Is time for a ships Balance

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

Re: Is time for a ships Balance

Post by bszlrd »

I'm getting the redscreen about the tradeships.lua too. It seems that the script wants to give orders to ships that jumped to hyperspace after getting damaged by the ground during landing. If I'm right, #2399 will fix it.

I don't get any error after a month of time acceleration (both on grond and in orbit) without any mod, but this might be luck. With 7G the game crashed after a few hours of time accel last time I tried. 14G worked.
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: Is time for a ships Balance

Post by robn »

#2399 probably won't be merged, and doesn't sound like the same thing anyway. It might work around it, but not fix it.

If someone can give me steps to reproduce, that would be great. Equally, if someone could screengrab the redscreen - there's valuable information in it!
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Is time for a ships Balance

Post by bszlrd »

I can't get it to reproduce the redscreen but I'l try for a while with several ships. It talked about AI and ships already in hyperspace.

The rebalance mod bellow (the 7G max one) usually give a crash after a few minutes standing on the ground at max time acceleration:
Here are the sdterror and stdout files, and the config.
https://docs.google.com/file/d/0BzQ8Mq1 ... sp=sharing
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Is time for a ships Balance

Post by Nyankosensei »

nozmajner wrote:I don't get any error after a month of time acceleration (both on grond and in orbit) without any mod, but this might be luck.
I have try several time for get errors without mod, exit and restart game 3-4 times and error happens
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Is time for a ships Balance

Post by Nyankosensei »

By now i'm using 10g mod and seems really nice, i think to increase range by 1/3 of all ships and change the name of Wave from "Wave Heavy Hypersonic Fighter" to "Wave Long Range Fighter"
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Is time for a ships Balance

Post by bszlrd »

Long Range Fighter makes sense to me.
I think we should test the 10G one to see if they cause any hangs or errors for a while, then submit it to the master, so we have a good range of performance to adhere to when adding new ships.
It might need some differentiations in thrusts and such so it's not that regular, but we can play around with that later too.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Is time for a ships Balance

Post by Nyankosensei »

Here is updated mod, i want play around angular thrust but for now try it

https://docs.google.com/file/d/0BzQ8Mq1 ... sp=sharing

Feedback are welcome
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Is time for a ships Balance

Post by Nyankosensei »

Other think we need to change default starting ship to amphiesma or xylophis but right now is better amphiesma, or give different ships from different starting positions
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Is time for a ships Balance

Post by bszlrd »

Here's a little mod that displays Forward, Backward and Up acceleration based on current ship mass. It might come handy for balancing and navigation. DeltaV is coming when I can figure out how do get the calculation work properly on different ships.
TheBob
Posts: 76
Joined: Sat Jul 06, 2013 6:04 pm

Re: Is time for a ships Balance

Post by TheBob »

Hmmm, currently there's no function to get the exhaust velocity. I'd suggest to put up a request to include exhaust velocity into the stats table (needs to be done core-side)
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