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I am really loving this game and am keeping my personal map up pretty much 24/7. I could really use an active person that loves to build in survival, if anybody is interested give Nesterus on steam a shout.
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# ? Jan 18, 2016 04:08 |
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# ? May 29, 2024 07:11 |
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Been fiddling with my Kingfisher to see what else I can do with it, as it's only got like three pods and a pretty spacious bay. So far it's gained a six-pack of one-man drop pods. They're designed so the thrusters don't kick in until about 30m above the ground for a fast-insertion-style arrival. It also turned out they have enough vertical thrust and minimal mass to just about break orbit, so they kinda became insertion and extraction pods . There's also a manual activation in each pod for individual launches/landing zone correction. Along with the fact they tend to cluster mid-flight and occasionally not activate properly before slamming into the ground as a group. Trying to get some big fat dumbfire armor torpedoes going as well. But so far the accuracy on-release is... inconsistent (The one at the back's facing skyward). Gonna try shifting the mounting point from the side to the top and see if that gives more consistent releases. You can't tell from the angle, but there's a big fat Atmospheric Thruster at the center of the regular ones to give it some extra oomph in gravity. Also trying to get some general cluster-bomblets for good old-fashion carpet bombing too.
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# ? Jan 18, 2016 07:29 |
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I've scoured the workshop for mods to create this construction pod small enough to fit through the 2x3 corridors on my super station. This is as small as I could get it, about 4.5x4.5x3 meters in size (including landing gear) . The tools may be swapped out for guns to make a murder pod.
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# ? Jan 18, 2016 14:11 |
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You say "Super Station", But I dont see any pictures of it .
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# ? Jan 18, 2016 14:49 |
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Which cockpit mod is that?
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# ? Jan 18, 2016 18:53 |
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TwatHammer posted:Which cockpit mod is that? Neddy Seagoon posted:You say "Super Station", But I dont see any pictures of it . It's a heavy work in progress, I wont be showing it off until it's more or less complete. Check back in a few
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# ? Jan 19, 2016 06:09 |
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After a bunch of crashes I finally cottoned on that it would be a good idea to do my builds in an all-mods creative Empty World rather than an all-mods start. Could barely get anything done in a lone survivor without a crash happening. So far I haven't crashed at all in an empty world! Anyway, here's a preview of my first build. (Ignore the huge container on the left that was part of my attempt to get the Bumblepod's projector stuff to build.) I call it the Handyman. It's pretty much just a Bumblepod with lower arms and shoulder addons in addition to the whole 'projector based versatility' bit. I made it to figure out some things because I couldn't get the Bumblepod's projector stuff to build for the life of me. Probably some weirdness with the connected blocks where it works with a full on mechanarium suite but is impossible to build by hand. Also learned how colors work (I really like the purple specular thing going on there that you can barely see. Found that by accident.) The Handyman's stuff can be built by hand although you might have to do some fancy flying to get them to connect after cutting the 'sprue' blocks. Took a bit figuring out what all the stuff in the Control Panel does. Had to reassemble the rear connector because I toggled it to not show anywhere before putting it in a group and didn't know how to get it back after that Also ended up getting some blocks mis-named (lefts and rights etc.) Current equipment is: Twin Welder, Twin Grinder, Tri-Drill hands and two support pods that ATM are mainly 'more cargo and atmospheric thrusters because I love storage and have absolutely no clue how this thing will handle in atmo.' It handles well enough at about 8-10 hydrogen/armor thrusters a side and with 8 gyros the dang thing turns faster than it flies. Could probably knock two out if I didn't like how it turns so much. Additional ideas would be some grabby landing gear hands and insane thruster shoulders so it can be a tugboat for large grids. I know I've got enough space to jam a couple more projectors in there. Might use my current spare one to experiment with a dual-shoulder option. It masses about 53 million kg bare and about 70 million kg with the drill hands and shoulder pods. Things left to do with this in no particular order: Survival testing to make sure the conveyors work properly for building and how it handles in atmosphere and all that jazz. (So I can also learn how these things work in that environment.) Mucking about with the spotlights because at default they're really dang bright. Establishing a paint scheme more than 'this purple specular is really cool man.' Naming and finalizing everything in the control panel properly. So far it's been a good learning experience. Still need to figure out the build options, they're not very well documented (mirror, plane etc.) Next item on the planning agenda: the long range support shuttlecraft that'll carry this thing (and others) around and where I can start testing my main ship design 'gimmick.' Also potential learning for the LCD mod.
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# ? Jan 19, 2016 12:21 |
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I bet I know the problem; try setting the Bumblepod's module merge blocks to "share with all". If you want some basic samples for the LCD mod, try my Kestrel shuttle Mk.3. The pilot's screens are set up with a decent range of samples you can use to get an idea of how they should be laid out alongside the mod creator's guide. Neddy Seagoon fucked around with this message at 12:32 on Jan 19, 2016 |
# ? Jan 19, 2016 12:28 |
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FYI the female astronaut mod has been updated to work again: http://steamcommunity.com/sharedfiles/filedetails/?id=601060488
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# ? Jan 19, 2016 14:19 |
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So, I think that I'm gonna bite the bullet on this and pick it up. The only last thing holding me back is overall performance. I've been watching a lot of YouTube vids and reading various comments in different places on the net and I'm worried about what kind of computer you need to really get this game running decently, not necessarily top end but just decent to get an enjoyable experience. What's worried me is that I've heard various people mention how the game suffers on even 6 core machines and that overall your CPU is the determining factor. I'm currently running an old i5 that's like 4.5 years old (can't remember exactly what it is and I'm on vacation and can't go look, has to be a quad core sandy bridge if I think about it now). I've got a GTX 970 that I grabbed last summer so overall graphically I don't think that should be the problem. I'm planning on upgrading my CPU / Mobo / RAM in the near future (like in the next month or two) so I just wanted to get an impression of what I can expect if I decide to pick this up.
lilspooky fucked around with this message at 22:02 on Jan 19, 2016 |
# ? Jan 19, 2016 21:59 |
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lilspooky posted:So, I think that I'm gonna bite the bullet on this and pick it up. The only last thing holding me back is overall performance. I've been watching a lot of YouTube vids and reading various comments in different places on the net and I'm worried about what kind of computer you need to really get this game running decently, not necessarily top end but just decent to get an enjoyable experience. What's worried me is that I've heard various people mention how the game suffers on even 6 core machines and that overall your CPU is the determining factor. I'm currently running an old i5 that's like 4.5 years old (can't remember exactly what it is and I'm on vacation and can't go look). I've got a GTX 970 that I grabbed last summer so overall graphically I don't think that should be the problem. I'm planning on upgrading my CPU / Mobo / RAM in the near future (like in the next month or two) so I just wanted to get an impression of what I can expect if I decide to pick this up. I'd think youd be fine if you aren't afraid of running on some reduced settings. My rig is similar to yours and the game when in space is nice and smooth. Of course, the more models and the larger the ship becomes is the real problem, but even so I can make some pretty gigantic ships and the FPS is never unplayable. Planets are a bit rough at times, but it once again depends on foliage and models.
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# ? Jan 19, 2016 22:04 |
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Fwiw I also have an old-ish i5 and it runs fairly stable at around 30 fps on a planet.
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# ? Jan 19, 2016 22:08 |
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That's good to know thanks. Overall do you guys think the game can be improved with continued optimization or does it seem that this will end up being a game that just slowly gets more bloated and would require the devs to do some major code re-writing / work. I'm ignorant when it comes to programming / coding so I don't know how likely things are.
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# ? Jan 19, 2016 22:28 |
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Their recently released roadmap mentioned optimization, so I would bet things are only going to get better. Unlike a lot of Early Access games, SE really does a really good job by having a weekly patch and frequent communications with their supporters about the future and their plans. I'm fully expecting a lot of optimization and support but I may just be chuggin down the cool aid.
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# ? Jan 19, 2016 22:46 |
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I get around 50-60 fps on planet, 120+ in space. Admittedly I've got a fairly beefy machine. But as is always the case with these kinds of games, the more crap you build the slower poo poo gets.
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# ? Jan 19, 2016 22:53 |
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Uncle Spriggly posted:Their recently released roadmap mentioned optimization, so I would bet things are only going to get better. Unlike a lot of Early Access games, SE really does a really good job by having a weekly patch and frequent communications with their supporters about the future and their plans. It's also already a lot more optimized than it used to be.
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# ? Jan 20, 2016 01:51 |
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Good to hear. I know it'll never be "perfect" but hopefully they'll get it to a point where you can have players in some decent multiplayer matches with some mods where you get to enjoy blowing each other up.
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# ? Jan 20, 2016 01:58 |
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My Bumblepods are admittedly pretty crappy in atmosphere (ie; fly like bricks once their very minimal fuel runs dry) and despite my best efforts just don't want to be efficient little airborne constructors. So I went back and built something from scratch. The atmospheric flight pods on the side are gonna be the usual interchangeable fare, alternating with Hydrogen Tanks for longer high-speed flight time, an extra pair of cargo containers, etc, along with the Bumblepod's tool hands. The top one doesn't have full cargo connections like the side ones, it's just for stuff like mounting forward-facing atmospheric engines, more fuel, etc. lilspooky posted:Good to hear. I know it'll never be "perfect" but hopefully they'll get it to a point where you can have players in some decent multiplayer matches with some mods where you get to enjoy blowing each other up. One of the things on the roadmap is apparently official dedicated servers, so you'll probably get that wish eventually. I just hope they'll permit/have most or all of the mods I use so I can go squish pubbie ships with mine.
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# ? Jan 20, 2016 09:52 |
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lilspooky posted:The only last thing holding me back is overall performance. You can always spawn in smaller custom sized planets to play around on, 120 is pretty large. Doctor Octogonapus created a spider planet I spawn in at the smallest size and I use it as a carnage ground with the Starship Troopers arachnid mod, lowest foliage. My PC is no monster, very bargain priced, if you aren't obsessed with graphics the game is serviceable. If you aren't afraid of mods, there are several I run that reduce the demand from conveyors and thrusters.
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# ? Jan 20, 2016 19:35 |
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No, I'm very much a mod-aholic in games. I'm worried I might overdose on them from what I've seen.
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# ? Jan 21, 2016 03:24 |
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Did some more work on my replacement multipod and it's turning out more versatile than I thought. Turns out there's enough room on the sides for one to mount my generic cargo pods (I figured there'd probably only be room to tack one on at the back). The pods themselves are just meant to be lugged around by cargo tugs or whatever as your generic mundane space-y cargo pod, and they've got one of those bigass 45,000L Azimuth containers inside. It also looks much nicer painted up properly. Extra Container Pods (Basic Medium Containers) and a Jump Drive on top (which can also be mounted to the sides). The mining hands are straight-up taken from the Bumblepod, but I'm working on streamlining design of the Grinder and Welding hands a bit. Sweet stylin' atmospheric lifting and flight gear, along with weapon pods. It's actually got enough vertical lift from just the atmospheric thrusters to get the thing airborne even with loaded cargo containers. EponymousMrYar posted:The Handyman's stuff can be built by hand although you might have to do some fancy flying to get them to connect after cutting the 'sprue' blocks. There's a very easy and simple trick to dealing with sprues. Don't just bridge the pods together, make them impossible to build. The only parts of these that can assemble are the weapon pods themselves, because the sprue conflicts with the multipods' body.
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# ? Jan 21, 2016 09:40 |
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It's patch time!quote:Summary
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# ? Jan 22, 2016 02:56 |
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lilspooky posted:So, I think that I'm gonna bite the bullet on this and pick it up. The only last thing holding me back is overall performance. I've been watching a lot of YouTube vids and reading various comments in different places on the net and I'm worried about what kind of computer you need to really get this game running decently, not necessarily top end but just decent to get an enjoyable experience. What's worried me is that I've heard various people mention how the game suffers on even 6 core machines and that overall your CPU is the determining factor. I'm currently running an old i5 that's like 4.5 years old (can't remember exactly what it is and I'm on vacation and can't go look, has to be a quad core sandy bridge if I think about it now). I've got a GTX 970 that I grabbed last summer so overall graphically I don't think that should be the problem. I'm planning on upgrading my CPU / Mobo / RAM in the near future (like in the next month or two) so I just wanted to get an impression of what I can expect if I decide to pick this up. Having a good computer doesn't really help, since DX11 support is a joke at the moment. You'll be fine. The game is absurdly well optimized at this point too.
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# ? Jan 22, 2016 07:28 |
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Haven't played this game for almost a year. How does the multiplayer support look right now? Should I still expect to be ejected into space every time I try to walk around my ship when it's speeding up?
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# ? Jan 22, 2016 22:52 |
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Gantolandon posted:Haven't played this game for almost a year. How does the multiplayer support look right now? Should I still expect to be ejected into space every time I try to walk around my ship when it's speeding up? multiplayer is still poo poo, but they did fix a lot of the cockpit collision issues. My understanding is that it's the next Big Item on their list of poo poo to do, and I'm waiting for it before I try playing again.
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# ? Jan 23, 2016 02:10 |
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Hotfix dropped;quote:Update 118.011 I've also had to tinker with the Avalon a little for the new multipods to fit properly because they're a good deal longer. The random pods mounted are to just get a general idea of size. It used to be a raised narrower ledge for Bumblepods and cargo pods. Which now have a second ledge of horizontal connectors on the lower hangar deck, so it can now tool up with a lot more mining and construction gear, along with fighters and stuff . Also note that the lighting tweaks for this week still haven't fixed the major bug of leaving the far side of the room in darkness. The Hangar Bay entrances themselves are also a little less friendly. Splode posted:Multiplayer is still poo poo, but they did fix a lot of the cockpit collision issues. My understanding is that it's the next Big Item on their list of poo poo to do, and I'm waiting for it before I try playing again. I think they've finally quashed the exploding rotor/landing gear desync bug as well in the past few weeks, so it's not as bad but it's still built off the same lovely codebase they hacked together to initially push out multiplayer.
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# ? Jan 23, 2016 02:39 |
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I'm really enjoying MMaster's configurable automatic LCD's which run without any mods. I joined a multiplayer game this weekend and we built and tested an old refinery layout I made months ago, I added some screens to it to make it better: As far as I can tell there's no way to automate a screen like this But it hasn't been inaccurate yet.
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# ? Jan 24, 2016 21:33 |
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Stick Insect posted:As far as I can tell there's no way to automate a screen like this If the scripts are able to store variables in memory between runs (or just store it on one of the other fields available on the LCD panel) it shouldn't be too hard. Just set a script to increment a variable and then display the text and set a timer for 24 hours.
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# ? Jan 24, 2016 22:10 |
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But given how things tend to go in this game, it'll still never increment past 0.
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# ? Jan 24, 2016 23:25 |
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I maaay have wound up giving what's now more of an Avalon Battlecarrier even more guns because I liked the 40mm Bofors used for the new hangar bay door guns. It's also given the ship a general broader arc of gently caress-you as a result . I like to think of them as dedicated AA/Anti-Gravity-Shell guns for while the bigass vulcans are murdering incoming missiles/shells. Or to join in shredding things coming towards the ship. They're also surprisingly capable of not accidentally shooting the turret beside them to get a kill. HardDisk posted:If the scripts are able to store variables in memory between runs (or just store it on one of the other fields available on the LCD panel) it shouldn't be too hard. Just set a script to increment a variable and then display the text and set a timer for 24 hours. Scripts can't store variables between runs, every execution is a new instance of them so no fancy N++ counters. It might be possible to use an LCD's text storage as memory though, but I haven't poked into the higher-end programming side of things. Also, go check out the new Holographic Radar mod someone added to the Workshop because holy poo poo is it cool. Be aware it conflicts with the Active Radar mod, so you need to remove that before using this one. You'll also need to disable Auto-Trash Cleanup in your World Settings. Stick Insect posted:I'm really enjoying MMaster's configurable automatic LCD's which run without any mods. I joined a multiplayer game this weekend and we built and tested an old refinery layout I made months ago, I added some screens to it to make it better: Bit of a tip for the "Damage Report" display; You get a much more accurate result by displaying the Details of a projector with the base's design stored in it overlaid on the actual thing. The Damage-tracking part of the script only works for what's not destroyed.
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# ? Jan 25, 2016 02:05 |
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Unfortunately they don't yet show interior lights.
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# ? Jan 25, 2016 22:43 |
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Is that a cockpit that shows camera output?
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# ? Jan 25, 2016 22:49 |
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It's a mod that displays camera output on LCDs, combined with Fighter Cockpit LCD Modules. The camera mod is still in testing, the guy doing it says he hopes to have a release in a week or so. It's using the plugin API rather than Workshop, so it requires running an installer, but it does auto-update once installed.
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# ? Jan 25, 2016 23:20 |
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That's pretty drat awesome, but I bet if you try running that while over a planet you'll probably make your graphics card turn to molten slag.
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# ? Jan 26, 2016 02:16 |
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It has a configurable cap for how much of your render time is spent on cameras, default 15%
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# ? Jan 26, 2016 03:29 |
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Check out my mining crane. Not terribly practical, but I thought it looked cool. And I finally found a use for that gear mod. Late night edit: I also tried a welder crane for station repair and spruced up the mining crane a bit. Bonus mining pod: RabidGolfCart fucked around with this message at 11:25 on Jan 26, 2016 |
# ? Jan 26, 2016 08:37 |
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I love those utilitarian safety pipes on everything . Anyone know if its possible to somehow set the Blink settings on interior lights to a slow pulse instead of a hard on/off?
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# ? Jan 26, 2016 11:31 |
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Neddy Seagoon posted:I love those utilitarian safety pipes on everything . Short answer: No. Long answer: Anything is possible with the stupid Programming Block, if you're willing to invest some time into making it work.
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# ? Jan 26, 2016 16:39 |
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XkyRauh posted:Short answer: No. drat. I'm working on a replacement for the Avalon's CPU Core because 300+ Timer Blocks I'll never use really need to get chopped. Turns out once you get obscene amounts of blocks in a ship the menu starts to chug, and The Avalon's core has about 330-odd Timer and Programming Blocks I can chop down to fifty-ish in all. Was hoping to make it pulse slowly in different colours, but I might settle for some generic Blinky-Light Units. The new core's also made from reinforced armor as a last-line defense, though if there's weapon fire in the CIC there are probably more pressing issues. Once it's finished and installed, I'll also have to reprogram both of the Gravity Propelled Cannons timers from scratch .
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# ? Jan 26, 2016 16:55 |
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# ? May 29, 2024 07:11 |
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I mean, in theory, if you're going to use a Programming Block to make the lights pulse slowly, adding another line or two of code to make the colors shift shouldn't be difficult. There are a lot of things that are technically possible with Programming Blocks, if you're willing to invest the time. Personally, I dislike them. I find it incredibly frustrating that the answer to "can I do X?" is "Yes, with a PB."
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# ? Jan 26, 2016 17:05 |