So you could have a fighter be a "flagship" of a fighter wing, with three wings stationed on a escort carrier that is the "flagship" with some fighters as CAP and some small frigates for defense, and 2 or 3 of those fleet elements making up the top level of the "fleet" with battleships and other heavy craft operating at the top.hmm here's an idea for those that want or don't want a per flagship limit fleet size.
MAX_NUMBER_SHIPS_PER_FLAGSHIP = -1 (-1 or less is unlimited, 0 is no fleets, 1 or greater is number of ships per flagship not accounting for a ship of the fleet also being a flagship of it's own fleet)
MAX_NUMBER_FLAGSHIPS = -1 (-1 or less is unlimited, 0 means a fleet cannot have other flagships as part of it, 1 or higher is the number of flagships that can be part of another flagship's fleet)
FLEET_DEPTH = -1 (-1 is unlimited depth, 0 cannot have other flagships in a fleet, 1 or higher means you can have a flagship that also has a flagship in its own fleet up to the depth number so if set to say 5 ignoring the main flagship you could have 5 sub fleets deep so MainFG => SubFG1 => SubFG2 => SubFG3 => SubFG4 => SubFG5)
The first one limits the number of ships per fleet, the second limits how many flagships can be assigned to a given flagship at a certain fleet depth, and the last one says how many flagships deep can you go, sort of like the docked entity chain limit but for fleets. All are set to unlimited by default but could be changed later.
Not weak, they just need to be specializedmy favorite ship sizes: 1-10k mass
reason: little lag, easy to build, easy to get materials for
unforturantely: weak
Criss, I know this is probably a stupid question, but does a players client have to render another players ship entirely or does it reference placeholders for interiors & so forth, the stuff we can't see on the inside?Yes but those only account for the small ships.
The ship sizes that I am using will range from small, medium, large and extra large. Extra large will not likely pass 700 - 800 meters. This is to ensure low end computers can handle at least one of these vessels at a time.
If major improvements are made to game performance we will be seeing larger structures. This may happen inevitably as we fill the need for tougher enemies.
Currently the entire ship is loaded.Criss, I know this is probably a stupid question, but does a players client have to render another players ship entirely or does it reference placeholders for interiors & so forth, the stuff we can't see on the inside?
Thanks for the replyCurrently the entire ship is loaded.
The reason this hasn't been implemented is because what exactly defines an "interior" in the way the game can understand?Thanks for the reply
So is it possible to render only the pieces of ship seen, basically the outside for want of a better term, for increased performance.
Again, apologies if this is particularly stupid of me.
'Can one ship core see another ship/core' I suppose? Kinda line of sight, simplifying it to a ridiculous level.The reason this hasn't been implemented is because what exactly defines an "interior" in the way the game can understand?
The closest thing to this would be occlusion culling, which was already implemented in some form but has been disabled, as apparently calculating what to render or not render was just as performance-heavy as rendering the unnecessary polygons in the first place.Thanks for the reply
So is it possible to render only the pieces of ship seen, basically the outside for want of a better term, for increased performance.
Again, apologies if this is particularly stupid of me.
OK, thanks for that, appreciate the reply.The closest thing to this would be occlusion culling, which was already implemented in some form but has been disabled, as apparently calculating what to render or not render was just as performance-heavy as rendering the unnecessary polygons in the first place.