Another random one... I'm placing Cargo Boxes - specifically Cargo Box 5 - in both my Base and CV. The tool-tip says they have a 32.0 kSU Volume Capacity, yet, when placed, they have just 16 kSU. I thought these boxes did have the correct actual volume capacity at one point, but they don't any more. All the double-block Cargo Boxes show as 32 kSU in the tool-tip, not just Cargo Box 5. Perhaps I just missed this one previously, but I thought they used to be correct? Scoob.
Here is the Reason for this Issue-> https://empyriononline.com/threads/hold-and-drag-stopped-working.95654/#post-417445
Tooltips are wrong, I think that's a known bug. Seems like all cargo types have been standardized to max 8k per block.
Thanks for that. Fair enough, I can live with it Thanks, hopefully it'll be sorted - either TT fixed or capacity corrected, whichever it is. I have yet another query, but I think I was dimly aware of this one... I'm encountering hostile POI's in space that have nothing but Sentry Turrets on them. However, regardless of my Turret settings, my Turrets will simply not shoot Sentries. I do recall reading something about this being intentional, however, I cannot even get close to this POI to shoot these turrets - there are LOTS of them. I've jumped into one of my CV's Cannon Turrets but, due to the range, the Sentries aren't visible to shoot at. I'm 300 metres away, but well within Turret range - 875 Metre range on Cannon Turrets in space to be exact - but I don't think the Sentries are actually even rendered at this distance, so I'm sorta stuck. Now, I know I could go in with an SV and take them out of course, but that's really not the point. I have a well armed CV - for the early game - yet it cannot even defeat a bunch of Sentries. Seems a bit silly to me. Am I missing something? Scoob.
If you look at the 3 "enemy" sentry guns in the ConfigExample.ecf you will see they are "invisible" to the player turret's detection : { Block Id: 565, Name: SentryGun01 Info: bkiAlienBlock, display: true Group: cpgAlien Material: metal BlockColor: "110,110,110" TemplateRoot: SentryGunBlocks WeaponItem: sentryGunSingle2 Category: Weapons/Items BlastRadius: 2 BlastDamage: 20 HitPoints: 75, type: int, display: true EnergyIn: 10, type: int, display: true, formatter: Watt CPUIn: 140, type: int, display: true Mass: 200, type: float, display: true, formatter: Kilogram Volume: 400, type: float, display: true, formatter: Liter RotSpeed: 175, type: int, display: true Zoom: 2, type: float XpFactor: 2 AboveTerrainCheck: false TurretTargetIgnore: true <<< change this to "false" } ----------------------------------------------- If you're in singleplayer you could simply change that to "false" for the 3 sentry guns - they are 3 consecutive entries in the file, starting around line 1938. .
Thanks @Kassonnade, that's does tie in with what I remember re: Sentry Turrets. If I remember rightly, wasn't this a work-around (aka bodge lol) to alleviate the issue where CV Turrets would fire through a POI trying to hit an internal sentry turret that just happened to be slightly closer to the Player than the LARGE exterior turrets currently ripping holes in their vessel. The "proper" solution to this was going to be true LoS targetting, no more turrets just knowing where stuff is...dunno if that's still on the cards, but the game would be better for it. In the end, I used my Y2 Sniper Rifle from just over 300 metres away to take out the Sentries - they rendered when I zoomed in. Need a Zoom function for turrets really, and their ranges far exceed viable visibility (render) distances at times. Btw: as an aside, I feel the game can afford - PC Resource-wise - to spend more on things like this. I get that such checks mean more CPU cycles needed for the calculation, however, I don't know about everyone else, but Empyrion is pretty light on CPU and multi-threads really well. My 3900X runs the game well - I barely see 10-15% CPU load overall - and there are no spikes on one thread. GPU-wise, it can be quite hard on my 1070, but that's being replaced soon. My old 2600k - with the 1070 also - ran the game just fine too. It worked harder than the 3900X of course, hardly a surprise, but I don't recall it ever being really pushed. Low-fps situations were invariably GPU-related, with the odd random gremlin (certain weather effects used to be an issue) that caused problems without particularly taxing CPU /GPU. Scoob.
Unless something has changed in the last week, the last time I used a cv turret to do just what you are suggesting, you can zoom in when using a turret manually with the scroll wheel.
Apologies, I meant better Zoom, more akin to the Sniper Rifle. I could see the Sentry Turrets just fine with the Sniper Rifle, yet it had half the range of the Cannon Turret. I know the Sniper Rifle should be better, that's its niche after all, but the Cannon Turret (and others) would benefit from a boost when used manually as the Sentries wouldn't even render an maximum zoom. Thought: I'd actually quite like a Sniper Turret, even if it were manual operation only... Then my suggestion from ages ago - Sentry Turret varieties, Shotgun, Sniper, Rocket etc. - would have a counterpart. Scoob.
Ended up exactly as predicted. The score took a big nose dive that could have been entirely avoided had the devs bothered to state up front on the Steam store page that nothing changed when they removed Early Access status.
You can fix that with the Config.ecf file : You can find both the "CannonWeapon" and the "Cannon Block" in the Config_Example.ecf. The zoom is adjustable in the "Block" and the other characteristics (range etc) are in the "weapon" item ( two different ID ) : The "item" part : { Item Id: 2165, Name: TurretBaseCannonWeapon StackSize: 500 Mass: 6150, type: float, display: false, formatter: Kilogram Category: Weapons/Items { AllowAt: "Space,Planet" ROF: 0.35, type: float, display: true, formatter: ROF Range: 500, display: false RangeSpace: 500, display: false Automatic: false Damage: 1000, display: true AmmoCapacity: 100, display: true AmmoType: 30mmBullet, display: true NoiseStrength: 120, display: false CameraShake: 2 ReloadDelay: 2, display: true TracerPerBullet: 1 Tracer: Weapons/Projectiles/TracerOrange1 DamageMultiplier_1: 0.25, data: head|body DamageMultiplier_2: 0.01, data: wood|rock DamageMultiplier_3: 0, data: stone|dirt DamageMultiplier_4: 0.05, data: shield DamageMultiplier_5: 1.15, data: hull|hullarmored|hullcombat|metal|metallight|metalhard } } ------------------------------------------------------------------------------------------------------ The "Block" part : ------------------------------------------------------------------------------------------------------ { Block Id: 1143, Name: TurretBaseCannon Group: cpgTurret Material: metalhard TemplateRoot: TurretBaseProjectileBlocks WeaponItem: TurretBaseCannonWeapon IsLockable: true Info: bkiTurret, display: true Category: Weapons/Items BlockColor: "110,110,110" StackSize: 500 MaxCount: 6, type: int, display: true BlastRadius: 3 BlastDamage: 80 EnergyIn: 5, type: int, display: true, formatter: Watt CPUIn: 8600, type: int, display: true Mass: 5980, type: float, display: true, formatter: Kilogram HitPoints: 3450, type: int, display: true RotSpeed: 150, type: int, display: true Zoom: 10, type: float } ---------------------------------------------------------------------------- Most BA/CV weapons have these 2 "components" : "block" and "item"... When zooming a lot the view is quite sensitive since the weapons usually have a mouse modifier to smoothen the mouse movement when zoomed-in / handle with care ! In fact if you try aiming at around 300m with a sniper and with a modded cannon, you will see that the cannon has absolutely no smoothing and the cursor jumps by big steps around the target, while the sniper has an adequate cursor/ tracking motion.
Thanks @Kassonnade, I forget how much can be done with the Config file these days. I did most of my tinkering back when playfield.yaml was all we had to play with pretty much. Just don't seem to get the opportunity to tinker these days. Scoob.
Yes, we are "creatures of habits"... I always forget that I modded almost everything extensively in my default folders, so when I check something in game that I see mentioned on forums it always takes a minute or two to remember how different his can make the game...
Since the last patch 12 new builds - containing Bug squashing, refinements, new POI's, Story Line and many more stuff - have been written. And...because the Major features are done does not mean the Devs have now more time hanging around on the Forums