BRAVO! Did not want to go further as to remove those T2 RCS - you created this Baby and know best how to reduce Devices without too much destroying its Whole Concept! Great! I believe @RazzleWin will be quite happy...after stripping 5 Star Systems bare to gather the necessary Mats
I rather take into account...and here it crosses with the Shielding System we have...that all Devices and Blocks of the Vessel have a certain conductivity, some more, some less, hence the use of Power, and therefore are within the group of things which are linked to the CPU-System. Even concrete is conductive. What our shields seem to do is to put a phase shift or a current on those (CPU-related) Devices. IMO
What you call conductivity, is what I refer as convoyer (Beförderungssystem - bzw Strom & Luft, Items). In the end, we agree that blocks should use SOME cpu/power for transfering power, air and items across our structures. I just disagree that a SINGLE CONCRETE block should use 20-200 cpu, whereas a vent only uses 1 cpu. I'm not saying to drop it, just to adjust in a meaningful way. Because neither a pipe nor a wire (What i consider to be inside a concrete/wood/steel block) uses as much power or cpu as a vent would. And we all definitly use more blocks than vents to build. Otherwise I'll start building with VENTS since that costs less CPU per block than concrete... Get my drift? EDIT: Shields require CPU and power themself -> THAT should be increased !! And just because one CAN place a shield, does not make it 'even' to make every single block cost cpu. True I' usualy place one. But still... Only the most exterior blocks are 'adjust' to cost extra cpu for shield usage.. not every single block I use on the inside of a ship. Issues is, this probably can not be 'queryied' by the ingame engine. I'd rather make the T2 shield for CVs cost more CPU and lower (NOT remove) the cpu cost for regular blocks. Again, in A10 you could make a max-sized spawn-platform (1 block high) and were exceeding the CPU limit by far - without using ANY devices whatsoever - havent tested in A12 yet. This said, it still feels that CPU limits the size of buildings as well, but for that (determination) we already have the size-class, and to define a size-class we should stick to size (or performance) related things. (Allthough stuff like L & XL thrusters sure couts for performance/size and CPU ) This said, since we do not have a real convoyer system the CPU use on regular blocks is arbitary and RolePlay only. And with this in mind, again, I propose to lower the CPU usage of regular blocks to 1 CPU (S) or 4-10 CPU (L). But you know, thats just like my opinion
Yes, it is. CPU is incomplete; there is no way to manage the capacity. At the very least, devices powered off should not consume CPU, allowing you to shift capacity between device groups to enhance/degrade efficiency in specific areas in response to specific situations. This is a staple of sci-fi books/films/TV, as well as space sim games. Vermilion's tweak to have crew reduce CPU consumption is something that should have already been in vanilla, but you should also be able to set, say, weapons at 80% efficiency to put thrusters at 120% efficiency or vice versa This is not "complaining", this is feedback. The tweaking of specific device values, that's a long-term thing and largely pointless until the system itself is more developed The bare-bones of powered off devices not consuming CPU is my minimum requirement to turn CPU on in my games
Of course, on the topic of NPC crew reducing CPU, they also need to consume O2 and food. Grow plots should probably also require additional nutrient solution every x grow cycles
This! Most important thing when introducing CPU, give it a micro management, to enable and disable devices and therefor change the value of the (current / momentarily ) CPU requirement. 'Shifting' priorities between devices, as in shield, thrust (directions, anyone?), or production would be a nice have to, but certainly on low prio until the CPU is balanced. As of of now it is like: You own a TV, a DVD/Blueray player, a computer and a console. Obviously you'll never have them running all at the same time, yet the bill would list them as running all the time -> and therefor increase your "power-use" (read: cpu) that they charge from you. Regardless wether you use them or not, but since you have them, they'll charge you for owning it as if you'd be running them 24/7. I do split up my thrusters into "Basic" and "Extra" and sometimes even "Planet". So my power usage does change depending on how many thrusters/generators i have active/running. I just wish the 'same behaviour' with CPU.
My beef is with M/V. Cement blocks require 20 SU. Which means that I can carry 5 of them at a time without any armor. Except that the combined weight of them is well over a ton! Who am I roleplaying as? Superman?! M/V remains off until Eleon gets around to fixing this.
The size class seems to be a client side measure (if CPU was once a server side measure). Size class seems to be mostly impacted by things that impact client side rendering - ie triangles and lights. The weighting of the actual size seems rather low for it to still be called 'size' class. Maybe once it was just size, but like many thing in this, something that starts with one purpose gets hijacked for something else entirely and so begins the road to hell. If this lack of clarity is indicative of a lack of clarity around code design and dev process in general, then I cant see it ever being practical to do the kind of things that we are told will be left to a beta phase because by then untangling the spaghetti will be pretty much impossible. So, if you want MV fixed, CPU fixed etc - now it the time to shout about it, before it becomes unfixable.
I share the beef, but it's even worse than you think. Concrete weighs @2.5 metric tons per cubic meter. A concrete base block *should* weigh 20 tons by itself... but my main focus with M/V is the speed cap that should be an acceleration cap. From there it's just tweaking mass values Yes, yes, and yes again. Root it out before it gets too interdependent
*Notices Name of Ship...* Cool! Ya a Tangledeep Fan too! Mirai is adorable! <3 (Your Ship on the other hand, just totally lookin good.)
Hover tanks and some of my larger CV's that handle like a semi with the power steering out. On a sad note for me, I found out that the friend who introduced me to Empyrion passed on Thursday. He was never active in the forums, and he never uploaded anything to the workshop. But you can blame him for me being here.
More messing around with odd block shapes. I guess my Saturn CV was the first real attempt at doing something a bit more naturally shaped. I am not sure what this is going to be yet - the basis of a new space station or super carrier, or maybe one of each? Anyway - its a hab ring and a large two deck hangar so far that I have yet to shape a connection for. Both the top and floor between the two hangar decks open for access. The ring fits around the saturn CV The bits sticking out are for the landing gear to dock to and eventually will hopefully be enclosed with forcefields (done some experimenting with this) so no freeze between Saturn and the ring. It is actually quite easy to fly the Saturn into the ring and dock and will add projector guides like those in the top of the hangar. There is room inside the ring to fit a decent amount of factory equipment and probably another level of the ring filled with grow plots, though may need some non ideal grow light placement - we'll see...
Plain Hull blocks like wood, concrete, steal, and combat steal etc should not have any cpu requirements on them, that deosn't make any sense and is not immersive which is what were trying to achieve here. I left the game for a while after the cpu abomination got implemented then came back to see if things had changed for the better, and no, its got worse, in terms of the cpu nonsense and the new flying system which is strange to say the least. The one positive feature i really like is the randomly generated universe which i love and love again because it "stays true to the spirit of immersion" which brought me to this game to begin with. But they have polluted that immersion with this cpu nonsense. Its almost like their trying to will this degenerate system to work. I don't think its going to happen because their coming out from an un-immersive cpu foundation which is going in the opposite direction of immersion. Its sad to see this happen. This is what a central processor cpu unit is. What the empyrion developers are doing is making an already none-immersive feature and mistake even worse by trying to build around an un-immersive foundation. https://en.wikipedia.org/wiki/Central_processing_unit CPU is the central processing unite for a computer that means that the only thing that should have cpu in the ship is the core itself. The core is the computer of the ship and nothing else. Roleplay is good to help immerse oneself into an already immersive universe but cpu is doing the opposite to that. If this un-immersive cpu abomination keeps up we may have to find new ways to roleplay and make-believe this growing cpu nonsense away.
Today's project, the Alpha 12, LVL 25, T3 version of the Guppy. Yes, my unimaginative reason for having so many builds in the workshop. I level up my builds and post the upgrades as a separate build. (I will also post different versions of the same BA, just made from different materials). All the detectors on my HV's have been relocated and the blueprints has been updated. Detectors have been added to all the HPODS, and I am continuing to add them to my older CV's. I was also very surprised that the original Guppy still meets @Fractalite 's specifications from the challenge build.
And my friends and I gathered today and celebrated the last birthday. Well, you know ... weekdays ... work ... so today we played poker, drank whiskey, and generally had fun! So I declare responsibly THAT IN THE EMPYRION TODAY I finally did nothing