This wasn't mentioned in the news post, but if you notice that a specific issue that was supposed to be fixed and yet you encountered it again, please contact me and we'll take a look at it.
In case you crash, please make a bug report Login to Phabricator (you don't need to fill in everything)...
To the position you were in when you used it.
- You near the shipyard computer as astronaut
or
- Build mode of that station (in that specific build block)
Most likely other links on that entity got lost as well.
This issue is one of those we just can't reproduce, we know it happens from time to time but all tests around it have failed to show us something concrete.
We had multiple bug reports in the past about it, latest one is ⚓ T1278...
Glad to hear it's better now :)
For some more clarification about the stuff you've noticed:
- IF you have custom waves setup with a faction ID that is used by pirates/trading guild (respectively -1 and -2), then it will always use those instead of its own randomly generated wave using the...
Not sure what you mean with "Is this an attempt at fixing fleets?" but with the introduction of fleets, AI was mostly rewritten.
Simulations are meant to despawn after a short time, so you don't have hundreds of simulations running that no one will ever encounter. They didn't despawn properly...
Yes, it does look better now, the 5 filter buttons at the top are a nice thing to have.
That 3D rotatable view would be a great tool to figure out which one is what, I'm not sure how long it would take to program but I think it would be a necessity to have anyway ^^
If you're planning to clean...
Alright got an answer for you :)
In the past, simulations never cleaned up properly, they're supposed to despawn after a set amount of time to prevent them from heaping up. This was needed since the chance to encounter a simulation after its job was done was extremely slim.
That was recently...
We can also keep the turret minimal speed untouched and only change the rotator/normal rail ones which is what I would prefer. (Could change it drastically then, a factor of 4 maybe, depends on testing).
Perhaps servers should adjust it in their config and see if the lack of enhancers has any impact on performance and the amount of people causing problems. Set free mass to a few million and you should be fine.
What we can do is increase the minimum speed without enhancers, that should be good...
Yep, the enhancer slow down mechanic was way harder to implement on manually controlling turrets so it was delayed. At some point we'll need to get it to remove this method of creating lag. That doesn't mean we need to create another way to create lag.
And you'll only notice performance drops...
True, in reality we should look at dimensions and block count, but that's a complicated thing to "enhance". Rail enhancers scale linear and otherwise we would need to do more fancy stuff that many wouldn't understand.
Lag IS a reason to balance/consider, otherwise we would have:
- no power...
I'm not convinced by all the features on the overview. Some of them would be hard(/impossible?) to implement and add little functionality.
Some criteria would be that this wouldn't be a great overview if you had 50+ turrets/docks in use... Yes you can hide them, but hiding them also hides their...
Yeah but there's a big difference between placing down 400 000 enhancers + providing 12 mil power regen to run it
and placing a single rotator block down.
And the most important thing mass enhancers do is to prevent rail exploitation.
If every rail moves fast no matter what is docked to it, you...
I apologize, I wanted to ask about this before but the registry/star-made.org/phabricator issues that popped up lately disrupted our usual workflow.
I'll ask about simulations in general and in what matter they're still being used.
Interesting, break off would change a lot in terms of salvage. A ship could lose big parts by shooting properly before that guy decides to blow himself up. And if the self destruct sequence isn't set up properly, you'll blow up some of your ship and detach parts that haven't been detonated yet...
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