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Post by jasonvance on Jan 18, 2017 21:02:33 GMT
yes but can you get mega-newtons of thrust with MPDs yes you can in fact you can do a lot better with MPDs than any other engine type if you get enough power behind it. Here is a modest 70 mega newton MPD that could get you to 1% the speed of light with enough fuel and here is a 290 giga-newton MPD that no one can ever power that could get you to 4-5x the speed of light (game doesn't do relativistic physics)
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Post by jasonvance on Jan 18, 2017 20:26:43 GMT
Why didn't you just verify the integrity of the game cache? Also you know that once you buy a game on steam you never have to buy it again, right? If you deleted it, you would just need to redownload it. This is all correct. samchiu2000 if you ever start crashing again this is all you have to do. The integrity of the game cache doesn't check or alter the userdesigns.txt file that the error was coming from because it isn't part of the downloaded game cache data (located at C:\Program Files (x86)\Steam\SteamApps\common\Children of a Dead Earth ) the save data that was corrupted was located in the roaming app data. The problem was he had a borked userdesign and a cloud save of the borked userdesign so deleting / replacing the userdesign wasn't doing anything (even if revalidating the cache checked that location) since it was being replaced on launch with the cloud save. The solution was to prevent the cloud from loading the borked user design and delete or replace it launch and then save.
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Post by jasonvance on Jan 18, 2017 19:56:10 GMT
These are just ball parked and not min-maxed but it will give you an idea of what neon can do
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Post by jasonvance on Jan 18, 2017 19:50:30 GMT
Imo go with Neon MPD / Resisto jet combo (it is the cheapest propellant and greatly reduces the cost of ships as a result). MPD produces the long distance high delta-v and the resistojet produces the emergency maneuvering thrusters. It can kind of be a hassle to toggle the jets on and off though.
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Post by jasonvance on Jan 18, 2017 10:30:26 GMT
If you just want to start over fresh with a blank one you can just delete the file and disable steam cloud syncing (steam game menu > right click > properties > updates tab > uncheck cloud syncing ). Then launch the game make some kind of module and exit the game. You will now have a fresh userdesign file (like the one attached). My guess is you have cloud syncing enabled and your borked userdesign keeps getting reloaded. FINALLYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!FIXEDDDDDDDDDDDDDDDDDDD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Nice
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Post by jasonvance on Jan 18, 2017 10:12:08 GMT
If you just want to start over fresh with a blank one you can just delete the file and disable steam cloud syncing (steam game menu > right click > properties > updates tab > uncheck cloud syncing ). Then launch the game make some kind of module and exit the game. You will now have a fresh userdesign file (like the one attached). My guess is you have cloud syncing enabled and your borked userdesign keeps getting reloaded. Attachments:UserDesigns.txt (512 B)
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Post by jasonvance on Jan 18, 2017 10:02:56 GMT
Anyway here is my crash log: Loading User Designs...Error: EXCEPTION_ACCESS_VIOLATION 0 0x00da4fde util::SerializationManagerInterface::DeserializeClassMember \\mac\home\documents\code\cde\utilities\reflection\serialization.cpp(337) 1 0x00da3eaf util::SerializationManagerInterface::LoadDataFile \\mac\home\documents\code\cde\utilities\reflection\serialization.cpp(194) 2 0x00a30971 DataParser::LoadSaveableFile \\mac\home\documents\code\cde\cde\common\dataparser.cpp(56) 3 0x00b68100 <lambda_b885de7c1dc1678e84c8daf06b8d0ed3>::operator() \\mac\home\documents\code\cde\cde\logistic\metagame.cpp(136) 4 0x00b6c910 Load<<lambda_b885de7c1dc1678e84c8daf06b8d0ed3> > \\mac\home\documents\code\cde\cde\common\framework.h(56) 5 0x00b67c75 MetagameManager::LoadAll \\mac\home\documents\code\cde\cde\logistic\metagame.cpp(137) 6 0x00a3fb33 GameManager::LoadAll \\mac\home\documents\code\cde\cde\common\gameplay.cpp(77) 7 0x00a4311f Load<<lambda_743f4fe066c824f0dd90255ced836b0d> > \\mac\home\documents\code\cde\cde\common\framework.h(56) 8 0x00a3fe6a GameManager::Tick \\mac\home\documents\code\cde\cde\common\gameplay.cpp(145) 9 0x00a880a5 main \\mac\home\documents\code\cde\cde\common\main.cpp(397) 10 0x00dcb9ff __tmainCRTStartup f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c(626) 11 0x7552ef1c BaseThreadInitThunk Line Info Error 487 12 0x7761367a RtlInitializeExceptionChain Line Info Error 487 13 0x7761364d RtlInitializeExceptionChain Line Info Error 487 Yeah, this looks like the same error I started getting when trying to uses my radiator placement script. My work around was to just roll back my userdesigns to a previously saved working version. Did replacing with my userdesign.txt not let the game launch properly?
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Post by jasonvance on Jan 18, 2017 9:56:14 GMT
Also I probably should have mentioned this earlier but the game keeps back ups of your userdesigns.txt in the same folder area C:\Users\Username\AppData\Roaming\CDE\Backups
So you may still be able to salvage one of your older files if that was the cause of the crash.
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Post by jasonvance on Jan 18, 2017 9:51:11 GMT
check the crash logs and paste what exception it is pooping out here, I, or someone else here, might know a work around for your particular problem
Example: Loading Solar Echoes...Done in 9675ms Done in 23830ms Steam Stats Received Error: EXCEPTION_ACCESS_VIOLATION 0 0x01579e9d Material::GetReflectanceColor_Memoize \\mac\home\documents\code\cde\cde\logistic\physics\materials.cpp(784) 1 0x0157a320 Material::GetDiagramColor \\mac\home\documents\code\cde\cde\logistic\physics\materials.cpp(802) 2 0x015392bf CoilgunModule::RenderDiagram \\mac\home\documents\code\cde\cde\logistic\modules\weaponmodules\coilgunmodules.cpp(513) 3 0x0137c17c NormalShader::PartialResetState \\mac\home\documents\code\cde\cde\common\graphics\coreshaders.h(5) 4 0x01413193 <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(500) 5 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 6 0x0141328e <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(509) 7 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 8 0x0141328e <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(509) 9 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 10 0x0141328e <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(509) 11 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 12 0x0141328e <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(509) 13 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 14 0x0141328e <lambda_6cf7506d2bb49c77011fcdb291516945>::operator() \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(509) 15 0x01416427 util::Foreach<util::WeakPtr<UIWidget>,<lambda_6cf7506d2bb49c77011fcdb291516945> > \\mac\home\documents\code\cde\utilities\core\function.inl(14) 16 0x01411e09 Interface::RenderUI \\mac\home\documents\code\cde\cde\common\uiframework\interface.cpp(147) 17 0x01380455 GameManager::RenderUI \\mac\home\documents\code\cde\cde\common\gameplay.cpp(275) 18 0x013f5070 RenderGame \\mac\home\documents\code\cde\cde\common\render.cpp(227) 19 0x013c80eb main \\mac\home\documents\code\cde\cde\common\main.cpp(402) 20 0x0170b9ff __tmainCRTStartup f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c(626) 21 0x754f337a BaseThreadInitThunk Line Info Error 487 22 0x77b392b2 RtlInitializeExceptionChain Line Info Error 487 23 0x77b39285 RtlInitializeExceptionChain Line Info Error 487
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Post by jasonvance on Jan 18, 2017 9:36:00 GMT
Can anyone give me a workable userdesign.txt file? I failed to modify it days ago and this keep causing crashes, and i am going crazy of it... So can anyone give me a workable file? i know it is CRAZY but i REALLY cannot fix it... Here is mine... it has a lot of junk but you can just go through and delete what you don't want. If you need a blank one I can make one of those as well. Attachments:UserDesigns.txt (263.81 KB)
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Post by jasonvance on Jan 18, 2017 3:42:54 GMT
Ship Mass Cost Arms
Beam craft 0.913kt 15.6Mc 4x 60mm cannons, 1x 1MW red Laser Corsair 3.85kt 37.6Mc 4x 11mm railguns, 1x Flak coilgun Corvette 3.84kt 139Mc 6x 11mm railguns, 4x 286mm coilguns, 3x decoy launchers Cutter 3.78kt 49Mc 4x 60mm cannons, 8x 13MW green lasers, 1x decoy launcher Gun skiff 0.785kt 8.1Mc 4x 60mm cannons, 3x 3mm railguns Laser Frig 7.85kt 120Mc 4x Violet 100MW Lasers, 8x 11mm railguns Laser Skiff 1.70kt 24.8Mc 4x Green 13MW Lasers, 8x 60mm cannons, 1x decoy launcher Marauder 7.26kt 124Mc 3x 60mm cannons, 1x Flak coilgun Patrol Ship 1.31kt 38.8Mc 3x 60mm cannons, 3x 11mm railguns Raider 1.61kt 25.0Mc 3x 60mm cannons, 5x 3mm railguns Ranger 2.39kt 34.7Mc 4x 60mm cannons, 4x 8mm railguns, 1x decoy launcher Sentinel 3.77kt 34.1Mc 4x 11mm railguns Solar Lance 7.07kt 173Mc 1x 300MW IR laser Tumbler 1.79kt 19.2Mc 1x 3mm railgun
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Post by jasonvance on Jan 17, 2017 1:18:30 GMT
For the first trial lets get fleets of 50kt or 500Mc limit using the following stock ships (no missiles or drones) set to stock aggressive AI (so they intercept each-other):
Beam craft Corsair Corvette Cutter Gun skiff Laser Frig Laser Skiff Marauder Patrol Ship Raider Ranger Sentinel Solar Lance Tumbler
If you want to give it a try send me a PM with your load-out amounts of these stock ships. The first 2 PMs I get will go up against each other and I will post the results of the best of 3 and a video of the fights. Additional PMs will fight the winner of the previous.
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Post by jasonvance on Jan 16, 2017 23:38:59 GMT
I had thought of this when Ai battles were announced. After testing a bit I concluded the test must be a best of 5 or more since AI performs very differently based on the selected disposition. You have to have 1 AI set to aggressive or they will not try to intercept. So to get a fair test you have to have both be aggressive at least once if not 3 a piece to get a decent sample because AI does not perform very consistently. Well, I have a lot of patience. But with AI modification I think these will start to eventually look like real battles as we tinker with their behaviors enough to start flinging lethal amounts of missiles or drones (default AI won't put out more than 1 flight of missiles/drones at a time or nearly enough missiles/drones to over-saturate point defense). We could also start simple at ships with no missiles or drones (caps only) to keep things moving along smoothly. Though I really do want to start improving the AI behavior or drone and missile boats to get them in the fight. Missile and drone boats will be intently more risky to dump into a battle though because you won't know what your opponents point defense saturation limit is going into the fight. If you don't fling enough at one time you could get hard countered by enough point defense, but on the flip side if you send too many (missile in particular) at one time you could get countered by individual large AoE nuke spam. I think an interesting meta-game might evolve from that... but it could also just end up simplifying down to a single win-all strategy. I have no idea yet which is why I wanted to give it some tries, but doing a blind pick battle setup with yourself is a bit difficult to do and still maintain logical picks.
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Post by jasonvance on Jan 16, 2017 23:30:35 GMT
I had thought of this when Ai battles were announced. After testing a bit I concluded the test must be a best of 5 or more since AI performs very differently based on the selected disposition. You have to have 1 AI set to aggressive or they will not try to intercept. So to get a fair test you have to have both be aggressive at least once if not 3 a piece to get a decent sample because AI does not perform very consistently. Yeah, I had it setup for a best of 3 format. Part of the design challenge will be modifying the AI stats in their text file to make them manage your fleet properly. The obvious things like having them launch multiple drone fleets instead of just 1 at a time, or proper amounts of missiles and more than 1 fleet at a time would be good starting points. You can modify almost all of their behaviors by using different input criteria in the AI.txt It isn't a perfect systems but it does allow for enough customization to get them to fight somewhat proper-ish (at least enough to fling what could be lethal damage at each other instead of flights of 20 easily intercept-able missiles / drones that aren't anywhere near a saturation limit)
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Post by jasonvance on Jan 16, 2017 23:07:48 GMT
I wouldn't bother with a killsat. You're just asking for it to get missiled or droned like that poor methane fuel station. Why not just have a fleet that carries GW lasers, missiles and drones in missile silos on the body's surface and launch as needed? Mars is the only body in CoDE that has launch delta V worth planning for. Kilsat range is sadly small due to beam attenuation (diffraction/beam quality) and issues with precise aiming. Not to mention the political problems of combat identifying a ship from so far out. Why even bother to land at all? orbital repair and refitting drones would be easier and cheaper to work with and wouldn't present an easy target like a stationary surface installation would for saturation attacks. Your entire maintenance operation could be spread out around an orbit. This would reduce the amount of power required to move heavy objects into position and you wouldn't need to construct a clean room for dealing with dust sensitive materials since space is already empty.
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