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Messages - Lancefighter

#1
I... what. Of course that would be it. Except why would it work perfectly fine in the last version, and start throwing a tantrum now?

More importantly, why do I still have this piece of shit antivirus installed.. (am mad, dumb thing has done nothing but cause problems.)
#2
I am getting those values, and verifying through the md5 hashes, and yet it is not installing. I guess I try wiping and reinstalling everything

edit

Okay so back in confusingland - Whenever I try to extract the AtomicTorch.SpaceRPG.Common.dll (in voidexpanse_win/server/mono), the extract seems to fail somehow. 7zip and windows are both unable to do this. As a note, it doesnt actually throw an error - it just .. doesnt work.

This file seems kinda important to actually run the server.. (which is something I have been doing). Does extracting the archive and running the server work for you?
#3
If only it was that easy - same error, every time I download.
#4
looks like the download is missing a a few files under server/mono - im getting 'file not found: \server\mono\iyb2lzz3.tpo ' That file doesnt seem to exist in the linux zip either.
https://www.dropbox.com/s/a0z5mclgahb11hi/Screenshot%202014-08-04%2017.00.18.png

no thats not right - it looks like manually extracting the files isnt working either.
edit2 - it looks like AtomicTorch.SpaceRPG.Common.dll is not extracting at all, everything else is working fine
#5
Bug reports / Re: Shield power draw inconsistencies
August 03, 2014, 05:39:56 PM
I had considered that (and that is what the math in the scripts suggests).

However like I said, that doesnt seem to be what the math suggests either. The math at the below of the second post is what I imagine the energy cost would be in the event that it was per-shield point restored, the shield I was using would be regenerating 80*1.3 (skills) hp a second, at the cost of 9 per charge, would put me WELL over my entire max energy per second, and yet it takes ~5 seconds to deplete my capacitor.
#6
Bug reports / Re: Shield power draw inconsistencies
August 03, 2014, 01:06:02 PM
Oh. Checking through the files seems to indicate youre doing

      var energy_spent = shield_regenerated * args.shield_regen_cost;

When instead I would probably say

      var energy_spent = shield_regenerated / shield_regen * args.shield_regen_cost;

shield_regenerated seems to become the total value of the shields that need to be repaired (shield_regenerated = args.shield_max - args.shield_current;), which is then multiplied by args.shield_regen_cost.

engine is 18, shield is 12(*.75)*80*(1.3).. No that number is 936, which is not the expected energy cost.

^^^^^^^^Above maybe wrong. I dont know. Scripts are pretty well documented but I am not sure I am following them correctly.
#7
Bug reports / Shield power draw inconsistencies
August 03, 2014, 12:39:01 PM
Quote from: Lancefighter on August 03, 2014, 12:37:40 PM
lets see, engines use 14, rcs 4, lasers 8+8+11, (radar 2, grappler 30), shield 12. I have a nullspace generator of power 50, capacity 600. If I am not mistaken, 14+4+8+8+11+12 (no grappler or radar) = 57. This means unless I am actively shooting guns, my energy will not deplete, correct? This also means that while using everything, my energy will deplete at 7 per tick (35/second, with 5 ticks as I expect). However, while shooting lasers and ramming into an asteroid, my energy depletes in about 5 seconds - a rate four times faster than expected.

Testing reactor with minimal engine use, lasers + grappler (grappler is kinetic, listed 30 power use) Grappler+lasers, 30+27, a 57 drain (note: same as expected with shields) seems to slowly drain my energy. Turning on engines increases the speed, but it is nowhere near the drain of the shield generator. As a matter of fact it was so slow, I found it unable to accurately measure. Ballpark figure says approximately 26 seconds of drain with engines+weapons+grappler (14+4 + 8+8+11 + 30), 75 total. 25 of that was drained. This means that *per second* I lost about 25 energy, compared to the shield example of losing ~120 per second.
Second test seems to indicate that everything is pulled once per second.


Outcome seems to indicate that shields are pulling way higher than their expected rate. My estimate is that shields are pulling 5 times a second, and everything else once. In the shield example, this means that engines and lasers (14+4 + 8+8+11), 45 is pulling once per second (net, -5 due to reactor output), where as 12 is being pulled 5 times (-> 60 drain per second), leaving 55/second drain total. But even that does not match the measured drain in energy. That is HALF of the measured drain in energy.

I tested a couple of other shields to very similar results - the draw seems much higher than what I understand from the numbers. Even the civilian shield would cause my ship to lose energy.

Now, depending on if youve used shields before, you may not notice I am somewhat intentionally omitting something that would be important for number crunching. I have 5 ranks in shield power management, meaning that my shield should be pulling *9* energy in place of 12. There is no way this shield draining number makes sense. None at all.
#8
lets see, engines use 14, rcs 4, lasers 8+8+11, (radar 2, grappler 30), shield 12. I have a nullspace generator of power 50, capacity 600. If I am not mistaken, 14+4+8+8+11+12 (no grappler or radar) = 57. This means unless I am actively shooting guns, my energy will not deplete, correct? This also means that while using everything, my energy will deplete at 7 per tick (35/second, with 5 ticks as I expect). However, while shooting lasers and ramming into an asteroid, my energy depletes in about 5 seconds - a rate four times faster than expected.

Testing reactor with minimal engine use, lasers + grappler (grappler is kinetic, listed 30 power use) Grappler+lasers, 30+27, a 57 drain (note: same as expected with shields) seems to slowly drain my energy. Turning on engines increases the speed, but it is nowhere near the drain of the shield generator. As a matter of fact it was so slow, I found it unable to accurately measure. Ballpark figure says approximately 26 seconds of drain with engines+weapons+grappler (14+4 + 8+8+11 + 30), 75 total. 25 of that was drained. This means that *per second* I lost about 25 energy, compared to the shield example of losing ~120 per second.
Second test seems to indicate that everything is pulled once per second.


Outcome seems to indicate that shields are pulling way higher than their expected rate. My estimate is that shields are pulling 5 times a second, and everything else once. In the shield example, this means that engines and lasers (14+4 + 8+8+11), 45 is pulling once per second (net, -5 due to reactor output), where as 12 is being pulled 5 times (-> 60 drain per second), leaving 55/second drain total. But even that does not match the measured drain in energy. That is HALF of the measured drain in energy.

I tested a couple of other shields to very similar results - the draw seems much higher than what I understand from the numbers. Even the civilian shield would cause my ship to lose energy.

Now, depending on if youve used shields before, you may not notice I am somewhat intentionally omitting something that would be important for number crunching. I have 5 ranks in shield power management, meaning that my shield should be pulling *9* energy in place of 12. There is no way this shield draining number makes sense. None at all.


edit// im actually going to crosspost this to bugforumland, I am not sure how you do your bugreporting, but having a clean thread for it might be best.
#9
as for the regeneration value thing, its 5 times a second(i think there was a mention of this on the scripting section of the wiki)? Am i correct in assuming that when I am not thrusting forward, maneuvering, actively using radar, etc those subsystems are not using power?

And I suppose that makes sense, regarding the last two points. I guess I was assuming such a high version number indicated close to completedness. Is there a roadmap or planned features thing somewhere? I would be interested to see what is coming
#10
So i picked up the game yesterday, and have been messing around a fair bit in it. However there seems to be some weird things going on.

Primarily, shield energy use seems to be.. very weird. I have a shield that claims 12 energy use(the 1k hp/100% mitigation one). When it recharges, it seems to completely and almost instantly drain all of my ship's energy. I have a reactor of 40 energy,(600? capacity), and the only way I can figure that to be the case is if reactor energy is updated 5 times a second? the math still barely works out and makes no sense when I am not firing my guns (i am 99% sure there is no way the shield *alone* (aka stopped, not firing weapons, not maneuvering, not using radar, no augments) overcomes my reactor's energy flow.

kinda less gamebreakingly, mining seems to be the only real way to make money.. mining fancy blue rocks in easy to get to places buys you pretty much whatever you want. Continuing to mind fancy blue rocks for a little bit longer .. well, lets you buy literally whatever you want. I dont see how early combat lets you progress anywhere near as quickly, at least up until the point where you are xp limited by ships. I spent a little bit of time playing with modding trying to create a basic bounty good that pirates always drop, but the game seems to refuse to launch with that enabled (not really worried about this, im sure I did something dumb wrong somewhere)

I am also wondering if I can do anything for my faction. I ran through the join quests, but it seems that that is the extent of the useful bits of factiony things? Is the command deck supposed to actually exist?

finally, I am not really sure what I am looking to do in what I assume to be the mid-game. I dont really see myself making money through blowing up pirates or whatnot, (am i just missing something here?). Enemy lethality seems pretty high, (to the extent that entering 'pirate' systems is almost an immediate death sentence.. but something I must do to enter alien space due to map layout) Possibly the answer to this is just 'get a bigger ship via mining', which makes me sad.

Oh yeah - is there even a ship capable of mounting the nuclear missile ingame? I dont think ive seen one yet.