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Discussion in 'FAQ & Feedback' started by EleonGameStudios, Jun 26, 2015.

  1. Captain Jack II

    Captain Jack II Rear Admiral

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    Persistent little shits.
     
    #541
  2. Senator Mendoza

    Senator Mendoza Lieutenant

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    Pretty sure I also saw a bat inside a drone base after destroying the core lol. Maybe the Batcave was nearby?
     
    #542
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  3. Rappeldrache

    Rappeldrache Lieutenant

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    I started yesterday, I'm a noob:

    1.) I would like it to see WHAT I'm collecting BEFORE I collect it. I don't know what I'm gathering all the time here. :D I have to pick it up and than to look in my inventory. Probebly I don't want to pick it up, if I see what it is.

    2.) Of course: More possibilitys to create the charater. :D Hairstylesssssssss. :D



    EDIT:

    It's really hart to start playing (for me). I wrote in a nother Thread that I was shooted a few times so I could not start playing on our (guild-) server. Now I made a new try and I found a place without any drones. BUT: I have no weapon and somehow I'm Level 2.
    My guild-buddy made the whole world now easy (I hope he can make just the planet easy - later) but I can not make a restart. He deleted all savegames now. So we can all make a newstart. He is not happy about it but we see no other possibilitys to restart MY character. We just want a "saver spot" for our guild members to start (NOT save, just saver).
     
    #543
    Last edited: Feb 9, 2017
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  4. Captain Jack II

    Captain Jack II Rear Admiral

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    need... more... info....

    welcome to the game!
     
    #544
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  5. Rappeldrache

    Rappeldrache Lieutenant

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    Thanks :)

    I thought it could be nice if it could see the name of the plant if I move my mouse over it. Sorry, my english is not very good.

    Feedback in general:

    - I LOVE the colors. :) I'm on the planet "Aqua" and the colors are really powerful, strong but NOT trashy.

    - The waterworld is great. Soooooo many possibilitys for the future, I'm very excited about this part.

    - The plants are amazing. Wonderful. Alien-honey - great. :D
     
    #545
  6. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Seeing the Name of the Plant ya have the Crosshairs on is already supposed to be happening as long as you're in close enough range to it, meaning it is something that can be Plucked. Any Plant that doesn't do this has nothing ya can Pluck from it & is just Decoration Fluff with literally no Name.

    For help in learning the game, open your Inventory, Click the Button Labeled "PDA" then try reading it & following it... advising New People to the Game is exactly this dude's job. :)
     
    #546
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  7. Rappeldrache

    Rappeldrache Lieutenant

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    Hello,

    a little excited Feedback from a Noob (3. day of playing): Try to explain what I mean:

    You always have to produce something to produce something else. It's a "prodicing circle". At the moment, right now, this "circle" is GREAT (subjective feeling of mine)!

    It's NOT like "You get everything you want!" You have to work for it, you have to spent time and rescources and so on, but you get something back, you see results.
    I have the feeling that everything is BALANCED. I have to work, but I get a result. And I really see little (satisfying) advances: Our base grow, we don't have "food problems" anymore. We have little spaceships and so on ... little steps ( I LOVE little steps!!). But it's REALLY satisfying, at the moment! And it seam to be balanced (all parts of the game). I don't know if I'm right, it's just my personal impression.

    Thanks and Greetings :)
     
    #547
  8. geostar1024

    geostar1024 Rear Admiral

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    I finally decided to run the numbers on thrusters and energy consumption, and it turns out that thrusters in Empyrion are perpetual motion machines of the first kind. In other words, you get more kinetic energy out of them than electrical energy put in. For the XL CV thruster (800 MN thrust, 30 MW energy in) on a 400 kiloton ship, a 1 second burn from rest gives the ship a velocity of 1 m/s, and thus a kinetic energy of 200 MJ, while consuming only 30 MJ of energy from fuel packs (fun fact: in order for the consumed energy to equal the imparted kinetic energy, a ship with one 800 MN thruster would need to be ~68 gigatons; anything less, and you're creating energy from nothing). Turning up the energy consumption (or turning down the thrust produced) by a factor of 10 would at least stop the thrusters from being completely unphysical (reactionless is already enough).
     
    #548
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  9. geostar1024

    geostar1024 Rear Admiral

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    As a follow-on to my previous comment:

    Ultimately, the issue is that Empyrion uses reactionless drives which break conservation of momentum. One way to solve this is to say that the thrusters are actually photon drives, with an efficiency of 1 N of thrust for 300 MW input power. Even if the fuel cells have the proper energy density of nuclear fuels (80-400 MJ/kg), those power requirements are too high. We could cheat a bit and say that the speed of light is actually only 3000 m/s (so the current speed limit of 110 m/s in space is only 3.6% of the speed of light, which means we can neglect relativistic effects; that does mean that in atmosphere the top speed is 1.3% of the speed of light. . . .), lowering the power requirements for the thrusters to 3kW per 1 N thrust. Then a 160 kN thruster would require 480 MW, and a 1 MN thruster would require 3 GW (6 T2 generators). . . .

    In conclusion, I really think that the power requirements for thrusters need to be looked at (and raised by orders of magnitude).
     
    #549
  10. oojimaflip

    oojimaflip Captain

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    I'd settle for 95% efficiency for "future propulsion" ;)
    And as long as the thrusters are balanced to encourage use of the larger sizes ;)
     
    #550
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  11. DeadSchism

    DeadSchism Lieutenant

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    OK I'm not entirely sure what's going on here. I'm usually always getting a little micro stutter here and there but that's to be expected on a budget PC, however, since the 5.0 patch it's been steadily getting worse and worse. Now I get the micro stutter every 3 to 4 seconds and it's starting to get annoying. I haven't changed anything in my PC at all and I've gone as far as running other steam and non-steam games and Empyrion is the only game that does this which lead me to believe it's something to do with the updates. Everything I have installed, from the OS to each piece of hardware, is as up-to-date as I can possibly get it at the moment. If anyone else is having this severe micro stutter problem let me know if you've found a solution or found a way to make it less severe. My system specs are as follows:

    AMD A-10 7850k APU (3.7 GHz), MSI Radeon R7 250 GPU (2 GB), Kingston HyperX Savage DDR3 RAM (32 GB Dual Channel 4x8GB), 120 GB PNY SSD (OS), 120 GB Silicon Power SSD (Games), MSI A88XM Gaming motherboard (Micro ATX, Bolton D4 Chipset).

    The GPU and APU are setup in a XFire configuration which effectively gives me 4 GB VRAM with 9 GPU cores. It does just fine maintaining 40-50 FPS and every time the micro stutter occurs, it doesn't seem to affect the FPS. Both the Steam FPS counter and Empyrion FPS counter are within 1-2 points of each other at all times and neither shows any change during stutter.

    Any help would be appreciated and thanks in advance.
     
    #551
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  12. Reytag

    Reytag Lieutenant

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    @geostar1024:
    Right, because Empyrion is a Simulator with all that realistic physics and collision damage, material mass and weight, friction, air resistance, gravity, fluid and gas densities, temperature effects, escape velocities, human hunger and thirst consumption modeled to reflect realism, real to life terrain color palettes, lighting, weather, creatures...
    Sorry, but it makes no sense to go into that much detail on thruster energy usage when as you can see from my comments above this is a purely "arcade" type game with realism of any kind not being the forefront of concern.
    Plus, the numbers you are using are all assumptions and on top of that based on fictional types of energy and propulsion methods not yet even created.

    @DeadSchism
    They changed a lot of graphics related items in 5.0 especially in terms of lighting, yes, performance has been affected.
    Unfortunately your GPU configuration overall is quite low end, the iGPU's meaning integrated GPU in the CPU are super low end, in any CPU, I don't care which one you have, the best or worst they all have very poor performance (for gaming), they work, yes, but for gaming expect to turn everything off or low and still have issues.
    Also, you might have XFire enabled but that does NOT add your VRAM together (called stacking) like you think, DX12 in certain modes has the ability to do this as does Mantle, Empyrion does not use either of these API's so it will never be able to take advantage of VRAM stacking.
    I recently went through all graphics settings in Empyrion and one by one adjusted them to get a smoother experience.
    Even though I have an i7-4790k and 390x 8GB I still have to turn some things down to get it to what I deem more or less acceptable smoothness levels, this game suffers from a LOT of different stutter type issues (which is unrelated to fps).
    Post a screenshot of your current graphics settings here and I might be able to point out what you can try and adjust, or, go through each one and turn them down or off/on and try moving around to see if there is an improvement.
     
    #552
    Last edited: Feb 17, 2017
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  13. james stangoe

    james stangoe Ensign

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    this is a mixed bag of ideas, sorry if they are in the wrong place im dyslexic so do'not normaly hang out in forums, (to much reading).
    game runs great no crashes or bugs on my system though i do have a problem with deleating a corrupt save.
    ideas,
    drill to point down, and be fitted to s.v. to make mineing easyer
    increase the number of drill/weapons by increasing number of hover engines.
    vechile damage indicator
    name/symbols on cargo boxes similar to the ammo box
    take all fro the out put area of the constructor and food procesor
    air craft style horizon on the map, helpful for mineing ?
    when converting ores a convert all to ingot option (anything to stop spamming the convert 10 at a time option, 4 or 5 stacks of 999 ore is a bit of a pain)
    flying a cv on planet at night with the armourd (tinted) windows makes it nearly imposable to see where you are going
    differant levels of power/useage for cv,ba,ho,sv, power levels of a flying/moving should be differant to stationary.
    for instance be able to power down a cv (im using mine as a base) but leave lights on, power the fridge and greenhouse, and a overwach/passave mode for weapons.
    (power usage for a cv seems to be very high at the moment.)

    their is a way to spam xp, to go from level 2 to 20 in about an hour, not sure if this is intended or not

    loveing the game

    again sorry if this is in the wrong place and any errors

    james
     
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  14. geostar1024

    geostar1024 Rear Admiral

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    While Empyrion is not a simulator in the same way that Space Engineers or Kerbal Space Program is, it still should have internal consistency and balance in the systems that it implements, and it's much easier to come up with such balance and consistency if one extrapolates from existing physics. The whole point of my analysis on thrusters was to show those inconsistencies and recommend a way to fix them, while also bringing some balance back to ship designs (and allowing non-physics-related limits like "only x number of turrets per ship" and "CV weapons can't be used on planets" to be removed).

    Even if Empyrion is not a simulation game at heart, some of the physics you mentioned could still be implemented in somewhat simplified ways that would still enrich the game (and the devs are working on pressurized rooms right now; I'd guess they won't model air flow with fluid mechanics, but instead will use some kind of relaxation algorithm (that looks at the block's neighbors) to determine if a block should have air). Structural integrity for ships has been mentioned by the devs before, and it wouldn't have to be perfectly realistic to add a fun building constraint. Air resistance could be done as KSP used to do it: proportional to v^2, with the coefficient of drag proportional to the mass of the ship. Thermal effects for might be trickier to do with good performance, but environmental hazards could certainly be implemented for the player. Food is another issue that needs to be looked at, and there's no reason the food values couldn't be derived from real nutritional information.

    Also, the numbers I used are based on current physics. The energy density numbers are those of nuclear fuels (~80 MJ/kg for uranium and other fission fuels, and up to ~400 MJ/kg for fusion fuels like D-He3), while a photon drive is nothing more than a laser (the closest thing we know of to a reactionless drive, in that no ship mass is used as reaction mass for propulsion).
     
    #554
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  15. geostar1024

    geostar1024 Rear Admiral

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    SVs and turrets have been discussed a lot, and while the devs seem to be set on enforcing a distinction between SVs and HVs, the conclusion some of us have been coming to on other threads is that SVs and HVs are a distinction without a difference. All that would need to happen would to make hover engines substantially more efficient than SV thrusters in atmosphere and increase the mass and power consumption of turrets, encouraging the player to use ships with hover engines on planets, and preferentially put turrets on hover-equipped ships.

    I'd definitely like to see some functional flight controls (something akin to the KSP navball would be wonderful).

    CTRL+click now places 100 of a template, so that should ease your refining frustration.

    Some kind of camera block (like StarMade has) would help with flying large ships.

    When landed, your CV's power usage will be largely driven by the idle power consumption of the thrusters, so see if turning them off via the control panel lowers your fuel consumption.

    The whole leveling system really seems like a placeholder at this point, so it's likely that there are bugs/exploits in it. It would be nice to have tech unlocked in a more purposeful way (by recovering data from POIs for input into a research system, for instance).
     
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  16. james stangoe

    james stangoe Ensign

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    hi, thanks geostar1024 for the info

    i like the camera block idea, though it might be easyer to simply give the windows become image intensifiers/ night vision like properties at night

    i asume the control panel you refer to is via the p key and turned on/off via a tick box (will have a look in game later tonight)

    the way i have leveled up has nothing to do with crafting/mineing.
     
    #556
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  17. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    I too have the micro-stutters & have been suspicious that it may be either a Unity Problem or a CPU Problem... or both. I have a AMD Athlon X4 Kaveri Quad Core 3.7 Ghz Socket FM2+ 95W CPU.

    Does it have to do with killing Mobs? The Devs have fixed several Bugs related to shooting Mobs on the outer edge of long range hand weapons range yet outside the Chunk Range of the current Chunk ya are in at the time, yet this Bug seems to keep finding a way to persist.
     
    #557
  18. Reytag

    Reytag Lieutenant

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    You need to identify whether the stutters are cpu/gpu related or whether they are from terrain loading.
    Pretty much all deformable terrain type games suffer from terrain loading stutter, it just happens, something to do with the way terrain is loaded in chunks in order to save on resources etc... Every single game I have had with deformable terrain stutters in this fashion.

    I have played around a lot with the graphics options, even though I can play just about every game under the sun on Ultra at decent fps and smooth here is what I must use in Empyrion or I risk a stuttering mess.

    http://prntscr.com/eaj5iv

    "Bloom" has no effect on fps/stuttering, I just have it off to slightly reduce what has become a super glary game recently.

    "Sky Reflections Quality" MUST be off for me, even on low it starts introducing all sorts of stutter.

    With the above settings at 2560x1080 resolution the game is using around 4.5 - 5 GB of VRAM.
     
    #558
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  19. james stangoe

    james stangoe Ensign

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    no to killing mobs, it's a lot simpler than that, just find an out post of any type destroy the core and then use the multi tool to take it appat for parts, the only places i have not been able to find a core for is the mine.

    as for stutters i've not had any yet other then a slight stutter when going throw the green barrier to the new area.
     
    #559
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  20. Bezerker

    Bezerker Ensign

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    After getting the hang of building things i find my self starting a survival game and execute some idea how to go about it then switch to creative to build something to make that job easier or more fun.
    This in turn creates new ideas to try and repeat the same process. After a bunch of switching back and forth i noticed that when it comes to building bases im always like when i got everything setup with the vehicles ill start making some kickass base design but never get around to doing it.
    After some thought on the subject i've come to the conclusion that bases are actually useless. Anything i can do with a base i can do with a CV and why not bring your whole "base"/CV along with you when going to another planet instead of leaving it behind to get shot up when it runs out of power.
    Its a trend you see on the workshop as well as with the HV however those have recently got a purpose with drilling and the number of HV builds on the WS is increasing fast because of that.
    Anything crucial you need that you cant make/farm on a CV like oxygen, water or hydrogen you dont need a base for either so why bother?
    As of now bases only serve as eyecandy and drone magnets.
    Imo we really need fundamental reasons to build them so they fit in the whole picture to serve a role.
     
    #560
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