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    1. Snowtiger256

      Power 2.0: Factories charge progress indicator, and self-powering

      I tested the factories this morning, and they do work, albeit slowly (took me about an hour to produce TEN blocks of Grey Hull, because the basic factory had to charge up to 500 power in between production cycles, and it was trickle-charging from the new power systems). This is probably due to...
    2. Snowtiger256

      How do i load more of my ship on screen

      Make sure your sector size is large enough for the ship (at least 10-12km), to reduce lag issues, and dial your view distance up to see if the tip loads. With a ship this size, I would recommend not going 1:1 in scale, because the sheer size of the ship is so large that it may cause severe lag...
    3. Snowtiger256

      Devblog 2017 - 10 - 13

      Sounds like this could be related to entities not having any structure/systems HP anymore. With that gone the game has no reference data for calculating Overheat threshold. This causes Overheat to not trigger at all, and you get to see indestructible cores being an annoyance...
    4. Snowtiger256

      Devblog 2017 - 10 - 13

      Maarten, it's not the turrets themselves, AI is broken in the dev builds...
    5. Snowtiger256

      Framebuffer Issues

      I think this bug as been there for ages and there's really nothing you can do. I think it's due to something broken in intel's drivers, so its not the game or your computer, its Intel's drivers tat are the culprit here. Since the game works better for you with Framebuffer off, I suggest turning...
    6. Snowtiger256

      New Power DEV Thread

      Dev builds don't get official changelogs or update listings. They are primarily used for testing, tweaking and balancing new features, and as such contain bugs, glitches and problems with stability. A dev build will eventually get to a point where it's "ready" to be moved to "Pre-release" branch...
    7. Snowtiger256

      New Power DEV Thread

      Yep, I can confirm that. It seems to affect any world where a player is in a faction. Playing without a faction works just fine, but creating a faction or logging into a world with a player faction drops the game into the error loop. Guess we'll have to wait for a fix.
    8. Snowtiger256

      New Power DEV Thread

      I'm having problems with dev 0.200.119. Game starts throwing nullpointer errors and other errors, when I try to create a Faction. I have tried faction creation through faction menu, and using admin commands. As soon as I confirm the creation, the game falls into an endless loop of nullpointer...
    9. Snowtiger256

      New Power DEV Thread

      Dev build v.0.200.117 changelog: - New UI elements for new power systems added to Flight Mode UI. - New Reactor power output doubled, Stabilizer distance limits reduced. - Old power stats removed from build mode stats window (when not used). Not quite there yet, but it's getting better.
    10. Snowtiger256

      New Power DEV Thread

      Curious, the integrated Jump drive in my test ships works just fine, just like it did bedore it was integrated. LMB to charge, and RMB to jump after charging, the same with or without target set. Have you tried relogging/restarting the game, or rebuilding/respawning the ship in order to rule out...
    11. Snowtiger256

      New Power DEV Thread

      I noticed some glitches in calculating power in the new system, sometimes the system stops calculating altogether, giving you false data (as in it defaults to 300 e/s at a 100% efficiency, no matter how many reactors and stabilizers you have). This can be remedied with adding more power stuff...
    12. Snowtiger256

      New powersystem, some numbers.

      More progress on my salvager array project. I got it to full power, took a look at the numbers, and decide to try something a bit different from a huge mound of solid rector blocks(approximately 18k in total). Took a page out of my older design book and laid reactor lines into the back end of...
    13. Snowtiger256

      New powersystem, some numbers.

      I'm making progress with my Salvager array tests, at the moment I use a 144k reactor setup with outboard stabilizers set on a tail of about 100m away, for maximum efficiency. The array is approximately 51k of salvage modules in a staggered two-stage array with two fifty block long arrays offset...
    14. Snowtiger256

      New Power DEV Thread

      Anyone noticed the focus fire targeting offset yet? Seems to be affecting every weapon. When you focus fire (left MB) on a target, the guns will actually shoot several inches below and to the right of the cursor (at least on my screen). Non-focused fire works just fine. I found this out testing...
    15. Snowtiger256

      My two cents on encouraging PvP conflict in a stagnant universe

      If you guys want to encourage PVP on a server, with no chance of random players being victimized, why don't you take your own advice and maybe create a PVP server with a Whitelist, so random people cannot just log in freely, get blown to pieces, get miffed and ragequit. Sure, it would take a...
    16. Snowtiger256

      New Power DEV Thread

      I'm actually trying to come up with a way to power the mining array for my main miner, (full power consumption is around 800k for the array alone) and just adding 48k consumption worth of the new reactor blocks had me add like 4x the hull volume to get that 100% efficient. If I go for a 100%...
    17. Snowtiger256

      My two cents on encouraging PvP conflict in a stagnant universe

      So your 2c boils down to the fact thet you want non-PVP folk off PVP servers, so you can run around ganking noobs and camping HB's without anyone getting upset and crying about it? :D
    18. Snowtiger256

      New Power DEV Thread

      The most serious problem I see with the new power system is that it's purely based on GENERATION of power, aside from the scant little power storage innate to the core, the system has no visible power STORAGE. Unless you hybridize your power systems (add power caps alongside the new reactors)...
    19. Snowtiger256

      Devblog 2017 - 09 - 21

      AFAIK, this is how it goes. 1. There will be a config option to enable/disable the old power system. Disabling the old system will render old power blocks inert and decorative for all entities available. 2. Both power systems will coexist until the new system is thoroughly tested, tweaked...
    20. Snowtiger256

      Update Armor Skins

      A while back, there was a proposal by the devs to bring in connected textures for certain blocks in game (such as sand, dirt and such, including tiled armor sets like Hull and Advanced armor), and I would think this would make tiled armor look better by making the tiles appear larger and...