Tweak values

bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Tweak values

Post by bszlrd »

@Walterar: Yes, but it takes away the sense of mass almost altogether.
Anyaway, I've attempted to make a low G, low delatV rebalance, but it it makes the game hang when I enter to or start in a system with planets. Without any error message or anything other in the stderr or stdout.
I'm going to check it with all ships one by one now.

https://dl.dropboxusercontent.com/u/456 ... nce_v1.zip
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Tweak values

Post by bszlrd »

I've disabled the nerfing of the DSMiner and Venturestar for now until I can find the values that don't hang the game.
https://dl.dropboxusercontent.com/u/456 ... e_v1.1.zip

deltaVs might be too low, but that could initiate some mora talk on the FTL travel topic :D
walterar
Posts: 95
Joined: Sat Sep 14, 2013 4:48 pm

Re: Tweak values

Post by walterar »

Some time ago I have been observing that TradeShips.lua is a source of "freeze without explanation." Maybe that's what you have observed. I have to check that. Try disable (TradeShips.lua> TradeShips.lu) and will have in the game only the ship you are using.

Almost all the ships that I have in my game are adjusted between 25 and 30 G, but some have left the original because they are not "suitable" for missions in which you have an urgent compliance time. Also, do not think anyone accept a delivery mission with a mining ship. :)))
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Tweak values

Post by Nyankosensei »

Seems the game don't like ships with more than 1500 tons, other value need to be changed are the prices of ships
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Tweak values

Post by robn »

Its a bug, of course. Not sure where yet, but I'll figure it out.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Tweak values

Post by Nyankosensei »

Is better scale down dsminer too ? by now is more than 10 time the venturestar a size of 3-4 x venturestar is enought
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Tweak values

Post by bszlrd »

Already working on that, I scaled it down based on the window size, while I was updating it with the new tags and a tighter UV + AO bake.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Tweak values

Post by Nyankosensei »

now here are the value

Code: Select all

xylophis 49 m³
pumpinkseed 118 m³
kanara 123 m³
amphiesma 194 m³
lunarshuttle 255 m³
molamola 386 m³
wave 396 m³
natrix 964 m³
deneb 1830 m³
venturestar 4494 m³
Deep Space Miner 5026 m³
nerodia 6678 m³
We miss a ship 500-600 m³
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Tweak values

Post by bszlrd »

These valuse might not right, the 3D print addon only gives proper volumes if the mesh is manifold and closed. Open objects for example skew the calculation.
Like the natrix is 1228m3 when you measure it without any modification, but if you remove the two engines and remove double verticces, it goes down to 777m3. And Checking the engines separately gives 451m3, but when you cap the loose ends, it goes down to 28m3
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Tweak values

Post by Nyankosensei »

Other balance need is for the wave, start with wave is like to tell "you have finish the game" many ppl love it and is good for speed and for cargo, my idea is increase prices of kanara, pumpinkseed, wave and venturestar and put on it military hyperdrive becouse they are fighter-military ships. others prices need to be valued for capacity and fuel flow vs engine power (lower fuel flow mean high technology)
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