's projectors though, just because I like the idea of it as a tactical dropship for space assaults.



On the outside I've added a pair spotlights besides the reverse thrusters.



The inside's pretty much finished too. The buttons on either side are just to de/repressurize the cabin for spacewalks/general airless environments. There's also one in a recessed nook on the outside of the door to depressurize the cabin. There are four Jump Drives to give the shuttle a jump radius of 5,000km, as it's meant to be your typical ship-to-wherever transport and Adventure Shuttle for going off to explore planets/derelicts. The connector at the back of the cabin is just for grabbing/stashing tools, guns and loot.



This is how things look from the pilot's seat. Still gotta set up the Configurable LCD script to get the LCD screens going.

Uncle Spriggly
Jan 29, 2009
I really hope planets get released today, though I'm confident they won't.

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

Uncle Spriggly posted:

I really hope planets get released today, though I'm confident they won't.

I'd be happy with planets or fixed-up netcode. I'd like to be able to walk around in a ship while it's moving.

deadly_pudding fucked around with this message at 17:08 on Sep 3, 2015

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Uncle Spriggly posted:

I really hope planets get released today, though I'm confident they won't.

My money's still on 1.100 for Planets, just because it's a nice thing for a big round number.

Jeesis
Mar 4, 2010

I am the second illegitimate son of gawd who resides in hoaven.

Neddy Seagoon posted:

My money's still on 1.100 for Planets, just because it's a nice thing for a big round number.

I have gone with the assumption that they will release it around December so they can advertise it during the sale.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Jeesis posted:

I have gone with the assumption that they will release it around December so they can advertise it during the sale.

Except that people have already gotten Planets working by dicking with the source code :v:.

quote:

Summary
Bug fixing continues. This week we made changes that are improving the performance for solar panels in both DX9 and DX11 and also fixed the performance issue when the player was looking on window blocks and solar panels in DX11. Additionally, we fixed a long requested problem in the programmable block scripting.

https://www.youtube.com/watch?v=-XYVrHimCm0

Fixes
- fixed performance when looking on solar panels/windows [DX11]
- fixed performance on solar panels
- fixed armor blocks are not translucent in projectors
- fixed corrupted world when saving in turret control
- fixed programmable block crash caused by in-game script using 3D array
- fixed crash when jumping with merge blocks close to each other
- fixed "autopilot enabled" message when entering any cockpit
- fixed issue with ore queue in full refinery
- fixed issue in the blueprint screen auto-scrolls to the top
- fixed pink texture on batteries [DX11]
- fixed issue with small ship warheads appearing green from distance
- fixed button panel emissivity reset when merging grids

EDIT 09/04/2015:
Update 01.098.009

- fixed light blink interval slider does not respond to arrow keys
- fixed programmable block loosing changes when alt-tabing
- fixed collisions dealing almost no damage
- fixed friendly cargo ships

Another week of bugfixes, another showcase video showcase of stuff on the workshop.

Neddy Seagoon fucked around with this message at 18:49 on Sep 4, 2015

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
So I put the Avalon through another round with that Heavy Battleship. This time in Survival Mode. And DX11, incidentally, as it's now somewhat stable.




And it started with my own starboard-side turrets backstabbing their port-side brethren to try and get a shot. I actually fixed that afterwards by adding a sloped layer of armor between them over the top.


Also forgot that, hey, the cannons have to actually reload in Survival, so the rate of fire from the other ship wasn't quite up to par with the Heavy Defense Turrets this time and the gatlings actually managed to stop decent chunk of incoming fire.


Had to put a stop to it because suddenly the FPS improved and there wasn't really a lot of incoming fire anymore. Or any at all.


The info screens worked like a charm too. All that fired were the Mk.3's AP rounds (100-odd rounds), the 23mm gatling guns (300-odd rounds as each unit is like 3 rounds or something) and the Heavy Defense Turrets. (900 rounds). The three Hyperdrives listed are the ones used for actual jump executions so you can have up to three destinations ready to go at any one time.

As for damage taken, well..



Just some dings in the armor and a bit of damage to the port-side hangar bay doors. I ran the armor fix tool in the Toolbox and there's all of maybe five armor blocks actually destroyed :v:.

As for the other guy...


You tell me.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
The other guy is something I want to find drifting, spinning, in survival.

Damaged/crippled ships would be so interesting.

Amechwarrior
Jan 29, 2007

McGiggins posted:

Damaged/crippled ships would be so interesting.

I think it's rare but it can happen on a vanilla server with random encounters on. I found two exploration ships smashed in to each other. At first I thought the Dread Hulk (the colorful ship) had crashed into the grey Gehenna station. However, the Hulk had a complete ring of blocks going around the station, the station had been threaded through the Hulk. Also I think I found this a few weeks before jump drives, so while it looks like some kind of warp accident, I just don't know how to explain it all.

From the top:


From below you can see the Hulk surrounds the station:


I cut the station in two at the crash site, moved the Hulk out of the way and reconnected the station. Then merged the hulk to it so they are now a single grid. It was actually lagging the server at times from all of the collisions and floating chunks until I cleaned it up. I don't even know if I want to salvage this thing. I would have to build some kind of giant grinder box just for this and pirating/grinding NPC ships is easier.

I've only found one other exploration derelict and it wasn't damaged at all. Anyone else found exploration ships damaged or spawn in some kind of crash scene?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Amechwarrior posted:

I think it's rare but it can happen on a vanilla server with random encounters on. I found two exploration ships smashed in to each other. At first I thought the Dread Hulk (the colorful ship) had crashed into the grey Gehenna station. However, the Hulk had a complete ring of blocks going around the station, the station had been threaded through the Hulk. Also I think I found this a few weeks before jump drives, so while it looks like some kind of warp accident, I just don't know how to explain it all.

From the top:


From below you can see the Hulk surrounds the station:


I cut the station in two at the crash site, moved the Hulk out of the way and reconnected the station. Then merged the hulk to it so they are now a single grid. It was actually lagging the server at times from all of the collisions and floating chunks until I cleaned it up. I don't even know if I want to salvage this thing. I would have to build some kind of giant grinder box just for this and pirating/grinding NPC ships is easier.

I've only found one other exploration derelict and it wasn't damaged at all. Anyone else found exploration ships damaged or spawn in some kind of crash scene?

Sometimes the game will spawn two ships, or a ship and a station, at the same point :ms:. I'd wager it's probably one of those bugs that'll get left alone just because it makes things interesting.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
That is so cool.

Verizian
Dec 18, 2004
The spiky one.
Anyone else having problems with scrap metal? tried putting it into a refinery, arc reactor and assembler. None of them will take it.

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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
Looks like it's an hour or two early this week, and more bugfixing.

quote:

Summary
Bug fixing and improvements continues this week. We have added support for custom skyboxes in DX11! The window transparency from both sides in DX11 has been fixed as well. This will help modded windows to be rendered properly.
Additionally, a new tutorial has been added this week that focuses on grids and merge blocks. This will help illuminate the nature of small, large and station grids, the rules that govern them and how you can join them together with the merge block. There is also a brief section on floating objects and we have also featured a community creation inside this tutorial, the ship "HomeCarrier" by KillYaSoon. The tutorial is in response to a request from the community made on our feedback forum.
:siren:Our focus is currently on performance issues - more improvements will follow in the next weeks.:siren:

https://www.youtube.com/watch?v=l6OOifjfT9A

Features
- added Tutorial #10 - Grids, Merge Blocks & Objects (thanks KillYaSoon for HomeCarrier ship)

Fixes
- added support for skyboxes on DX11
- fixed ship welders, grinders and drills being too brittle
- fixed window transparency from both sides in DX11
- fixed version info not switching pages
- fixed the LCD panel issue being reset when painted
- fixed issue with programmable block not mirroring correctly
- changed the order of the buttons in the "new world" menu

Could it be? Could we finally see some actual optimization passes? :eyepop:

If so it totally puts a bullet in my theory of 1.100 seeing the release of planets.


I've also been fiddling with a few nice-to-haves on the Avalon.



Added some landing lights on the hangar decks. Each bay has just its own group of lights to be turned on manually (you can see the center-forward one lit), as well as some runway lights. The ones directing to the lower hangar are also their own group, and the runway ones are configured to automatically turn on or off depending on whether the hangar bay doors are open. The far walls are actually illuminated properly, it's just DX11 and its draw distance.

If you're wondering what the extra lights are for that aren't conventional lighting or landing directions...

Dramatic submarine lighting for combat throughout the ship :ussr:. There's a timer block that activates all the weapons, and sets the gatling guns to start targeting small ships as well as meteors and missiles. Along with toggling the lights for dramatic effect :v:.

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