What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    #18581
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  2. Na_Palm

    Na_Palm Captain

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    Thought too that there must have be a change in calculation.
    A10.5ex 2625 C_2019-09-01_22-42-16.jpg
    22.2 million! First guess is that the container extensions cost more now. Haven't looked in detail to what has changed...
     
    #18582
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  3. geostar1024

    geostar1024 Rear Admiral

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    Zeros in the wrong place or something, perhaps.
     
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  4. Germanicus

    Germanicus Rear Admiral

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    Its the Truster /RCS and Generators that have horror CPU values now
    The Hour of the Wolf_2019-09-09_18-30-32.png The Hour of the Wolf_2019-09-09_18-29-54.png The Hour of the Wolf_2019-09-09_18-29-41.png
     
    #18584
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  5. Germanicus

    Germanicus Rear Admiral

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    @The Tactician[ Λ ] its more the numbers that are irritating me than the issue with CPU itself.
    There are several Master Builders out there who have tried to build the Vessels within the known 7500 CPU Limit and did Masterpieces...but now?
     
    #18585
    Last edited: Sep 9, 2019
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  6. geostar1024

    geostar1024 Rear Admiral

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    Interesting. . . if you divide the output of those devices by their CPU consumption, you end up with some suspiciously round numbers: for the M thruster, 20e6/13340 = 1499.25, for the generator, 50e3/6250 = 8, for the RCS, 500e6/1666667 = 300. It kind of looks like the devs are trying to scale the CPU consumption of a device to its primary output.
     
    #18586
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  7. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    hurm well it will get fixed im betting
     
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  8. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Hopefully someone's Bug Reported the CPU Number anomaly by now so it can get fixed... before the Bug can hide away somewhere & entrench in the deepest darkest corners of governmentgame code & try to bring the whole thing down from within months later... :p

    Also, i'm sure Jen's CVs are of the finest Military Grade... Civilian Quality Flying Supermodels money can buy... unless it can PROVE it can take some beating & keep right on going. ;)
     
    #18588
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  9. Germanicus

    Germanicus Rear Admiral

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    Another question for the Mastermind behind the Planetary Remnant:

    I am friendly with the Zirax - Why are the shooting on me? Or, let it put another way: If those should be an ALIEN POI...why do I get Zirax Rep MINUS for killing them...?
     
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  10. Fractalite

    Fractalite Rear Admiral

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    Naw; think Mass Effect 2 opening cinematic - giant slicer beam caught her while she was trying to run. :)
     
    #18590
  11. Fractalite

    Fractalite Rear Admiral

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    This is a little tricky; the spawners now have a setting where you can set the faction that they spawn with/as. So the Zirax should not be firing at you but all the other enemies should. If you shoot at a Zirax and you are friendly I believe it either drops you to neutral or unfriendly.

    The latest iteration has the spawers set to "same as base" so you will not be penalized.

    Sorry for the confusion - the first request/brainstorming by Hummel had all the NPCs set to their respective factions, he then changed his mind. :)

    The next version of the structure should show up with the next update and will for sure be in the public alpha. They are only delaying because Eleon is about to rock your world with a new feature.
     
    #18591
  12. Germanicus

    Germanicus Rear Admiral

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    Yes, confusing it is...as an ALIEN group was firing at me while a ZIRAX group was walking in Front of them...between me and the Aliens...had to use the Sniper Rifle to head shot some..to keep the CD low...
     
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  13. Robot Shark

    Robot Shark Rear Admiral

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    Hmmm...
     
    #18593
  14. Kassonnade

    Kassonnade Rear Admiral

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    I widened my little CV by 1 block, reshuffled the parts a bit, and ended up with more space, and yet more acceleration ! I just got rid of 2 extra RCS T2 out of 4, which didn't noticeably affect rotation rate anyways. Then I made a small base throwing a few blocks together to play-test the infamous Zirax attack & hacking...

    As I hate having critters invading my construct while I work on them, I made drawbridges on each side of the fly-through hangars...

    Base-1.png

    And yes! My CV actually fits in there comfortably:

    Base-2.png
    Thanks to retractable turrets and weapons, I managed to make the ship able to pass between two 10 x 9 doors facing each other. I'm not on the artist's side of things here, having mostly made a shell and some walkways... A view of the spacious interior of both hangars, that communicate with each other, and with some other large rooms upstairs for living stuff:

    Base-3.png

    Being more on the practical side of things, I built the shell in space, then spawned the BP on the planet to be able to make a HV in the comfort of a cosy garage. I had to put some weapons on it because drones managed to sneak in while I was building with my headphones off...

    Each turret is on top of a "maintenance" elevator shaft with a horizontal sliding door at the top to repair weapons if needed (noclip view at bottom right):

    Base 4.png

    I didn't even put lights in yet... it still has lines and markings for proper positioning into the ground...
     
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  15. dpburke2

    dpburke2 Captain

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    With numbers like that, I will join the group that "ignores" CPU.

    Or, at minimum, I will ignore it as is. It so happens I currently have the CPU value of many devices that impact my builds recorded in my spreadsheets.

    Personally, I think you could have gone with smaller numbers and achieved something similar without having scale numbers up instead, and still included some scaling of performance so there was still some CPU savings for going for larger thrusters.

    upload_2019-9-9_19-40-23.png

    There are times I would go with 4 L thrusters for the looks instead of a single XL on my CV, but those 4 L thrusters cost me 300 CPU, or triple the CPU. Plus there are other fuel, mass and volume advantages to the XL, but it is really that triple CPU cost that kills me so. But if it was just something like 20% more CPU, perhaps I would sacrifice a little economy for a look and feel I prefer.

    Of course, there has been talk of going with some system to increase CPU max on larger builds, add X device(s) to add to the CPU limit. So I can see them going with large numbers instead of small to force players to use the new system from small on up through large builds. With numbers like those leaking, it seems to me that you are going to need to waste a lot more than anticipated on devices raising the CPU of your larger builds. And if they really scale flat to performance, well, there are reasons why people use small thrusters a lot instead of just a couple large ones.... and scaling CPU directly to thruster output will do nothing to shift that.

    I wouldn't hold my breath. Just because I have been re-building my stuff to 7500 CPU (as it stands prior to 10.5), does not mean I am optimistic that CPU will turn out better than the initial leak. Rather I believe it means that the bar I struggle to cross is at a point that I am fairly certain they will have to correct to meet or their game may suffer for it. There are great many who already feel the system is inadequate and does not allow for the needs playing the game. Why do so many keep saying "ignore it"? Yes, CPU is incomplete and probably should have never been leaked yet, but more often than not you can point to many builds far exceeding 7500 CPU as to a core reason why many ignore it. My stuff tends to be on the lower end for capabilities, quite often far under the SU capacity people like.

    Speaking of rebuilding my stuff, my most recent work was rebuilding my Blue Hawker SV. It wasn't my first SV, but it was the first I really liked of my own works. It has evolved since Alpha 6, and this latest puts it under 7500 CPU (pre 10.5) and adds room for a shield upgrade in addition to room for a few "cobalt upgrades". Plus, it is calculated to carry the mass of the upgrades, 10 tons of pentaxid (full tank--add on), and every container included filled with promethium (10 kg/SU) all in up to 2.0 gravity. And if I didn't err, the thrusters are all exposed too, so it is as future ready as I could make it at this time.... I am not going to stress at this time over those new extreme CPU numbers.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1213420597

    A10 DI - Combat_2019-09-06_20-29-00.png
     
    #18595
    Last edited: Sep 10, 2019
  16. JinM

    JinM Lieutenant

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    Thats a huge base man. I really like that you used a simple concrete only style, because it's also easily rebuilt after attacks. I usually have a really detailed base, but defend it with having turrets in a 50m away perimeter, so no missile can hit my fancy decorated walls - as it would take 20 minutes just to repair a 5x5 hole.

    For the critter problem I suggest you use some sentrie guns that attack everything, but not around your base. Positioned in a way that they have a very small view and can only hit things that are directly on the ramp (eg. you put them below the ceiling of the porch that comes after the ramp), or on the area directly in front of the entrance door.
     
    #18596
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  17. ravien_ff

    ravien_ff Rear Admiral

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    Today I played some survival on my brother's server, getting us a bit of resources for the next time we play together. :D

    Pretty planet!
    20190910014858_1.jpg

    20190910020718_1.jpg

    Scouting out the drone base. I think I'll suggest we tunnel to it and then use explosive charges to bring down the shields and breach the walls under the turrets and loot the drone base before we move on to another planet. We don't have any combat SVs yet so taking it head on isn't viable.
    20190910013717_1.jpg
     
    #18597
  18. StyleBBQ

    StyleBBQ Captain

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    @Kassonnade , nice base & CV :) ... Drawbridges??? Damn cool idea there mate <thumbs up!>
    and that base is about 5 times larger than any base I've yet built in EGS...
    ---
    What I've been doing the last few days is perfecting a basically pointless HV build.

    I started out with innocent good intentions... (yeah, I know, somebody cue the Wolf... <sigh>)
    just wanted to make a "starter" HV that could comfortably haul a few hundred tons
    doesn't need to be fast when loaded, but I have learned my lesson about skimping on -lift-,
    keeping the 'spring in her step' in HVs is a much bigger deal with the masses we're dealing with now,
    the "That'll Do" HV below has more than 30 m/s^2 lift when hauling 500 tons of cargo.

    Anyway. Little did I anticipate the challenges to come, well, mainly trying to -not- build a box (which I most certainly did anyway), and training a very large, angry, and oh so clumsy bear to balance on a pin, sheesh!

    So why bother to share... welp, might save a few folks from bothering with this whole 'class' of HVs.
    Spoiler, trying to combine "starter" with hauling 500 tons using small block vehicles will only result in tears...
    Far better to spend the time to scrounge 5 CV thrusters (and a 6th if you want to go to space) & slap one together.

    Other reasons to share is that, 1 my building skill has improved. Not noticibly compared to the regulars here, but I don't expect to be in your guys' league; my sis got all the artistic talent, heh.
    {the old saying about mobile bacon and lipstick was on my mind, hence the name :p}
    2, empty or loaded with 500 tons, she's as close to perfectly balanced as I could make her.
    (Edit: ignore the blue ball in the balance pic in spoilers, if you adjust your ship to it chances are high it won't actually be balanced.
    See the artificial horizon line visible underneath the HV, and how flat the HV is to that. A good double check is to pwr up, let it settle at .8 m, then pwr off & see how flat it comes down)

    3, she starts off with just T1 thrusters, Steel clothes and no Shield. Ends up w T2, Combat Boots & Shields. And took screenies of the Stats page so anyone interested can see the progression.
    4, everything is within reach without moving, yay!
    5... well... _somebody_ has to look inside the box, and you guys are the best qualified to pronounce it dead if needed, heh.

    There's 1000SU for Ammo & 13,500SU under a Harvest CC, plus 2ea 250SU cargo boxes.

    The "That'll Do", version A <only Iron/Copper/Silicon/Carbon, zero Sath/Neo/etc>
    A couple Minigun Turrets are intended to go right on top of the Miniguns. For bug control. Low mount height really helps the turrets target the mini-Raptors & Spiders.
    -Fits inside a 3-by-5 large block space.
    [​IMG]

    [​IMG]

    version B is just upgrading armor to Hardened and installing armored grates over thruster exhaust

    [​IMG]

    version C goes to Combat Armor, but still T1 Thrusters

    version D upgrades all thrusters to T2

    version D+Shld has the Shield and Pentaxid Tank installed into the waiting spot.
    Btw, the Stats page for this version (in spoilers) doesn't show that it requires 8 Ingots of Erest&Zasco

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

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    [​IMG]

    So. Any comments, critiques, advice, etc. is most welcome! ;)

    Edit2: final Shield version will fly for ~30 mins & hover for 2+ hours with the Shield On.
     
    #18598
    Last edited: Sep 10, 2019
  19. Vermillion

    Vermillion Rear Admiral

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    Rolled out more snow POIs for 10.5 today.
    14 Coldmarch_2019-09-09_23-46-51.png
    Rados Logistics Terminal.
    14 Coldmarch_2019-09-11_00-09-10.png
    Rados Oxygen Distribution Hub.

    I also updated the Missile Silo POI dungeon with new content, which is always fun.
    14 Coldmarch_2019-09-10_12-47-57.png
    Advanced holographic displays
    14 Coldmarch_2019-09-10_14-57-08.png
    LAZ0R BEEMZ!!11!
     
    #18599
  20. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    #18600

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