Schine Q&A Answers - 15th of March

    Discussion in 'Web/Community News' started by DukeofRealms, Mar 30, 2018.

    1. DukeofRealms

      DukeofRealms Count Duku

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      Greetings,

      Here are some of the answers to the Q&A thread from March 15th. Unfortunately, LancakeLancake is away at the moment, so he wasn't able to write any answers.

      The next Q&A is open for questions now: [31st of March] Schine Bi-weekly Q&A

      We'll have to see, we've been pretty busy working on Weapons 2.0 and other things, hopefully we can come up with something to keep with tradition :) - DukeofRealmsDukeofRealms

      problem being that a ship of a few blocks could still be the size of a planet if all those blocks are “ghosted”. There will be an upgrade to the astrobeam though, which will eliminate that problem. - schemaschema

      If it is by AI, this will be fixed. We will also look into making the angle margin less. - schemaschema

      We will try to better represent the weapons graphically, yet. However, functionality is most important and comes first. - schemaschema

      Integrity is something we constantly look into. It will be adapted based on how the meta is evolving. - schemaschema

      Repair beam will get a rework. New support tools are on the way for the weapon update. - schemaschema

      Yes, this will definitely be added. - schemaschema

      With the weapons update there will be a bunch of optimizations and fixes already. And there will be another round of fixes in the weeks after the update until we get deep into making the universe update. - schemaschema

      BenchBench is currently facing internet issues, thanks to the “super reliable” and “good price for value” ISPs in Australia. So, unfortunately, he’s been unable to join us for the last while. That thread is solely maintained by him, which is hard work! Lots of different things in that thread have changed.

      Whether that thread will be updated and maintained, will be up to BenchBench when he returns. We do have a trello roadmap here: Trello While the cards don’t move all too often since working on Power 2.0 and Weapons, it is kept relatively up to date.

      EDIT: After I finished writing this, BenchBench popped back in to say he's got most of his issues fixed and will be returning 'soon'.

      - DukeofRealmsDukeofRealms

      Yes, that can definitely be added. - schemaschema

      A weapon’s values will be customized by the architecture of the weapon. - schemaschema

      A lot of these will be in the universe update. Especially the update to fleets and AI. - schemaschema

      Depending on if it is possible to quickly fix. Else it will cost time and would be wiser to include in the universe update. - schemaschema

      We do have the capability of bigger textures for repeating blocks already, although it is not in the game. With the particle system also ready to go it will become a part of the universe update to integrate. - schemaschema

      A big update to that has been done in the power update. The main difference between using frame buffer or not is VRAM. Frame buffers are needed for most modern graphics effects. - schemaschema

      We’re currently receiving (and continue to expect) sufficient purchases on both our steam store and star-made.org to sustain development for the foreseeable future. Additionally, we've saved a nice sum of 'emergency funds'. We're not concerned and don't expect to face any significant issues in that department for at least a few more years.

      Yes, we do have plans for an advertising campaign. However, we don't expect to be launching one for some time. We have our full release launch on Steam still left (that's the real big one), visibility rounds and other steam advertising options we haven't utilised. That's just covering what we have available to us for 'free'. There's always advertisement agencies, and other services we can invest in. - DukeofRealmsDukeofRealms

      You can use exported 3D models of any user-made creations in StarMade for any purpose provided they do not use any textures or assets from within the game, and you have the permission from the creator of the asset to use them. Just make sure you ask your volunteers that it’s ok. It doesn’t hurt to get it in writing :) - DukeofRealmsDukeofRealms

      -- END OF ANSWERS --

      Below are questions we've scheduled to be answered in subsequent Q&As if there's extra time, due to lack of popularity.


      Thanks for playing StarMade,

      - The Schine Team
       
      #1 DukeofRealms, Mar 30, 2018
      Last edited: Mar 31, 2018
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    2. Valiant70

      Valiant70 That crazy cyborg

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      That sounds promising. If the angle is small enough that small, fast ships can dodge out of it, it would give different ship sizes more purpose.

      Ouch. This really needs to be fixed. Whether you consider it game-breaking or not, those who enjoy commerce definitely do.
      --- Updated post (merge), Mar 31, 2018, Original Post Date: Mar 31, 2018 ---
      Sounds cool. It might be more difficult to work with, but still sounds cool.
       
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    3. Matt_Bradock

      Matt_Bradock The Shrink

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      I am concerned about how much the integrity requirements of the weapon groups will affect and limit the possible viable architecture choices.
       
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    4. Dire Venom

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      Thank you for posting this!
      I have a lot of confidence that you guys know what your doing, and that we're in good hands now :3
      Keep on trucking!
       
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    5. OmegaGame

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      Agreed.. But i alsofeel like integrity questions were not adequately clarified or addressed. Simply saying "adapted based on how the meta is evolving" does not alleviate the concerns with the myriad of flaws it currently has in which is likely the most detrimental aspect of the game currently. Practically everyone would like to hear that it is being scaled back significantly, if not completely removed from everything aside power systems, shield and hull. But seeing as how that it is clear that this "stop gap" will not be removed. Then serious effort must be taken to address the fact that integrity in its current state forces to many compromises in having to make everything large chunks of blocks to maintain said integrity, which greatly reduces design freedom to the point of being detrimental to the enjoyment of the game itself.
       
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    6. YamiHikari

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      My interpretation of it is something along the lines of "we know a lot needs to be done to make this better, but we're not quite sure what will work best to accomplish our goals effectively, so we're going to be playing around with this more in the future and adapting it to any changes that come with future updates." Of course, this is only my speculation of the meaning...
       
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    7. Nosajimiki

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      This is one that may be best answered by the player base. Ship size is only one factor. If you are talking about a single enormous entity like a space station, a computer with 8 gigs of RAM (which is a good benchmark for most players) seems to be about 10 million blocks. You can technically load in more like 25 million blocks, but the game seems to cache stuff so as you move around and do stuff, you'll quickly crash your game. (these numbers may continue to shift through updates due to complexity and optimisations of the game engine changing).

      Realistically though, the game does not handle most ships over 5 million blocks well unless you put a lot of work into optimizing your bounding boxes, and making sure things don't collide or cause lots of collision checks.

      Some ships, *cough* spaghetti *cough*, are more limited by surface area because that can cause rendering lag. Animated and specular faces are more more laggy than static textures; so, it's always good to make sure your animated systems on bigger ships are encapsulated in some kind of non-animated blocks. I've had issues with as few as 200k exposed animated textures. Also, white hull seems to cause more lag than darker colors.

      Entity count is also a biggie. Lots of small turrets tend to cause more lag than a few big ones. More than 20 turrets is generally a bad idea. It is also important when laying out your turrets to be mindful of what they will run into. Turrets with buried bases and long WW2 style barrels tend to cause the most lag. Orbital turrets are typically less laggy due to not having collisions, but can still result in significant bounding box lag. Drum turrets cause way less collisions and bounding box lag if done right, but you need to be careful to leave a little bit of buffer area between the struts and drum or you may end up with a lot collision checks as the drum spins. Floating turrets are the most performant. A lot of ppl dont like the way they look, but they can do their job without ever hitting anything. They also tend to get better firing arcs than hull mounted turrets.

      Zeroing out rails on any non-turret docked entities while they are not moving also reduces lag a lot. This is especially useful for drone carriers.

      The current integrity system is the biggest limiter though. I've seen chain reactions on ships as small as 250k blocks crash the game, but hopefully this will be fixed.
       
      #7 Nosajimiki, Apr 2, 2018
      Last edited: Apr 2, 2018
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    8. Jeffenuva

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      What do you mean by "zeroing out rails" on non turret docked entities?

      Thanks.

      -Jeff
       
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    9. PriZm

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      connecting a rail speed controller to it. then connect a deactivated activation module to the rail speed controller. it sets the rail speed to zero, avoiding collision calculations.
       
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    10. Jeffenuva

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      Thanks! I didn't realize dead-ended rails still checked collision.

      Are AMS turrets any less of a lag source than regular turrets? (If there are no missiles nearby?)
       
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    11. Nosajimiki

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      A single small turret (such as AMS) causes less lag than a single larger turret of similar design; however, multiple smaller turrets cause significantly more lag than a single big one of similar total firepower.

      Also of note is that AMS turrets are not always good at picking separate targets from one-another, so spamming a bunch of them causes them to lose a lot of their effectiveness per additional turret past about 3-4 per angle of attack. Even large capital ships rarely benefit from more than 12-16 total AMS turrets.
       
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    12. Dire Venom

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      Could you solve that with fixed turrets :? Or essentially Docked Armour facings with embedded AMS:? Narrow field of fire, but it Will only beable to shoot in one direction (and only take 1 extra entity per).
       
    13. Nosajimiki

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      You don't need to use docked entities at all to make Curtain AMS guns. People who do that generally use an innership remote to turn a clock on/off that fires an array of hull mounted guns. That said, I find Waffle AMS to be more practical. This is where you make a weapon group of typically 50-300 small cannons on your ship that you manually fire using right mouse button. Having to manually fire can distract a bit from the fight, but if you use turrets as your main weapon system, you will have the time to do this. Curtain AMS are much worse against VLS missiles and opponents who straif.

      Both the Ddraig and the Seraphim (which I believe you have used) have waffle AMS. With a bit of practice, these will typically take care of 80-90% of missiles regardless of how many missiles your enemy is using. In either case, your AMS turrets should just be a backup system to protect your flanks and clean up the strays that get past your waffle or curtain.
       
    14. splatthecat

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      where are the replies for the next one? Seems ages!
       
    15. Nosajimiki

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      Well, last round they waited two weeks and answered questions pretty much at the same time they opened the next round of questions, so I'd expect that
       
    16. DukeofRealms

      DukeofRealms Count Duku

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      Every 2 weeks, so the next one will be in approximately 2 days :) Mostly finished answering the questions, but we're also working on a short dev blog to give a bit of an update on progress.
       
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