I believe this is what I meant when I recommend off screen fleet operations: Simulated fleet operations.
I am willing to settle with at least the ability for mining fleets to simulate asteroid mining while the player is far away.
What does anyone think about giving player fleets the ability to perform fleet actions while the fleet itself is far beyond the rendering distance of the player's point of view?
Mining asteroids would be much faster and more convenient without the potentially massive frame rate drop caused by...
My save file is no longer able to load after my computer shuts down from overheating. I'm unable to find a way to get my world loading again. Does anyone know how to fix a broken world, or at least upload a fixed version of my world?
I also got a similar problem of unable to initialize universe. But I suspect it was caused by the game crashing while I'm designing a ship at my shipyard.
Is it possible to restore the universe by copy and paste all the files that are not corrupted?
What files am I supposed to delete in order...
Conveniently, I've already increased the build limit to 100x100x100, and the biggest blocks I've placed is 25x25x25 on a regular basis. One problem I'm facing is that the frame rate on Starmade isn't as high as it used to be, at least on my latest laptop. And my latest laptop has better...
Conveniently, I've already reconfigured the build limit to 100 x 100 x 100 for longer than I could remember. But what I've noticed is that Starmade's average frame rate from a freshly created universe rarely exceeds 40 frames per second, at least on my current laptop. Ever since I've purchased...
Based on the very strong argument that there is no way to implement re-sizable blocks, there has to be some way to reduce the polygon count of the surface area of all objects while still retaining a massive block count.
A large group of blocks could take up less Ram by unloading excess polygons...
What could reduce the severity of ship designers placing too many large blocks on their own ship designs is their own economy, combat re-balancing, and whatever limits the server placed on how many small and large blocks the ship designer is allowed to place.
The issue of too many large blocks...
One thing I want to do to the planet cores is the ability to collect the planet cores and attach them to star ships as a powerful but fragile power source and/or attach planet cores to stations for both power and a small stream of resources.
But how is the game supposed to handle multiple...
Even the voters made a good point about scaling blocks. Not only Larger blocks could turn into a re-balancing nightmare, it's also potentially impossible to implement directly.
I'm having second thoughts of the above statement involving the balancing issues. There has got to be a way to counter...
If it's impossible for the game engine to include oversized blocks, there has to be a handful of partial workarounds such as modified planet cores and blocks projecting more blocks.
There are already voxel structures that are attached to a non-voxel entities such as the planet cores. Why not...
Last year, I wonder about the possibility of the option of increasing the size of blocks. Here are the potential benefits and drawbacks of re-sizable blocks:
+Reduced potential lag from exploring any planet.
+Accelerates the designing of large projects
+Reduces the amount of RAM needed to...
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