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Post by subunit on Apr 29, 2017 17:19:47 GMT
Porosity to fluids is implemented due to real materials literally being either porous or not in practical terms (correct me if I'm wrong), so it's a simple boolean switch ingame which red-flags the material's use in certain modules. Perhaps there's a reason Q took so long to change UHMWPE though. Sorry, I wasn't following what "the new UHMWPE" meant closely enough. Your point is fair enough, and if bulk UHMWPE is still tank-friendly, it really doesn't matter that much. That said, as far as organic polymers go, if these things are being manufactured with some kind of atomic scale manufacturing technique, it may be trivial to just crosslink all your fibers 10 microns or whatever in from your interior surface when you're initially plating the tank out to begin with, depending on the fiber arrangement. If all the porous flag is doing is preventing you from using particular materials as fuel containers, it may not necessarily apply to all fibers.
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Post by subunit on Apr 29, 2017 15:55:59 GMT
pure UHMWPE fiber as presented ingame won't work and never should've We're still talking about the game that allows lithium water tanks, right? Surface/compatibility finishes/coatings are abstracted out, I'm not sure what makes UHMWPE different.
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Post by subunit on Apr 29, 2017 14:55:13 GMT
I've seen it work in sandbox missions around Vesta. I'm not really sure what the AI is trying to do when it's evading, to be honest, but maybe it's just going for a certain offset angle and expending more dV to do that in deeper gravity wells?
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Post by subunit on Apr 29, 2017 9:47:06 GMT
I've been wanting forward-mounted torpedo tubes for a looking time. Low-velocity internal guns firing high acceleration missiles seems to be just the ticket... Good thinking.
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Post by subunit on Apr 29, 2017 7:37:57 GMT
I'm pretty sure the Brits still spell it Grammer, while most people in the US spell it Grammar. It's never been spelt "grammer":
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Post by subunit on Apr 29, 2017 4:52:28 GMT
I'm quite dissatisfied with this change. There are Spectra/Dyneema formulations with strength even higher than original. Honeywell's own description of Spectra of it suggests it's a woven cloth. Imagine using a hardened polyester shirt to hold your rocket fuel. Like, say, a fuel bladder? Works fine IRL:
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Post by subunit on Apr 28, 2017 21:12:43 GMT
Is that the case even if you engage the missiles at long range (ie spawn engagement with a long range laser)? I'm still not sure how the different factors- # of spawned projectiles, target composition/dodging/etc- contribute to the slowdown. I'm pretty sure it's the system keeping track of each particular particle as they zoom towards the target, since range is usually a key factor in the lag. The longer the distance, the more bullets can fill it, and the more the system bogs. I think you're right that range is the main issue, but the difference between a short range sandblaster engagement vs a non-sandblaster target (usually runs fine, 60+ FPS) and a 1v1 sandblaster on sandblaster engagement at the same range (bogs down to 1 frame per 30s or so) is so extreme, and the number of rounds out still not that great compared to long-range magdump, that I think there's something else going on. I've also noticed that in long-range engagements FPS tends not to come back until the great majority of the rounds are cleared from the engagement space. It's weird stuff.
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Post by subunit on Apr 28, 2017 20:59:07 GMT
Thanks qswitched!!!
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Post by subunit on Apr 28, 2017 20:58:09 GMT
Mine uses fused quartz. It didn't break. GRAMMER!!! Misspelling "grammar" when hectoring others about syntax should be a ban.
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Post by subunit on Apr 28, 2017 20:57:07 GMT
I haven't found that distributed fire itself has changed much in terms of performance either. My standard kill-everything ship has 16 1g sandblasters though, and engaging anything outside of 100km with them (or doing a 1v1 between two of them at any range) will grind the game to a halt every time. With the rates of fire on some of those sub-gram guns, I don't even know if I'll bother trying, as fun as they look. 52 1g rails on my current point defense ship, and all shooting at missiles causes no lag, but if they all shot at a ship... oh boi we're watching a slide show today. Is that the case even if you engage the missiles at long range (ie spawn engagement with a long range laser)? I'm still not sure how the different factors- # of spawned projectiles, target composition/dodging/etc- contribute to the slowdown.
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Post by subunit on Apr 28, 2017 20:49:35 GMT
How are you enjoying your .00001 FPS? I'm overclocked so I get 0.0001 FPS thank you very much. On a serious note, distributed fire surprisingly doesn't lag too bad, probably due to the short proximity of missiles. Maybe 20-30 but I haven't been looking at the numbers. I haven't found that distributed fire itself has changed much in terms of performance either. My standard kill-everything ship has 16 1g sandblasters though, and engaging anything outside of 100km with them (or doing a 1v1 between two of them at any range) will grind the game to a halt every time. With the rates of fire on some of those sub-gram guns, I don't even know if I'll bother trying, as fun as they look.
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Post by subunit on Apr 28, 2017 20:40:20 GMT
In terms of distributed fire, my point defense ships will no longer be massive death lasers but cheap ships with millions of 1g railguns. How are you enjoying your .00001 FPS?
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Post by subunit on Apr 28, 2017 1:09:44 GMT
Game crashes on restarting mission in sandbox
Version: CDE 1.1.1 Windows
Loading Themes...Done in 6ms 4.5.0 NVIDIA 378.78 Max Texture Image Units: 32 Max Combined Texture Image Units: 192 Max Vertex Texture Image Units: 32 Max Draw Buffers: 8 Max Texture Size: 32768
Loading Shaders...Done in 70ms Loading Game ...Loading Tooltips...Done in 9ms Loading Limits...Done in 2ms Loading Sound Effects...Done in 2ms Loading SoundFiles... Done in 1741ms Loading Star Chart...Done in 51ms Loading Refraction Indices...Done in 112ms Loading Emission Lines...Done in 108ms Loading Elements...Done in 9ms Loading Metals...Done in 3ms Loading Nonmetals...Done in 0ms Loading Compounds...Done in 0ms Loading Alloys...Done in 3ms Loading Ceramics...Done in 2ms Loading Fibers...Done in 1ms Loading Crystals...Done in 2ms Loading Radionuclides...Done in 0ms Loading Ions...Done in 0ms Loading Fissiles...Done in 1ms Loading Fusiles...Done in 0ms Loading Fluids...Done in 2ms Loading Minerals...Done in 1ms Loading Organic Compounds...Done in 1ms Loading Noble Gases...Done in 0ms Loading Coolants...Done in 0ms Loading Combustables...Done in 0ms Loading Paints...Done in 0ms Loading Chemical Reactions...Done in 1ms Loading Fusion Reactions...Done in 0ms Loading Asteroid Spectral Types...Done in 0ms Loading Celestial Bodies...Done in 10ms Loading Factions...Done in 2ms Loading AI...Done in 2ms Loading Concepts...Done in 20ms Loading Design Messages...Done in 3ms Loading Misc...Done in 0ms Loading Designs...Done in 22ms Loading Imports...Done in 0ms Loading User Designs...Done in 8ms Loading Data Caches...Done in 340ms Loading Craft Data Finalization...Done in 114ms Loading Levels...Done in 14ms Loading Dev Records...Done in 0ms Loading User Records...Done in 0ms Loading Craft Models...Done in 609ms Loading Pre-generated City Light Textures...Done in 58ms Loading Pre-generated Particle Textures...Done in 11ms Loading Pre-generated Damage Scar Textures...Done in 1ms Loading Solar Echoes...Done in 4445ms Done in 8483ms Steam Stats Received Loading Far Centaurus Reprise...Done in 2406ms Assertion at \mac\home\documents\code\utilities\utilities\core\Maybe.h(23): IsValid() Error: EXCEPTION_BREAKPOINT 0 0x755f338d DebugBreak Line Info Error 487 1 0x015daad1 ?SetupShadows@StrategicManager@@QBEXU?$Vec3@N@util@@@Z Line Info Error 487 2 0x015daa7b ?SetupShadows@StrategicManager@@UBEXXZ Line Info Error 487 3 0x016d5ed7 ?RenderGame@@YAXPAVGameManager@@@Z Line Info Error 487 4 0x016e1b3a ?EngineCoreLoop@@YAXXZ Line Info Error 487 5 0x0138c881 _main Line Info Error 487 6 0x0176217f __tmainCRTStartup f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c(626) 7 0x7500336a BaseThreadInitThunk Line Info Error 487 8 0x774d9902 RtlInitializeExceptionChain Line Info Error 487 9 0x774d98d5 RtlInitializeExceptionChain Line Info Error 487
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Post by subunit on Apr 27, 2017 23:44:02 GMT
*agitated man bursts into thread* GIMMEDAPACCHH *mainlines patch, eyes roll back in head*
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Post by subunit on Apr 25, 2017 20:15:03 GMT
Real men build their own indoor heat pumps. GJ Astrogator, hope this gets implemented.
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