|
Post by Amistad on Jan 23, 2021 5:16:52 GMT
Hope Qswitched is still doin OK. COADE is an absolutely revolutionary game, and yeah I'd definitely support a Patreon/Kickstarter for whatever project he's workin on now - or COADE updates, if needed.
|
|
|
Post by Amistad on Apr 26, 2019 3:31:14 GMT
Hey all,
I believe I posted about this a long while back, but it never got fully resolved, so I simply quit playing. I'm back to playing, but can't find my original thread, so here's the schtick. CDE freezes and stops responding on startup. So far, I've verified game integrity multiple times, uninstalled and reinstalled multiple times, made sure my driver is up to date, made sure Windows is up to date (Windows 10, fully up to date), and gone to the preferences folder to turn off fullscreen, and unsubscribed to all Workshop content. Nothing has worked. Any suggestions? The game works on my 10-year old Macbook Pro just fine, but not on my Windows 10 laptop (it did previously for a while).
Here's the crashlog:
Version: CDE 1.2.0.2 Windows
Loading English...Done in 43ms
Loading Themes...Done in 12ms
4.5.0 NVIDIA 376.54
Max Texture Image Units: 32
Max Combined Texture Image Units: 192
Max Vertex Texture Image Units: 32
Max Draw Buffers: 8
Max Texture Size: 16384
Loading Shaders...Done in 225ms
Loading Game
...Loading Limits...Done in 7ms
Loading Sound Effects...Done in 7ms
Loading SoundFiles...
Done in 2795ms
Loading Star Chart...Done in 90ms
Loading Refraction Indices...Done in 168ms
Loading Emission Lines...Done in 173ms
Loading Elements...Done in 23ms
Loading Metals...Done in 11ms
Loading Nonmetals...Done in 6ms
Loading Compounds...Done in 6ms
Loading Alloys...Done in 11ms
Loading Ceramics...Done in 9ms
Loading Fibers...Done in 6ms
Loading Crystals...Done in 9ms
Loading Radionuclides...Done in 6ms
Loading Ions...Done in 5ms
Loading Fissiles...Done in 8ms
Loading Fusiles...Done in 5ms
Loading Fluids...Done in 10ms
Loading Minerals...Done in 6ms
Loading Organic Compounds...Done in 7ms
Loading Noble Gases...Done in 5ms
Loading Coolants...Done in 5ms
Loading Combustables...Done in 6ms
Loading Paints...Done in 5ms
Loading Chemical Reactions...Done in 7ms
Loading Fusion Reactions...Done in 4ms
Loading Asteroid Spectral Types...Done in 4ms
Loading Celestial Bodies...Done in 25ms
Loading Factions...Done in 5ms
Loading AI...Done in 10ms
Loading Concepts...Done in 8ms
Loading Misc...Done in 4ms
Loading Designs...Done in 181ms
Loading Imports...Done in 0ms
Loading User Designs...Done in 3ms
Loading Data Caches...Done in 289ms
Loading Craft Data Finalization...Done in 138ms
Loading Levels...Done in 17ms
Loading Dev Records...Done in 5ms
Loading User Records...Done in 0ms
Loading Craft Models...Done in 1063ms
Loading Pre-generated City Light Textures...Done in 146ms
Loading Pre-generated Particle Textures...Done in 2ms
Loading Pre-generated Damage Scar Textures...Done in 2ms
Loading Solar Echoes...Done in 6192ms
Done in 13315ms
Steam Stats Received
Loading Far Centaurus Reprise...Done in 3350ms
Error: EXCEPTION_ACCESS_VIOLATION
0 0x005e8742 util::Filter<util::WeakPtr<SpacecraftComponent>,<lambda_7b796d8aaa3b2b18f5d74c9a4b776968> > z:\documents\code\utilities\utilities\core\function.inl(40)
1 0x005dbdef TacticalManager::TickAudio z:\documents\code\cde\cde\tactical\tacticalmanager.cpp(811)
2 0x005d3937 TacticalManager::Tick z:\documents\code\cde\cde\tactical\tacticalmanager.cpp(152)
3 0x0064c2f4 GameManager::Tick z:\documents\code\engine\infrastructure\gameplay.cpp(271)
4 0x0026c4d5 main z:\documents\code\cde\cde\common\main.cpp(83)
5 0x0071dc27 __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl(283)
6 0x74c68654 BaseThreadInitThunk Line Info Error 487
7 0x771d4a77 RtlGetAppContainerNamedObjectPath Line Info Error 487
8 0x771d4a47 RtlGetAppContainerNamedObjectPath Line Info Error 487
|
|
|
Post by Amistad on Nov 16, 2018 22:51:13 GMT
Hi all,
I've been plying around the web, but I can't find a reliable "formula" for designing anti-kinetic armor for warships. I don't really know what to put for armor in general - I usually stick with alternating chunks of VCS/RCC with some highly reflective material on top.
However, I've seen that there's a bunch of other options, IE formulas of composite armor that include spaced armor, spall lining, whipple shields, et cetera.
What would be the best armor for use against bursts of conventional gunfire, IE 5-10 gram projectiles, 30-50 MS reloads, and 2.5-3.5 projectile velocity? Is there any?
|
|
|
Post by Amistad on Oct 14, 2018 23:02:38 GMT
Something with your drivers perhaps? Or backup your config files, delete them and do a clean reinstal?
can't imagine anything with drivers - there wasn't any update recently. How do I access my config files, and what are they exactly?
|
|
|
Post by Amistad on Oct 14, 2018 20:28:46 GMT
I'll try unsubbing from all the workshop mods, then.
Edit - didn't do anything, unfortunately.
|
|
|
Post by Amistad on Oct 13, 2018 23:44:34 GMT
I was playing COADE this morning, worked fine. Only a few workshop mods that always have worked before. I booted it up again now, and it's crashing on startup. The orange spinny wheel page suddenly freezes after ~5-10 seconds of loading, any clicking leads to the "program not responding" page where I have to kill it. I've uninstalled and reinstalled multiple times, and verified the game files via steam multiple times. I'm unsure what else to do. I read on the tech files that I should try not playing fullscreen, but I'm hesitant to go into any game files due to lack of expereience to change that, and I can't exactly access the options page. Any suggestions? Was there a small update that just rolled out? I was playing it with no issues only a few hours ago...
|
|
|
Post by Amistad on Oct 9, 2018 17:23:13 GMT
even railguns? I always got the impression that firing more than a few hundred slugs from a modern-day RG wore out the rails.
|
|
|
Post by Amistad on Oct 8, 2018 0:55:18 GMT
Hey all,
I was just wondering - how "far out" actually is COADE? Concievably, how soon could we have tech like nuclear-thermal rockets, multi-gigawatt space lasers, effective railguns and coilguns, etc?
I understand that everything in the game is "proven" tech via actual studies and formulas, but it's also clear that a lot of the technology isn't currently present. Could we, theoretically, have tech like this in 2030? 2040? Later?
|
|
|
Post by Amistad on Oct 3, 2018 0:37:26 GMT
Selling it as DLC also opens it up to be more speculative. People who want sourced and precise stuff can stick to the base game. People who buy a DLC are saying they're willing to use best-guess stats. indeed. The more that I think of it, a "nuclear DLC" seems to make a lot of sense. First, as you say, it allows people to choose between "super-hard provable-only tech" and "best-guess/slightly theoretical tech." It adds an entirely new dimension of components which will shake up the meta of uberlaser - missile swarm - drone swarm. Finally, it'd give the dev more cash when previously he's basically been updating and adding stuff out of the goodness of his heart (not many more sales are added with multibarrel guns and shaped armor, I'm assuming)
|
|
|
Post by Amistad on Oct 2, 2018 0:58:39 GMT
A year later and I'm still down for Orion drives and Casaba howitzers. I admit, though, that it'd radically change the game, as NTRs and whatnot would be made practically obsolete in most cases.
A package deal including Orion Drives, nuclear shaped charge weapons, and perhaps bomb-pumped lasers (which fit in nicely with nuclear propulsion) would be a cool idea for a DLC. If you're feeling adventuruous, you could call it the "nuke update" or somesuch and also add multistage teller-type nuclear bombs, new types of reactors (IE salt water, which I think isn't included in base game), and enhanced radiation weapons/cobalt bombs/neutron bombs.
I'd buy that in a heartbeat.
|
|
|
Post by Amistad on Jul 12, 2018 17:08:58 GMT
I'm almost positive I've gotten lower than 33.3ms reload time for a single-barrel gun,though. Let me check. EDIT: i.imgur.com/1EzAiIi.png13.6ms reload. Did you mean 3.33? If I pump 100MW into this baby, I can get 2.33ms. The displayed numbers lie. The game's physics engine is incapable of firing more than one bullet per frame, and it runs at 30 frames per second. Test the gun in actual combat, and it will be firing only 30 shots a second. well that's horrid. I guess the solution then is to pack on an asston of guns, rather than pumping energy into them to make them fire faster.
|
|
|
Post by Amistad on Jul 10, 2018 20:08:55 GMT
TBH, multibarrel guns seem kinda useless, at least for conventional guns. They look really cool, but even when I'm pumping 200KW through the loader and getting 19 MS reloads for a gun, the overheat is still after a minute and a half of firing. If I'm firing a conventional gun for a minute and a half straight, the ship likely has bigger problems than overheating. They look hella cool, though, and I guess they're more useful if I start putting megawatts of energy into the loaders. The hard cap for fire rate is at 33.3ms reload time, so there's no point trying to go lower. I haven't actually messed with multibarrel guns to see if it applies to them, but cranking up loader power on a single gun definitely won't help. I'm almost positive I've gotten lower than 33.3ms reload time for a single-barrel gun,though. Let me check. EDIT: i.imgur.com/1EzAiIi.png13.6ms reload. Did you mean 3.33? If I pump 100MW into this baby, I can get 2.33ms.
|
|
|
Post by Amistad on Jul 5, 2018 20:41:41 GMT
TBH, multibarrel guns seem kinda useless, at least for conventional guns. They look really cool, but even when I'm pumping 200KW through the loader and getting 19 MS reloads for a gun, the overheat is still after a minute and a half of firing. If I'm firing a conventional gun for a minute and a half straight, the ship likely has bigger problems than overheating.
They look hella cool, though, and I guess they're more useful if I start putting megawatts of energy into the loaders.
|
|
|
Post by Amistad on Jul 2, 2018 17:28:36 GMT
Hey uh, where's the option for multibarrel guns? I opened up module editor for one of my cannon designs and I can't find any toggle or option for more than one barrel. Any help with this would be appreciated. Also, as I keep saying, I really hope Qswitched opens up a Patreon or Gofundme or something, the quality of the game now is astounding. Struts are showing up in front of ships. Literally unplayable /s That's pretty minor. I'm happy there are finally actual struts for spacers, it looked weird with only blank space. Maybe some toggle-option to have flat vs pointed noses could be in order, or if you end with a spacer, the hull tip is automatically flat as to conform around the strut?
|
|
|
Post by Amistad on May 17, 2018 20:43:35 GMT
I spend most of my time making "proto-stock" ships, basically ships that are stock-ish, with custom modules but roughly comparable in power.
|
|