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Post by qswitched on Apr 29, 2017 2:53:40 GMT
So it's crashing when loading UserDesigns.txt on something called "3". Do you have a module called that? And apparently it's replacing an existing module/spacecraft called "3" (probably a mod).
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Post by qswitched on Apr 28, 2017 20:04:17 GMT
Fixed in the hotfix sent out (1.1.1.1).
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Post by qswitched on Apr 28, 2017 20:02:03 GMT
Whoops, that's a pretty big oversight. A hotfix (1.1.1.1) has been put out to fix that.
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Post by qswitched on Apr 28, 2017 0:47:59 GMT
Hm, it loads correctly on vanilla (without any mods). Can you give me a rundown of all the mods you have running on your setup?
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Post by qswitched on Apr 28, 2017 0:17:11 GMT
Can you post/send your UserDesigns.txt please?
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Post by qswitched on Apr 27, 2017 21:28:08 GMT
Highlights
Auto-reintercept whenever enemy dodges your intercept
Distribute Fire amongst many targets such as swarms of drones or missiles
Guns which launch payloads can be manually fired, just like launcher modules.
Electric Turret Actuators
Internal weapon mounts
Composite barrel armor
Many bugs/crashes/optimizations
Full Changelist: - Gameplay --- Auto-reintercept: Whenever the enemy dodges your intercept, a reintercept will be attempted. --- Distributed Targeting: Weapons distribute targets amongst each other. Can be disabled optionally. --- Nose-forward order for aiming roughly at the enemy fleet. --- Manual Fire: Guns which launch payloads can be manually fired, just like launcher modules. --- Core Design Changes: All drones use internal mounts now. Many turreted guns use electric actuators now. Several guns have increased/different barrel armor. - Design --- Electric Turret Actuators: Instead of reaction wheels, turrets can use electric motors. Are more power and mass efficient, but suffer on volume and cost. --- Internal Weapon Mounts: Unturreted guns can be installed on internal mounts, shielding them with spacecraft armor. Increases spacecraft armor mass/cost/size, and greatly increases cooldown times. --- Composite Barrels: Gun barrel armor can be made different from the barrel material. (Note: Original barrel thicknesses will not be read in, and will need to be rewritten individually.) --- Core limits changed: Smaller radiator sizes, smaller turret/gimbal sizes, smaller laser cavities/rods, smaller ammo modules, lower carrier module power, lower loader min charge, smaller turbopumps, launcher range increase, reactor components mass, propellant tank size, coilgun stages, rad shield size. --- New Materials (many are gathered from the forums): SmCo Magnet, NdFeB Magnet, Cu-242, Sr-90 Titanate, NaK, FLiNaK, Gd, Gd-157 (+Seebeck coefficients), PETN, Biaxially Oriented Polypropylene, Nd, Ir-192, ZrC, Ti-Beta, AlBe. --- UHMWPE has been split into a fiber version (which is porous and can't be used as a propellant tank) and a bulk version (which is weaker). --- Costs of magnets slightly altered, now take into account coercivity. --- Can customize cargo bay shell material. - AI --- Missiles will now scatter if enemy missiles are inbound. - UI --- Listboxes and dropdown lists have a search filter textbox. --- Guns now show their spread/accuracy. --- Added more conventional gun stats in module design. --- Module lists don't reset when deleting modules. --- Show Advanced Modules can be set by default in options. - Modding --- Property limits have been extracted into a file and now can be modded. (Mod at your own risk, changing limits can be very crashy!) --- Added black box power modules. --- Chemical reaction, material, and dissociation reactions now send user to import log if they fail validation. --- Invalid Shear/Young's Modulus produces import log error now. - Other --- Fleet separation takes into account velocity more correctly, so high speed launchers/manual gun launching can net you substantial initial acceleration towards the enemy. --- A number of damage related bugs fixed, including turreted gun barrel armor not being affected by damage, laser optic damage fixes, and indestructible lasers bug. --- Numerous bugs. Notable ones: half velocity per delta-v expenditure, missile "teleportation" bug, TaHfC and Nickel property bugs, bug preventing gold on False Flag, black box engine mass flow errors, arc lamp envelope singularity issue, moon rotation, and many more minor bugs. --- Numerous crash fixes. Some optimizations done.
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Post by qswitched on Apr 26, 2017 22:12:33 GMT
The crash is caused most likely by a material with a negative or zero density. Since it occurs only on creating a new coilgun, it possibly could be related to the material mod "Actinium" and the bug with it being loaded before "Aluminum".
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Post by qswitched on Apr 26, 2017 21:49:28 GMT
Thanks, this will be fixed in the next patch.
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Post by qswitched on Apr 24, 2017 5:23:12 GMT
Materials do not work if their Young's Modulus exceeds their Shear Modulus by a factor of 3, since this can cause invalid Poisson's Ratios, amongst other things. In the next patch, this will be an error that will appear in the Import Log.
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Post by qswitched on Apr 22, 2017 14:16:15 GMT
Ce:LLF + gold is more efficient than Ce:LLF + tin, but your cavity needs to be made out of aluminium. That I'm less certain about. The emission spectrum of gold has just a few lines, which the game interprets as step functions rather than impulses / very thin waves; I'm less convinced that the emission bands actually line up. Tin seems to have many more lines in the relevant region, so I am inclined to believe it is more likely to work outside of the game. Complete gold emission spectra data is difficult/impossible to come by. You are correct that there should be many more emission lines.
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Post by qswitched on Apr 21, 2017 6:08:08 GMT
It is bugged, but this will be fixed in the next patch.
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Post by qswitched on Apr 17, 2017 19:48:31 GMT
The game has probably brought in about 100-150K based off of Steamspy estimates, which isn't all that much per year for a skilled programmer considering that Qswitched Productions was made 3 years ago. Is this a passion project that will never die or can we expect a fairly limited (<1 year) update lifespan? qswitched As others have discerned, Children of a Dead Earth is not enough to support me full time. However I still plan to keep working on it part time for quite a while, though the updates may be coming less frequently. I hope to only abandon it when I have the means to make a sequel.
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Post by qswitched on Apr 11, 2017 5:32:51 GMT
The offending ship is this:
Overhaul100 MW Decoy
Deleting it will fix the issue.
The problem arises when trying to launch a ship with zero size ("Overhaul100 MW Decoy" has no modules) from a carrier module. I'll have a fix in the next patch.
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Post by qswitched on Apr 10, 2017 23:07:21 GMT
Something to do with a custom ship design. Can you post those please?
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Post by qswitched on Apr 8, 2017 22:34:50 GMT
RTGs take into account half lives of the material. IIRC, their output is set after six months of decay.
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