tsunamayo / Starship-EVO

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[VOXEL REMOVAL PREVIEW BUILD ROUND#9] Building Grid and Damage model #3784

Open tsunamayo opened 3 years ago

tsunamayo commented 3 years ago

ROUND#9 - Building Grid and Damage model.

The scope is now complete. One last bugfix round and this build will be uploaded to Experimental.

Grid Setting: You can now toggle a new grid logic setting by pressing G:

Damage model: A new damage model based on decals is introduced. Damage Decals are spawned when a laser / beam hit a build. Damage Decals have an internal HP: once destroyed enough they will show a hole into hull bricks, allowing piercing.

Still wip on damage:

Thanks all!

tsunamayo commented 3 years ago

Build is up! Thanks guys, I am in the middle of moving places so it is progress is slower lately unfortunately... Cheers

Xenoprophet-Nail commented 3 years ago

Good luck on the Move Tsuna! I can't wait to see what ships come from this build..

ExodistSKY1 commented 3 years ago

Pressing "G" to unlock and lock the grid, appears to not function as it is supposed to I am still messing with it this is just a quick heads up for a future report

EDIT: I can confirm that pressing "G" does not change anything on both an older build and a new fresh build

BUG: Stencils/stickers can not be seen on the hotbar

BUG: Paint will remove itself from the hotbar when you restart the game

AsageSoftworks commented 3 years ago

Pressing "G" to unlock and lock the grid, appears to not function as it is supposed to I am still messing with it this is just a quick heads up for a future report

EDIT: I can confirm that pressing "G" does not change anything on both an older build and a new fresh build

Just confirming, myself and several others also are having this issue.

ExodistSKY1 commented 3 years ago

BUG: 1m blocks are not affected by lasers

20210520201602_1 20210520201604_1 20210520201544_1

ExodistSKY1 commented 3 years ago

BUG: when attacking different grid blocks in succession of each other the "damage" seems to be scaled to the previous block scale that damage was done to. This then flipped into smaller damage visuals randomly

20210520201908_1

BUG?: My gatling cannons when fired seem to cause my ship to malfunction and in a sense act as if it was destroyed

AsageSoftworks commented 3 years ago

Pressing "G" to unlock and lock the grid, appears to not function as it is supposed to I am still messing with it this is just a quick heads up for a future report EDIT: I can confirm that pressing "G" does not change anything on both an older build and a new fresh build

Just confirming, myself and several others also are having this issue.

Tsuna,

After messing around, I have found it works on every block up to with g unlocked. But its kind of wonky and inconsistent. I have attached several images to further clarify, showing block scale as I added them. 20210520202419_1 20210520202632_1 20210520202636_1 20210520202638_1 20210520202645_1 20210520202655_1 20210520202702_1 20210520202717_1 20210520202742_1

Thanks, Asage Foi

Camzx commented 3 years ago

Good luck on the move!!!

Kaiser-Indrasil commented 3 years ago

The damage system looks cool AF! Maybe one day different weapon types would leave different damage stickers! Imagine the detective work: "Ah yes, this ship was damaged by beam weaponry, and so it couldn't be the fault of our suspect, since their ship has ballistic weapons only."

Some bugs:

image

This is some curious-looking thruster texture 😏

And, Tsuna, you have no idea how happy this makes me... Thank you so much!

image

Kaiser-Indrasil commented 3 years ago

But yeah, as Asage and others mentioned, the offsetting can produce unreliable results very quickly. Consider this simple scenario:

8m blocks are in yellow. You first build a global grid-aligned yellow 8m block upon a Starter Block. Then you build a layer of black 1/2m block. On top of it, you build another yellow 8m block (stretched it 1 unit for clarity of the picture). As long as your blocks are built in the same initial 1/2m vertical offset, they stick to that local offset, as desired. BUT, as soon as I introduced a blue offset of 4m block protruding in a lateral axis (in relation to the initial 1/2m black offset), the yellow 8m block I wanted to place there loses that black offset.

image

This doesn't happen when the scale of the block is equal or smaller than the block used for the offset (in this case, 4m blue block):

image

Kaiser-Indrasil commented 3 years ago

Got another one, regarding the system blocks that received the finer grid treatment in one of the latest rounds. These are 1/4m blocks (former bricks), with tile and thin tile used to offset the 3x3 green square. If I try to attach a reactor block using the grid lock, it behaves as predicted, sticking to the global grid.

image

But, if I hit G in order to have it stick to the local grid (and by extension, the 3x3 square) instead, it gets offset by 1/16m along an axis that is lateral to the one I built an offset along:

image

tsunamayo commented 3 years ago

@Kaiser-Indrasil like I said in the previous discussion, when you put a larger grid block onto a smaller brick one, it cant be solved as there is 4 different valid positions. Then 16x + if the grid difference is even larger. So right now when you do this it default to the global grid mode. I could try to do something different, I will think about it. Maybe give the larger block a placement grid of the same size as the target? The local grid mode is a hack, it is not really that solid. We had less issue before because it was only concerning a single size!

@AsageSoftworks It is hard to understand what is wrong on your screenshots (at least on a few of them the situation is normal). I think maybe you expect it to do something different? Could you tell me what you expect each mode to do (It is very useful to me, I might need a rename, and I also will need to do a tutorial).

Kaiser-Indrasil commented 3 years ago

@tsunamayo Still, it works more reliably than the original brick offsetting with Thin Tiles. Remember how it used to offset by an additional Tile sometimes when you tried to place a brick laterally upon a Thin Tile-offset brick? Well, it's fixed now! Thank you!

And don't worry, I wanted to make a video tutorial on this new system anyway 😉

Garrett-C commented 3 years ago

The damage decals are great. I do love this new damage system. Seems like it will have a lot of potential aswell

ProPeach commented 3 years ago

The local grid snapping is genuinely fantastic, thank you so much Tsuna!

Damage effects are also a brilliant concept, I'm glad that the damage decal system worked out so well image So cool!

Might be related to this - You can't place a barrel on a weapon that was placed with the global grid lock off https://user-images.githubusercontent.com/27857711/119152885-a09d3100-ba48-11eb-829c-d3725354e61f.mp4

tsunamayo commented 3 years ago

Yes indeed sorry guys I forgot to mention it, in the name of simplicity I removed heat dissipation stats from hull. Now only surface dissipate heats. The thing with hull is that a smaller hull is more dense, so it would have been weird and too complex to have a stats that dont follow the same rule. Or it would have completely break the game balance if I had kept the heat stats with the same scaling, as a stretched mini-hull will be much more powerful (and heavy) than the same larger one.

TIKIRobo commented 3 years ago

https://user-images.githubusercontent.com/56371294/119206019-d218fb00-ba4e-11eb-912f-a40394118a1f.mp4

offset seems to be broken on pipes, it works perfectly on blocks Starship EVO 5_21_2021 4_09_18 PM

Garrett-C commented 3 years ago

Yes indeed sorry guys I forgot to mention it, in the name of simplicity I removed heat dissipation stats from hull. Now only surface dissipate heats. The thing with hull is that a smaller hull is more dense, so it would have been weird and too complex to have a stats that dont follow the same rule. Or it would have completely break the game balance if I had kept the heat stats with the same scaling, as a stretched mini-hull will be much more powerful (and heavy) than the same larger one.

Kind of a little iffy on thay honestly.

I mean don't get me wrong your logic makes total sense and I can see why you did it.

But I assume the specific values are going to be heavily tweaked or you are going to add a way to better manage heat right? The current surface cooling just isn't strong enough to make up for the loss of hull cooling imo. That said I totally understand that current values aren't final and you will be tweaking them.

I also think we will need some form of mechanic to allow us to actively manage heat now though. Maybe radiators, maybe we can pipe coolant around etc. Basically with the removal of ways to add extra cooling into a ship there needs to be another way to do that. Could make for some more cool gameplay and ship building as a plus side though.

So yeah as long as surface area cooling is tweaked to compensate for the loss of hull based cooling then everything should be sweet.

ProPeach commented 3 years ago

Thanks for the clarification with the heat! I thought it might be something like that.

Personally, I don't think a constant heat dissipation rate across scales is confusing or weird despite the different density. It's simpler to manage than different rates across different scales.

On a similar note, do we still need the relationship of smaller bricks being more dense and stronger to discourage players from spamming them in large structures? It made sense before, but now the player is naturally drawn to larger scales for larger builds for convenience sake. So you could have stats like hp, mass and heat scale linearly with volume, cutting out any confusion about scales or sizes. It also makes it easier to utilise heat dissipation as a balancing factor for the armour mixing mechanic you mentioned.

Also, have you considered using a ships surface area to volume ratio as a multiplier for their heat dissipation? It would give smaller ships a little buff if that's what you'd like, and might pair well with the constant stat/volume concept.

BigBadKangaroo commented 3 years ago

Seems like the gravity on the habitat is a bit strange again ... hover cars don't hover - they are dragging across the floor. Sometimes the just float away like gravity has never existed.

Strange artifacts on hinges and pistons have also returned.

However, I really like this update and the new grid system works pretty good. It needs a bit of adjustment though. The "G" key doesn't seem to work everytime but maybe I just didn't get how it exactly works

TIKIRobo commented 3 years ago

https://user-images.githubusercontent.com/56371294/119237116-1ad4c080-baf0-11eb-9f3f-1dc9aa7d513d.mp4

4 to 1 offset is missing

tsunamayo commented 3 years ago

So I dont use a simple proportional relationship because everybody would cry that their fighters are so ridiculously underpowered and useless. A 25m ship would be 8x less powerful than a 50m one all things being equal - I am simply trying to reduce that number a bit by having non linear scaling curve. I can make a build with simple proportional system to see how it looks - it would make my life easier.

1) I dont want radiators because the reason we have heat is to limit how much system you can cram into a ship (from community feedback and request) 2) Larger system are more heat efficient (better power / heat ratio). So if you have room you can use them and make up for the surface area rule. I have to do this so that people dont simply put a lot of tiny systems inside their large ship.

@Garrett-C if one of your ship is no longer balanced send it my way! (if you can have its stats before the upgrade that would be a plus)

Garrett-C commented 3 years ago

I will look into that tomorrow to see if I can find a few examples.

I haven't fully played around with them in the novox build yet because I wanted to wait until the tech goes to experimental before really building with it.

That said I have noticed some ships seemed to be distinctly closer to the heat threshold than before. Again I will certainly go through some ships to get proper examples. A warning though mine are mostly replicas and I agree that you don't want to just balance around replicas they probably could be good for exploring the difference in heat balance atleast.

My point was more that if you haven't boosted the surface area cooling to account for the loss of hull cooling then a lot of ships will have just lost a chunk of cooling. I haven't yet looked into this and it wouldn't surprise me to find you already gave the values an initial tweak.

That said on top of that I think it could be worth investing some mechanic or system to allow the player to increase heat dissipation. Because with the system being purely surface area based then the player has no good option to further cool thier ship other than making it bigger. Plus a mechanic built around this like radiators, a hull type with increased surface area heat dissipation or some form of active cooling would add a nice extra layer to ship design. Like previosly if you had a ship where there was too much heat for the surface area you could add more hull inside. That worked but arguably the same effect could be achieved in a more fun way if there was a system built around it.

tsunamayo commented 3 years ago

@ProPeach I haven't though about that volume/surface ratio boost, it would work but seems weird as it means that one hull placed on a given ship would yield a different heat dissipation compared to another. Also brick were more dense to make smaller ship more powerful. Tying heat to surface is a very powerful way to clamp the cubic stats growth of ship size. It also make sense physically, I am not sure what is your issue with it - but I am open to any suggestions.

tsunamayo commented 3 years ago

@Garrett-C if you have too much heat then remove some systems, that is simple. Again, the heat mechanism is there to limit how much systems you can put into a ship. Do you agree with this or not? It was a strong community feedback. People dont want to be forced to place tons of system into their ship and would prefer some freedom to build some interiors. That being said if it large ship are so weak that they basically have to be hollow I will tweak / change the system!

tsunamayo commented 3 years ago

Also if you have some ship design send it my way @Garrett-C , it is okay if they are replica they are still valid ship (unless for very small one). Right now my biggest is Surge Type 51 Destroyer which is well balanced before / after.

Garrett-C commented 3 years ago

@Garrett-C if you have too much heat then remove some systems, that is simple. Again, the heat mechanism is there to limit how much systems you can put into a ship. Do you agree with this or not? It was a strong community feedback. People dont want to be forced to place tons of system into their ship and would prefer some freedom to build some interiors. That being said if it large ship are so weak that they basically have to be hollow I will tweak / change the system!

Also if you have some ship design send it my way @Garrett-C , it is okay if they are replica they are still valid ship (unless for very small one). Right now my biggest is Surge Type 51 Destroyer which is well balanced before / after.

Ok no problem. Just wanted to try and get some values for you pre and post change. When did you make this change? I thought it was in this update but I just noticed hull doesn't cool in experimental also.

tsunamayo commented 3 years ago

No I think hull should cool in experimental, unless there was a bug. Change was done during that patch.

ProPeach commented 3 years ago

I agree completely that a directly proportional system on its own would make smaller ships very weak, so we need a built in buff for them.

Tying heat to surface is a very powerful way to clamp the cubic stats growth of ship size. It also make sense physically, I am not sure what is your issue with it - but I am open to any suggestions.

I also have no problem with the surface area system itself, I think it's great idea for managing the heat of large and small ships. But I don't think it's good to have it as the only method for changing heat dissipation.

I think including the hull volume and material is important, to enable material to be used as a balancing factor in the future and to give players additional options to improve their heat. Heavier armour weighs more, and dissipates less heat etc or whatever turns out to be good. It would mesh well with your armour mixing idea.

So combining those, I thought that this formula could be useful - Total Heat Dissipation = Surface area + Hull x (Suface area/volume)

Surface area - The dissipation a ship receives from its surface area Hull dissipation - The dissipation a ship receives from hull, which is dependant on the hull volume and its material Surface area/volume - This ratio, with a constant included for adjusting its impact, would be what buffs small ships compared to large ships

This way hull blocks can have a constant heat dissipation rate per volume which makes your and our lives easier (no difference between scales), because the buff to small ships happens with the overall heat formula. My only problem with the current surface area only system is that apart from actually changing the exterior design and aesthetic of their ship, players don't really have an option to improve their heat dissipation rate.

Edit - to clarify I'm only talking about hull here, systems scaling based on size is totally logical and should stay as it is. It just seems strange that a 1m metal cube would have a different heat dissipation rate depending on whether it was made of 0.25m or 0.5m cubes. That's something that would have to be explicitly taught to players rather than their base intuition being correct

Garrett-C commented 3 years ago

Ok so going to grab my Venator.

image In the stable build the ship sits at around 95%, obviously would strive to lower that a bit but it's somewhat manageable with the scale.

image As you can see here though it's hitting 262% heat currently in the novox build. Needless to say, that's a massive change in heat.

So as we can see here the issue is that ships at this sort of scale tend to have a higher % of heat dissipated from hull than surface area, this does make sense because of the number of blocks used to build up the interior for example. One other interesting spot here is the heat disipated by the surface area also appears to have decreased from the older builds. Doing the math looks like heat disipated by surface area dropped by about 1/6th between those versions.

Note: I also encountered an odd bug while testing this. When hitting export as blueprint on the ship it goes invisible and the player loses the ability to do anything other than open the tab menu.

Here is the blueprint: Venator BP ST P day.zip

ExodistSKY1 commented 3 years ago

Tsuna, what do you think about the overheating and "heat death" mechanic/game play being changed to when your ship overheats all systems get shut down entirely and it is in a dormant state until the ship is abler to dissipate all the heat (0% overheated) this could allow for awesome game play additions in the future and could allow the player who caused the heat stall to occur to be in an advantageous position to destroy crucial systems such as thrusters etc. I will send some of my hull Blueprints.

tsunamayo commented 3 years ago

@Garrett-C so for mega build to really test the new system you should replace your 1m system by larger one. It would reduce the generated significantly. I am not sure on how packed of system is the interior. cheers

ExodistSKY1 commented 3 years ago

From a medium ship all the way up to super massive, I have not adjusted much in the way of systems and I am still working on the hull of the very large one. I will be replacing both the systems and the original 1m blocks in the places I can. let me know if you are wanting me to add or do anything to these to help get what you want

Blueprints.zip

Garrett-C commented 3 years ago

@Garrett-C so for mega build to really test the new system you should replace your 1m system by larger one. It would reduce the generated significantly. I am not sure on how packed of system is the interior. cheers

Yeah I do plan to do that but I don't think that's really enough of a fix here. I tested some things and had to remove most of the systems in here to get it close to 90%. I mean like all but a couple of thrusters, most of the shields and then basically all the power.

Unless the new larger systems are significantly more efficient I don't really think that's much of a solution. I don't really think ships loosing like half of their heat dissipation is great.

I will try your suggestions of swapping to larger systems but I am skeptical of that making up for over double the cooling.

TIKIRobo commented 3 years ago

https://user-images.githubusercontent.com/56371294/119269249-8891f280-bbab-11eb-9e33-70d7c7432204.mp4

yoink

MagicalAbyss commented 3 years ago

I really confused how my ship got entirely different stats from Stable to Preview, I assume is due the system stats are tied to scaling now?

Stable: stable

Recorded Stats in Depth (Stable): stats

Preview: preview

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2310381712

AsageSoftworks commented 3 years ago

https://streamable.com/znxy9f

Tsuna,

I do not know how to describe this bug properly. Somethings going on with rendering this chonker. 25,088m diameter made of 512^3m blocks. Please let me know if I need to provide any further information.

Thank you for this amazing update, I absolutely love it! If I could make a request, could you drastically increase the render distance? This update will allow for low detail shells of massive "Stations" or even ships using the 32m scale. 5000 km seems realistic with LOD(?) thing. Say have the rendering in engine render different block scales at different distances?

Example: Scale - Render Distance 1/8 - 3.2km 1/4 - 6.4 km 1/2 - 12.8 km 1 - 25.6 km 2 - 51.2 km 4 - 102.4 km 8 - 204.8 km 16 - 409.6 km 32 - 819.2 km

This would both allow for a drastically larger building scale. It would also further encourage players to build there ships with the optimum scale for the said ship. I honestly believe that render scale could be changed to a much more simple 10,000km base scale for anything larger than 1m, with anything smaller rendered at 250km out.

Again Tsuna, Thank you so much!

Sincerely, Archelaus Maximus Sage-Foi

ProPeach commented 3 years ago
tsunamayo commented 3 years ago

So on the topic of stats scaling and making smaller ship more powerful, I am considering using the system chip feature, ie having more powerful upgrade for smaller ship (and a max ship size attribute on each chip), or having a ratio that depends on the ship size (so a chip is compatible with all ship size). I might just go with a flat system ratio on the ship also. I am looking for an elegant solution that is easy to understand for the player. I agree having no scaling would be easier to understand for players. Tell me what you think.

tsunamayo commented 3 years ago

@MagicalAbyss see the previous discussion, it latest update there is only surface heat. As of now the best way to build large ship is to use large system that produces less heat. It might all change at this point. @AsageSoftworks thanks, yes render distance it is still wip.

MagicalAbyss commented 3 years ago

@MagicalAbyss see the previous discussion, it latest update there is only surface heat. As of now the best way to build large ship is to use large system that produces less heat. It might all change at this point.

I seen it, but that doesn't explain why stats still differ when converting to non-voxel, it because the scaling size of system blocks?

And you mean best way to build large ship is to build even bigger and not stacking heavier hulls.

Garrett-C commented 3 years ago

@MagicalAbyss see the previous discussion, it latest update there is only surface heat. As of now the best way to build large ship is to use large system that produces less heat. It might all change at this point.

I seen it, but that doesn't explain why stats still differ when converting to non-voxel, it because the scaling size of system blocks?

And you mean best way to build large ship is to build even bigger and not stacking heavier hulls.

The stats differ because in the voxel builds each block contributes to cooling, in novox currently only the surface area does.

Does this help or am I misinterpreting your question?

MagicalAbyss commented 3 years ago

@MagicalAbyss see the previous discussion, it latest update there is only surface heat. As of now the best way to build large ship is to use large system that produces less heat. It might all change at this point.

I seen it, but that doesn't explain why stats still differ when converting to non-voxel, it because the scaling size of system blocks? And you mean best way to build large ship is to build even bigger and not stacking heavier hulls.

The stats differ because in the voxel builds each block contributes to cooling, in novox currently only the surface area does.

Does this help or am I misinterpreting your question?

But it doesn't explain why my ship is lighter, producing less energy and have the same speed.

Garrett-C commented 3 years ago

@MagicalAbyss see the previous discussion, it latest update there is only surface heat. As of now the best way to build large ship is to use large system that produces less heat. It might all change at this point.

I seen it, but that doesn't explain why stats still differ when converting to non-voxel, it because the scaling size of system blocks? And you mean best way to build large ship is to build even bigger and not stacking heavier hulls.

The stats differ because in the voxel builds each block contributes to cooling, in novox currently only the surface area does. Does this help or am I misinterpreting your question?

But it doesn't explain why my ship is lighter, producing less energy and have the same speed.

Less energy is probably due to system values being adjusted with the new scale stuff. Not sure about mass but perhaps he has also adjusted that with the new sizes.

ProPeach commented 3 years ago

So on the topic of stats scaling and making smaller ship more powerful, I am considering using the system chip feature, ie having more powerful upgrade for smaller ship (and a max ship size attribute on each chip), or having a ratio that depends on the ship size (so a chip is compatible with all ship size). I might just go with a flat system ratio on the ship also. I am looking for an elegant solution that is easy to understand for the player. I agree having no scaling would be easier to understand for players. Tell me what you think.

Hope you're settling well in to your new home around about now o/

Personally I don't think using chips is the best route, the buff should be something you experience while building, something integral to small ships rather than something that you apply after building it. If chips are the source of the buff to small ships, then they'll likely be very weak without chips. It's also another thing you've got to teach players, telling them that it's ok their small ship feels weak now because they need to put a chip on it. It's difficult to design a ship with specific capabilities in mind if you have to factor something as random as chip stats into it.

Can you tell us more about your flat system ratio idea? It sounds like system blocks would have a different stat depending on the size of a ship. This would be quite confusing and arbitrary, and be pretty hard to document clearly e.g. the same reactor on different ships having different stats.

I still think heat is the best balancing factor we have here, you were right to focus on it the first time around when balancing old block vs brick systems. If smaller ships can dissipate more heat than they otherwise would for their size, that would be the simplest way to give them a slight performance boost and be sure that they're not totally obsolete. This has great synergy with the way system bricks scale (smaller scales are more powerful per unit volume, and run hotter), and is an easy rule to teach and design for when building.

tsunamayo commented 3 years ago

@ProPeach No I still cant work much due to moving unfortunately... Mate that was you who proposed that idea of a buff for smaller ship (ship with a lower volume/surface ratio), I was merely exploring that idea with different ways of making it less arbitrary and easier to learn for the player. The chip upgrade has the advantage of being easier to learn: you pick a chip, then see that is boost stats, done. If I dont use chip then we now have two separate ways of giving a boost. And yes I still dont like the idea of having a block yielding different stats depending on which ship you put it on... (that was my first feedback to be honest) But after all this is already the case if you factor in system chips.

I guess I will just give up on that, put back heat for hull and call it a day.

@MagicalAbyss Power and mass are pretty close, thats a non-issue on my side.

ExodistSKY1 commented 3 years ago

Chips could work, but it would need to be very easy to learn and intuitive... the problem would now be having another thing to balance and another thing for builders to have to take into account when making their ship. Depending on how gameplay would be players would just make a larger ship and then probably never return to something smaller because they got a chip to upgrade it down the line, why not just use it to upgrade their larger ship and not worry.

Instead of buffing heat for smaller ships maybe you can buff the systems to be more heat efficient the smaller the ship is? This could give smaller ships a well needed buff to make them viable but still allow for a hierarchy within the ship sizes. I really do like the Chip idea and think it could be cool to find certain chips to add small percentage boosts. A few questions I would have is:

Can the chips be manufactured or do you need to find them individually? If you hit a certain level do you know every chip and can produce them? Will they fill an open need in the game or is it because they are kinda cool?

My personal preference would be to keep the chips very minimal, I think the NPC's having levels and certain skill sets could fill the role of chips for example:
-NPC Engineer would not be great as a pilot (maybe some basic level of proficiency) -NPC Pilot could get a buff while piloting craft

Chips... Could be awesome as an Artificial Intelligence working similar to the NPCs but they allow for AI control of ships.

Tsuna, I would like to thank you for continuing to create this game and put as much effort that you have been and also how you have and still continue to work with your community of builders and players. I truly love this game and want to see it become the go to Space game for both gameplay and building. I know sometimes some of us are very stubborn and do not understand somethings but I think I can speak for most of the community in saying that we want this game to be a success. Again, Thank you very much for this game, and I hope your move to the new place goes as smoothly as a move can go!

Sithware commented 3 years ago

Not letting you place a 1/2 meter block in the center of a 1 meter block even though you have the grid unlocked is very annoying especially when you're trying to use the rounded panels to decorate your walls in ways that were previously possible or when you want to have a turning seat but don't want to have to use the 1 meter rotor to get the rotational axis to be in the center of the chair. Please allow offsetting grids. P.S The old heat dissipation was much better.

CurioInventorium commented 3 years ago

I've been having a proper go at building a ship with the new system. I had a brief alignment issue when finally putting down a reactor, but the grid lock feature worked and I was able to place it how I wanted.

One thing I have noticed is that there's a gradual fps drop over time. I start off at a playable 60 or so and reach about 8 or 9 after maybe 30 to 40 minutes. I didn't properly track the time. Here's the wip blueprint for the ship, just in case I've done something weird. NOVOX Cargo Ship 01.zip

Maybe there's a memory leak. Player.log I wanted to add the output_log.txt file, but that doesn't seem to have been updated since February 😕

Kaiser-Indrasil commented 3 years ago

@CurioInventorium Yeah, you only need to care about the Player.log these days