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- Aug 10, 2013
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WHY CAN'T I GIVE YOU ALL DA RATINGS!I'm trying to branch out into memes, hows this?
Seriously, that's at least a double like, a creative, a funny and an agree all together.
WHY CAN'T I GIVE YOU ALL DA RATINGS!I'm trying to branch out into memes, hows this?
An "old power" Isanth is 25m long x 31m wide and generates 17,500e/s from it's 120 power reactors. I believe it uses a little under 15,000e/s for its 200 thrusters and 80 damage beam modules.10 blocks.
You've probably heard this before, but power numbers and consuptiom now are completly differen. E.g 5.5k e/s might be the same as the old 17.5k e/s.An "old power" Isanth is 25m long x 31m wide and generates 17,500e/s from it's 120 power reactors. I believe it uses a little under 15,000e/s for its 200 thrusters and 80 damage beam modules.
I logged in to the dev build and tried to generate 17,500 power in a 25m x 31m footprint and couldn't get close - even filling the area with stabilizers. (Was I doing it wrong? Possible...)
I think the min threshold should be high enough to support a light fighter like an Isanth. Maybe a 5x5x5 cube, generating 125 x 100e/s = 12,500e/s? It would lower the learning bar for new players too.
Update: ...I was able to stabilize a 5x5x5 cube if I extended my "Isanth" to about 50m.
There was no meeting. It was Christmas Eve so we will all be taking a break for a bit. Likely have a meeting on this upcoming Sunday.Hey Criss, any news on what happened during the meeting a while back? I'm rather curious.
Dire venom is correct, the numbers are not supposed to match. The new power system is not supposed to give you the same values. Toy with it and see if you can sustain the same number of systems in that volume.logged in to the dev build and tried to generate 17,500 power in a 25m x 31m footprint and couldn't get close - even filling the area with stabilizers. (Was I doing it wrong? Possible...)
I spawned an Isanth and removed the old power blocks. A 3x3x3 group of reactors and a 3x3x3 group of stabilizers on opposite corners of the wings seemed adequate to fly it around and fire the weapons: 2700e/s.There was no meeting. It was Christmas Eve so we will all be taking a break for a bit. Likely have a meeting on this upcoming Sunday.
Dire venom is correct, the numbers are not supposed to match. The new power system is not supposed to give you the same values. Toy with it and see if you can sustain the same number of systems in that volume.
that is actually interesting considering how the per-block damage on the weapons was vastly increased as part of the effort to "compress" systems. Who knows, maybe a proper re-fit with actual shields is possible for the Isanth, and to actually make it a threat?I spawned an Isanth and removed the old power blocks. A 3x3x3 group of reactors and a 3x3x3 group of stabilizers on opposite corners of the wings seemed adequate to fly it around and fire the weapons: 2700e/s.
Thanks!
Well, write it up. I did notice AI being unable to properly fire, but the guns were only stuck on endless reload if you didn't have enough power to reload all of them. Mind you, the guns got increased damage and power consumption per block, so the old block count will have ridiculous power hunger (and similarly ridiculous damage output)So I was going to try to ignore the new power system and only use the old one when I found that none of my ships weapons systems seem to work correctly.
They weapons seem to be stuck in some continuously cycling cooldown. Spawned AI ships only seem to be able to function with cannons, but things like rapid fire doesn't work.
With the thought that perhaps my ships are strange in some way. I tried out the Isanth Type-Zero variants, and saw the same thing.
I don't see anything in the bugtracker on this. Am I missing something with this prerelease?
Note: This is in the latest pre-release.
The Isanth was never much more than a lot of empty space, massive amounts of armor, and minimal firepower so it's not surprising that you got this result. You ever try to dueling with Isanth's and you'll spend 30min in a fruitless and boring dog fight very slowly whittling away your opponent.that is actually interesting considering how the per-block damage on the weapons was vastly increased as part of the effort to "compress" systems. Who knows, maybe a proper re-fit with actual shields is possible for the Isanth, and to actually make it a threat?
Aren't ships using the old power systems suppose to use the old mechanics though(where being able to fire was determined by available stored power, not recharge ability)? Regardless, I've written up a bug report.Well, write it up. I did notice AI being unable to properly fire, but the guns were only stuck on endless reload if you didn't have enough power to reload all of them. Mind you, the guns got increased damage and power consumption per block, so the old block count will have ridiculous power hunger (and similarly ridiculous damage output)
Also, upon loading/spawning a ship, an unknown bug might increase power consumption by a random multiplier (seen 200% to 1200%) for some reason...
Yep... especially since guided missiles have their turn radius adjusted and miss small targets a lot.The Isanth was never much more than a lot of empty space, massive amounts of armor, and minimal firepower so it's not surprising that you got this result. You ever try to dueling with Isanth's and you'll spend 30min in a fruitless and boring dog fight very slowly whittling away your opponent.
They are supposed to. They don't function though.Aren't ships using the old power systems suppose to use the old mechanics though(where being able to fire was determined by available stored power, not recharge ability)? Regardless, I've written up a bug report.
edit: Built a simple mock ship having 1 million power generation, and 20 millions capacity using the old system. It still cannot fire from a 1 block missile tube with missile compute. It has nothing else on it using power (just has power caps (old), power (Old), a missile compute, a missile tube, and a ship core)
Still a lot of empty space, filled with a purple worm. Maybe a 10min dogfight now instead of 30?The Isanth was never much more than a lot of empty space, massive amounts of armor, and minimal firepower so it's not surprising that you got this result. You ever try to dueling with Isanth's and you'll spend 30min in a fruitless and boring dog fight very slowly whittling away your opponent.
So what you're saying is that the power system works great, assuming you're flying a ship that's got a ridiculous amount of empty space in it and tiny weapons?I spawned an Isanth and removed the old power blocks. A 3x3x3 group of reactors and a 3x3x3 group of stabilizers on opposite corners of the wings seemed adequate to fly it around and fire the weapons: 2700e/s.
Thanks!
It will never be a threat to those that understand the exploits built into this new power system. A smaller ship could easily outmatch the isanth in offensive and defensive capabilites as long as one of it's dimensions is greater than the 31m of the isanth.Who knows, maybe a proper re-fit with actual shields is possible for the Isanth, and to actually make it a threat?
I'll just put it nicely and just say: It didn't work.The goal was to create a system that prevented players from filling their ship to the absolute brim with reactors and systems
The number isn't the issue. It's the concept. The concept needs to change, not the config.I will ask in the meeting tomorrow if we can reduce distance then.
I'm pretty sure that was done for computational reasons. I suggested conduits and explained why, and Lancake said the required calculations (group checks) would be too heavy in battle. Ask Schema.The reason there is currently an energy beam is so new players don't need to worry about 3 blocks all connected just to get power working on a moderately sized vessel.
BUUUUURRRRN!Players seem to like the chamber aspect of the power update. I also recall plenty of optimizations but if you want to backtrack to pre rails the version for your build can be selected here.
BWAHAHAHAHA!!!I don't really want him to go. Nobody has ever called me a pizza before. It's amusing.
You spelled "dollhouse builders" wrong.I talk not of extreme RP builders
You spelled "roleplayers" wrong.people who want their ship to be pretty to an extent as well as good in combat
Meh. Would work. It's boring though.So, the conclusion follows- Systems must be spaced out- All of them, not just power. (By a much smaller amount of course). Each system creates a bubble (visible in HUD) depending on it's group size. No two bubbles should overlap. In case of overlapping, lesser the distance between the groups, lesser both their efficiencies. (Quite similar to the stabilizer distance mechanic currently in-game). Pretty straightforward. Take the example of a chain- Right now, the ships are like a stick, rigid. Simply because both the endpoints of the stick are defined. But, if we space out ALL systems, (by a little...not as much as stabilizers and reactors :P), ships will be like a combination of smaller sticks, hinged freely. (Each small stick represents small spacing between systems). This will mean they can aquire ANY shape with almost equal efficiency. (Like a mettalic chain, although made up of rigid metal parts, links in such a way as to allow maximum freedom in movement.
Damn right!
- Now, we come to the second hurdle: Addition of mass. Additionof mass must not be a negative thing. (up to a certain point of course). Why? Simply because brick builders will leave their ships empty in the middle whereas aesthetic builders would like interiors and the such. Yes, interiors are light but still, not enough. Addition of mass will mean slower ships. But what about increase in armor? This has got to be a joke. Armor is damn useless right now, unless you build layers of well thought out stuff. The only possibility is if the older HP system came back. Don't get me wrong- the new Reactor HP sure could mean some cool stuff but, it simply is not meant to be.
Igotcha, bro.One word- Islands.