#[SPDX] Industries of Enceladus
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heheee
she's modified to have a cage hold, which ideally can contain small ships(!)
im going to assume you're also going to change things that if a ship is held within a cargo bay, you can claim it
which would be cool to have too
that isn't already a thing?
nope, if a ship is not held by an arm, it blocks astrogation and doesnt get collected from what i've gathered from devs too
man i need to see if i can change that
It would be cool if the CERF hud was orange
0.19.0: MAD-CERF (civilian refit)
adds the fucking MAD-CERF with all the features WOOHOO. i learned a bit about it thru a reddit post 5 years ago, it's made by Machines Astro-Dynamiques which is a french company, neat! and its actual name is the Cerunnos Modèle II
i look forward to the awful bugs you animals are going to find
for now i'm so ready for bed it's unreal
rn i know about the ships-in-bay-not-able-to-go-home thing
idk get creative. trigger the emergency return it'll be funny
must be a lot you've done, love how the file size jumped from 120 kb to 1.5mb
lol wow
the power of a single custom texture
i mean it still is nothing in comparison to the game, being some 1000 times bigger or so
lol ya
i was going to rip the wire mesh tex from the prospector but then i realised it doesnt tile well with the normals
It would be cool if the MAD-CERF could mine lol just make a custom mpu for it
Back onto a big roid and there ya go
yes... that is what the most recent release implements
no more imagine no more dream just real
there are never enough ideas to dream about to make this mod better lol
I feel like I’m on manual thinking mode just no autopilot
Or fly by wire
Okay bed time bye bye
huge pilotable THICC perhaps?
attach HAL to the front, fit more RCS, add a bald eagle sized cargo bay for MPU, then add external remass tanks from cothon line
fuck it make it a cothon but THICC lol
honestly that would be funny to see
would be a nightmare to handle, but isn't that what was signed up for
still has two RCS thrusters
lol i suppose at cothon scales, you could always upgrade it to a torch, but even still
can fit one person inside: you
yea thats the idea lmao
like they squeezed a lifepod in there and it's just braided into the systems
LOL
pilotable lifepod with One torch slot
why wait for the inept CERF ships when you can rescue yourself?
no wait. just go
collect your own rescue bounty
NANI thruster
imagine the confusion of the crew just watching that monstrosity fly past you
interstellar travel discovered
why make an elaborate travel plan when you can just send people out in bucketloads and wait until a few land on a habitable planet
fucking hilarious idea for the Shittle i just thought of
pffft "shittle"
hollowed THI-CC with space for one MPU. maybe one docking bay.
i just thought, put an AI into it, get rid of habitat modules, and you got an NT companion competitor
the creation process sure is a wacky road
three really, really stupid ideas came together to form something good
lol yup
man i need to pin that on my idea board
i don't have an idea board but i need one now
i'll think up of something to put to the game suggestion channel so the idea doesnt get lost here
im definitely doing the stupid thi-cc shittle
if i feel like it
i gotta fix stuff with the mad cerf first i'm sure
that's fair
afaik it works. i literally havent tested it in the rings
if it fucks up real bad then wowww i'll need to do shit tomorrow
while i sleep feel free to just suggest shit off-the-cuff, i like inspiration
might add a third laminar turbine
👍
Woke up and thought rcs lifepod would be neat to find veins and tow a b8
what ganymedian ships should've looked like
aw shucks!! that means a lot comin from a dev
cracks knuckles
ok so focus for today: refining the implementation of the cerf
currently aware of haul drones being an issue, got a fix coming
0.19.1: fixed drone behaviour in the MAD-CERF, changed its firing groups to help with wiggle, extended reactor emissives, increased bay door width
0.19.2: adjusted RA MPU mk2 collider and fixed reactor collider clipping into the bay
0.19.3: adjusted MAD-CERF slot toggles + rearranged equipment for OMS / repair menus
currently aware of a cargo bay appearance issue, will fix in next patch
yknow actually i'll stick some docking bays on it
screw it
actually no, i don't like that
wait shit i changed the toggles
0.19.4: fixed cargo bay imaging display, added more hold space (45,000kg now), stiffened the bay door actuators so they don't slide open during high rotation
there we are
Got few ideas circling around, how about a ZAP with no gimbal capabilities, more weight and more burn time. Another is a more efficient vector thruster to replace the ND-PNTR, the only vector thruster in the game?
oh yes, i've been working on thrusters/torches
👀
specifically multi-torches!
well, pseudo-multi
they have multiple engine sprites and are deisgned like they're multiple but they function as a singular thruster
So a lot of smaller thrusters like rcs on main propulsion slot?
yeah that's the idea
in fact
if anything it's a fun writing exercise for me
most of the work goes into making those blurbs
the R44 is specifically made to be a light, high-thrust alternative to heavier engines
it's not particularly efficient but it doesn't have to be
the k37 by comparison weighs like 3/4ths a ton more
That sounds so good. Any plans AGILE or even K69 ?
that would be fun, k69s in torch slots
gimbals are easy to implement
they'd look weird since the entire thing rotates but whatever
...if anything i just want to use "Thunderbarge" in a blurb
oh my gad it's christmas
0.20.0: GEMINI AND SOYUZ (and another one)
three torches, the MA-NTR600-II (incredibly efficient, high-thrust, expensive to maintain), RA-TNTRL-R44 (literally just four K44 thrusters in a torch slot), and the RA-K69V quad mount (same as above but it's K69Vs and it fucking gimbals)
i might have done some other stuff but i forgor
god i love transparent cargo bays
now i can see all the useless crap i have in there
there's a racing drone in it
i haven't found one in dealer yet, and im curious: is habitat side or high stress side forward?
does this help?
yup
and im going to assume that the "autopilot assist for variable geometry" option might be helpful for several cases
i was thinking of implementing that
honestly it's a great implementation from what i've seen so far
looking at koder's own implementation checklist for it, a lot have been marked with this one: https://git.kodera.pl/games/delta-v/-/issues/3650
oh i had no idea
lol, that makes it even better
this is interesting
it is
conceptualising rn
extremely hard-wearing thruster, competitive with EI's ion thrusters
fixed mechanism, virtual gimbal through modulation of magnetic fields
super efficient
honestly at this point there needs to be a spreadsheet for these ideas and sources, this mod is getting so big i can't say half of what's going on now
now i feel a little stupid, but still pretty cool
i just download the new zip and just dump it into the folder without any thought
felt like it was getting plenty big so i needed to actually congeal it into a known quantity
fair enough
Pin-150 is looking good
also one of the downsides of it is that it can't be tuned past its given thrust setting, just down
might increase the power consumption
Q: could you add a more powerful APS ?, the MPI Town-class MPDG isnt able to cover my power need so i keep getting brownouts in the belt
maybe have one so big it has to be fitted externally?
eh maybe maybe
given the crazy shit you've done so far, it shouldn't even be challenge for you
although, having one powerful enough might be a bit too unbalanced without some serious drawbacks
ppl have appealed to that b4 and tragically it takes some doing
but it would be pretty easy lmao
and yea idk how to balance it
the auxslot is a standard thingimabob that's on every ship
other than say, taking out a hardpoint somewhere, or requiring some serious thermal power, i cant think of much else
sigh, yea fair enough, just pisses me off when i keep getting brown outs in the belt
tho maybe make a 2nd APS slot like the cargo bay accessories ?
unless there's a different approach
that amps the 1st slot
say a fusion reactor retrofit
lol yall are nuts
ill see about an extra mpdg in the morning and parcel that with the rms pin probby
fair enough
a fusion retrofit is like... id have to modify literally every ship
cargo bay accessories only work bc i do that for most of em
doesn't have to be a modification to ships, it could be a retrofit type of ship, which would technically lower the amount of ships you'd have to the models you'd want to have it for, but i guess having it replaceable might also be a big future project
yea thats the only way i can think of doing it without problems
question would be what ship
and i mean then i could add some customisation options for fusion reactors
honestly the BBW seems like the most likely to receive a fusion retrofit, as it would make maintainence need only one reactor instead of three
ya the tsukuyomi with a fusion reactor would rock
wonder how it works with fission torches
oh no, hes getting ideas, run
2000+ m3 hold, he he he he
hollow ship
im being a silly kid, sorry
well im going to bed but ill leave pondering what ships other than the Tsukuyomi could have a fusion retrofit as homework for yall lmao
the ol food for thought
i stand on the 225 hill
love the ship but cant get enough power for laser or cargo storage for ore/metals
ugh, i hate that ore keeps getting stuck if use the accessory nanite assembler, i need to spin my ship around like crazy to process any ore
is there a way so that the ore wont keep getting stuck ?
i'll adjust the collider a bit
it is quite a wide collider but it's made to be about the scale of the voyager's fab unit
you're using the 225 right? which part do they get stuck on, the in-ramp?
admittedly part of the difficulty posed by aux hardware in the bay is that it makes handling ore more awkward, but fixing it is easier done than said in this case lmao
ill boot the game up in a bit and ill post some SS here of some combos that ive seen make ore get stuck
specific MPUs get stuck? which ones?
or specific configs, i mean
i made a few modifications to the colliders to add a more curved slope to the fab module and expanded the RA mpu mk2 to be a bit larger
0.21.0: PULSED INDUCTION
added the Rasamama Pin-150, extremely efficient pulsed induction thruster that's the most expensive RCS option rn
also adjusted RA MPU mk2 and SSE Voyager fab colliders in the 225
you should see that ore gets stuck a lot less and flows pretty well in most MPUs now
i actually made the collider larger to fit the existing MPU, since the biggest problem is chunks getting pairs caught
those and that its a little hard for ore to get to the smelting end area of the THI bulker MPU
that looks like the starbus
the what ?
the bulker is designed like that
it's something of a benefit-drawback
like it has massive space but the processing area was an oversight
so you basically get massive onboard space but it's got tererible throughput lol
also i'm about to push somethin that should fix the MA mpu, since i noticed it was still a problem
well, it'll have to wait for the moment since i'm currently working on a surprise
......, im scared
lol
classic arcade game on a maze map
lol
think abt it
love it!
i called it the OCP-209-SNAP "Piranha" but the sounds literally just have the Pacman wakkawakka in there
lol nice
would be incredibly funny if there was a tuning toggle that changed the sounds between normal and pacman sounds, and especially with the collect sounds too
default config, would take some work with a toggle
the ship's name is Light Whimsy, which is just perfect
space, the harvester drones dont show up in the belt for the eagle prospector
oh yes, good spot
was wondering why the F they werent pulling shit
i'll pop that in the next release
ty
yea the way slot replacements work for the Prospector, they don't extend the base WeaponSlotUpgrade, they load before i replace it
since the Dyna-Cargo Containers don't work without it
i should really change that since i know Remove works
0.22.0: PACMAN IS REAL
adds the OCP-207-SNAP "Piranha"
also fixes the Harvester drones on the Prospector, or should. let me know if it fucks up
i might reduce the harvester's scan time since it can produce more force
For some reason with laminar turbine installed dual laminar turbines installs too
oops, misconfigured number
0.22.1: fixed dual laminar turbine in upgrades menu and adjusted quad thruster base sprites
also am aware of refund cost issues with the Pin-150
rn not critical, need testing done with the OCP-207-SNAP
0.22.2: fixed refund cost of Pin-150 thrusters and new turbines not appearing on some vessels
would it be dumb to add a loan service ?, or is there a place in the game files where i can change how much money i have ?
One of the "jaws" is refusing to close (cool damage mechanic, but i don't think that's intended)
Ah
LOL yeah there's a catch on the collider to stop at a certain distance
i haven't really gotten into the weeds of services yet
i'm currently working on a fix for the OCP bay doors, reducing the profile of the catches
So far works good, it does spill ore if you open it not carefully (burn to get ore away from jaws), but this loadout can easily catch them with nanodrones and arms.
0.22.4: further tweaked physical elements of the OCP-207 for better physics behaviour and more reliable actuation, now opens to about 90 degrees ish
i'm aware the larger door's angle is a little off-nominal
im going to try another combo, ill report if it starts to act dumb
kewl
hmm
Rasamama Pin-12L
competitor to the fusion torch with the same exceptional efficiency and extremely hard-wearing characteristics of the 150, many small PIT thrusters working in unison but very bulky and power-hungry
brainstorming rn
any ideas how to add the fusion reactor to the BBW ?
yea yea i'll get to it
not rushing you, just asking
itll basically be a retrofit but i'd like to add fusion reactor modifications
things like heavier superconducting magnets, improved cooling pump specs
better DEC systems
fair enough
diffirent fuel ?
i mean d-he3 is probably the most sustainable
true but you can use a few as fuel
hmm, but outside of stronger magnets, better cooling, maybe stronger reactor structure so it takes less dmg ?
there is helium-3, deterium/tritium are the main but ive read of a few more just dont remember em
i know ive read of a few more combos
just more sci fi or super hard to get input mats for irl
the only difficulty with trit is that its radioactive and doesn't have a long half-life
he3 is stable
but the great thing about deu-trit is that you make it from water
considering theres a lot of water in the rings, yeah
but he3 you'd have to ship from the inner solar system
well not nesesaraly, you can make helium-3 from deu-trit
its a output of deu-trit fusion
well yeah. but then it'd get fused, wouldn't it?
1 sec, im multitasking
or wait, the fusion energy is lower iirc
deu-trit is lower than helium-3
yea i recall now
if you set it up right, then the deu-trit output feeds the helium-3 reactor
just depends on how high up the sci fi tree you want the mod to go
i mean EIME has been doing a bunch of funny bullshit
maybe Rasamama Material Solutions can lend a hand
But will it be able to run DOOM modified titan with zaps?
how hard is it to 3d module a ship/ mpu stuff ?
the ship sprites are about as hard as making a model would be
Ok so this is 1400 and bigest vanilla one is 1000 mw, but titan with zaps needs another 1000 mw
it's all about rendering, then making a normal map, then adding emission maps
not to mention texturing
you'll like the next one i have coming
what i've done is pretty basic, modifying colliders
colliders in the game are really easy to change and a lot of stuff is already built-in
how long have you been doing 3d stuff to do this shit so fast then if what your describing is super hard ???
i have spent zero hours doing 3d stuff
most of the stuff i do is all in the game already, as sprites that i can just pop and clip as i need
the only custom thing i've done so far that took a little doing is the cage for the MAD-CERF
what 3d program do you use ?, or is it bobot ?
godot, yes
i don't use 3d programs at all. i don't have to do any modelling, i'm not quite that ambitious... yet. lmfao
the game's all 2d with pseudo-3d elements
very clever use of normal maps to create lighting
is this view in gobot ?
huh, how hard is it to make that file thing that makes the mod launch ?
not hard at all
the largest initial effort is unpacking the game files, which can take a while
even for someone with 0 programming knowledge?
you need tools like GDRE for that
it definitely helps to have programming knowledge but a lot of what i've been doing recently has been on things that are just exposed and able to be modified
Liqvo did many ships, if only there were chance...
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a lot of my initial efforts were just in making a salvage arm and an MPU, which helped me acclimate to using Godot
i see

So many ideas
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LOL eagle braided together
Oh no it's from hell 😆
may or may not have been created by a Dr. Hayden
also i changed the Pin thrusters to be more... accurate? i guess?
i changed their operation mode to "virtual variable thrust"
pulsed induction thrusters work by sending pulses to the thrusters to heat plasma inductively (kind of obvious from the name) but like, in order to get any good thrust out of them, you need a lot of power at an incredible frequency
from reading, today's pulsed inductive thrusters can do like 50 pulses a second with 200 kW of power
i'm imagining the Rasamama thrusters manage like... 1k+ pulses
you can scale its power by increasing the number of pulses per second
pretty clever
0.23.0: UNLIMITED POWER
added Pin-M200 (pulsed inductive thruster with excellent efficiency and horrendous power requirements), OPG-14 StatPlasma (1400 MW APU), and MPI City-class MPDG (2000 MW APU, likely possessed by demonic forces)
oh also the m200 is gimballed
have fun
right going to bed, yall let me know if something fucked up happens
ok looks like nothing fucked up happened
@hollow grail sprites for the dual heavy racer
very tasty, thank you
i actually made a writeup for it
UMC Oberon MLP-60
The Oberon MLP-60 is a curious vessel manufactured by the United Machine Cults. Originally an autonomous vehicle launched by electromagnetic rail cannons for orbital racing events, it was outmoded by later fusion-propelled units, but enthusiasts quickly bought up the remaining stock and it eventually found its way to the rings. Six belt radiators, three at either side, cool its high-performance reactor and partially shield its exposed fuel tanks, though are hardly needed due to the vessel's comical number of translatory thrusters.
Multiple modifications have been undertaken to make the vessel appropriate for operation within the rings: its magnetic contacts have been cleverly retrofitted into two high-stress hardpoints, interface infrastructure has been built into the small cargo bay in the bow to support mineral processing units (barely, and with meager onboard space allotted to support them), and a HAL-9001 luxury lifepod serves as a comfortable cockpit and crew compartment.
Make: United Machine Cults / Custom-built
High-Stress Hardpoints: 2
Drone Bays: 1
Crew: 4
Dry mass: 26,400 kg
Cargo bay: TBD
Processed cargo storage: 12,000 kg (combined)```
yurp that checks out 👌
Q: does the size and shape of the ship sprite affect the internal cargo hold m3 and size/shape wise ?
it's entirely governed by the ship's collider
so i can make the hold very big by fucking with the colider settings in godot ?
yup but that will also make the ore nuggets be visually outside the ship
...and the cargo hold will be invisible
yeah you need to configure the area and z-indexing
so the sprite is to cover the hold ? so if i want a very big hold i need a big sprite ?
I mean, think of it like this
the collider and the sprite are two completely separate things
the collider is the physics, the sprite is visuals
largely we want the sprite and collider to be roughly the same shape, so that the player can tell where the collider is by looking at where the sprite is
oh btw, where can i find the modding documents for how to start making a mod ?
thats what i assumed, so idealy i need a large sprite for a large hold
Oberon is looking good
tragically there's not much documentation
fuck
YET
whats the diff colors representing ?
subcomponents of the larger collision shape
you can't make a collider that's concave so the engine converts it to several convex ones
stupid speak please
lol
brb, need to do irl stuff
diagram
final question for now, can i just stretch a existing sprite modell to make a big ship bigger ?
yes, it will just look weird
ok
and you'll have to edit all the other parts accordingly too
imma make SPDX facepalm when i show him my creation
lmao
to get started i'd say learn by example, look at other folks' mods like Za'krin's
specifically at the ModMain.gd
the most programming you'll ideally have to do is adding stuff to ModMain, replacing scenes etc
ALSO LEARN HOW TO MAKE INHERITED SCENES
so critical
it's literally just a right-click in the file system
what that ?
Yippee
I do enjoy how it just looks like a rocket a 7 year old would draw
true doohickey
it's in the game! just bugfixing rn
the adrenaline booster isn't working
0.24.0: UMC OBERON MLP-60
added a completely custom ship, the Oberon MLP-60, with model renders courtesy of @glossy bloom !!!! it's a retrofitted racing drone that's somehow available on the civilian market
@crude steppe alsom might be of interest lol
had to do a bunch of arm tweaks to make sure this thing worked
Arms?

ahahaha
her reactor can handle it!! it should be designed for high g-loading
just keep in mind that the thrust will absolutely dump the rods
lmao that works
its performance reactor is actually tuned to produce a bit more heat than other reactors
i figured it'd need it to power its torches
something like 125%
also it's remarkably light! maybe 4.5x as heavy as the Kitsune's dry mass, but marginally less than any K37 and a LOT less than any of my recent ships
how to teleport
Modified titan with PINs 🤣
lmfao
they do use like 480 MW
maybe with an Unlimited Power
i should make a cheaper SMES that's just another ultracapacitor array with the bonus of being quick to charge and providing high discharge power
i got carried away
as you do
what do i need to extract the game and get started with the modding ?
you'll want GDRE tools: https://github.com/bruvzg/gdsdecomp
also, @hollow grail, where are the hull prices stored within the code, as i can't find it anywhere?
ok i downloaded it, now what ?
they're within the ship objects themselves
please discuss further dev stuff in #gamedev-chat
gotcha, i thought it was a dealer class or smth
sorry, also the harvester drones doesnt show up in the turret options for the BBW
or was this fixed ?
yea i meant the zip
0.25.0: added two capacitors, an APU that's effectively just a cheaper, larger capacitor, and an extra 6k bay mod. also adjusted Oberon hull colliders for better behaviour and fixed masses of 'phantom' mods like power infrastructure not being calculated
there was some backbone work as well, so it might have busted some vendor slots - let me know
Oh no, another otherworldly piece of equipment.
LOL
ah yes, the fine print
i really like comically long lists
with that kind of description, I feel like I'm going to need to check everything for mimics lol
That's probably something worse than mimic
no typhons were harmed in the making of the Conlido freightReady Hoppers
people - maybe
snrks
i like to think Conlido is kind of like, people behind the curve on advertising who try to sell above their class but are just kind of embarrassing
Praise the lord that mod installation is easy
And now I can have cargo baffles and MPUs
This mod adds so much content man, can't wait to play with this stuff when I finish work
excellent :] let me know if something fucks up or u have feedback!!
speaking of i'm always open to feedback and suggestions, discussing this stuff is how i get inspired
yes! just keep in mind it might futz with the way processed minerals work in storage
i havent talked to zakrin abt their changes
but a lot of ppl do use them in parallel
kewl kewl
yea if u hit any snags just let me know, a lot of things just work out of the box and i've added a few niceties to various ship platforms plus some customs
my proudest one so far is mayber the MAD-CERF but the Oberon is close second, if not tied
latter is a fully custom vessel with sprites by Liqvo
What would be useful for both modding channels is if they had their most recent versions pinned
The Minerals one was a bit of a pain to track down for the most recent version
yea wish i could mark it as priority
Maybe ask the boss man if he can give you that power
i dont think u can pin... and itd be hard to manage
like, pin on threads
maybe i should just make a github repo or something
And a change log that easy to find
Been kinda hard looking in here to see what’s added
Oh nice, haven’t downloaded yet as I literally just discovered this game has mods now
ahaha
the readme also contains a full list of features and installation instructions
Nice, thx
right well sleep time for me
yall drop a message in here if something explodes
Question tho rq
The dynamic cargo holds, how do they work?
I see like 6:5 (10% reduction)
lmfao
so dynamic holds are like the Cothon-21...7? i think? the bender
essentially they let you store an arbitrary amount of each mineral under a total limit
the conversion ratio is how much less total storage you have after converting, since canonically variable holds like that lose a bit of total cargo cap
Ah okay, that's sick
it's a way to balance the upgrades since dynamic/amorphic holds are extremely powerful
also lol, yeah, that was legit my first foray into that side of things. just add a single rod reactor. im still really happy with its ingame description, 'optional gift wrap'
the Thermocouple Array and Light Ultracapacitor came afterwards
basically extreme economy mods
i figured it was weird that there's no low-end mods for ship 'phantom' hardware and it's been ages since we saw new parts like that
ok actually going to sleep now lmao
i wonder if i can get the 225 to run from a single fuel rod setup. XD
fun challenge
the beast has awoken
what horrifying shit will they get up to today
Easy
just pushed to Github
this should let me coordinate releases better
i've also included old versions
Awesome, thank you
yeah it's a generic catchall line
When compared to one that does
i'll clarify
Ah, okay then
Yeah, that'd be cool
These extra internal modules are neat tho
Was probably a major pain getting them working I'd imagine
the RP-25 is more geared towards raw ore chunk collection in big bays
LOL yeah it kinda was
my implementation, i say often, is held together by duct tape and a prayer
So what about the Nakamura Big MT?
@hollow grail where do i edit the file text to make harvesters have a 12,000 m range ?
the ND multiplies MPU efficiency by 120%
so like if you had 50% efficiency and you installed it, you'd have 60% since 50% * 120% = 60%
So is the ND just a straight upgrade then, or would there a reason to stick with the RP-25?
Not looking at the extra power requirements
Remass would be the only thing, but that's not major.
weapons/DroneHarvester.tscn
change "maxDroneDistance" and "laserRange" to 12000
but yeah, it's basically a straight upgrade but you lose a lot more internal bay space
which is okay if you're running an MPU
True
thanks
and also you can use other modules, like the Mineral Tank Module, which has 8,000kg per mineral (works with hold converters, so 48,000kg total) and it provides a really basic preprocessing ability
since the tanks are hot!
the range is fairly limited though
I'm really looking forward to mixing and matching modules
yea!! my aim was to make a diverse feature set that all works in interesting little ways, together
Yeah, definitely helps with one of my (minor) issues with the game
straight upgrades are great but sidegrades are the most interesting thing to me
100%
like my aim with a lot of my implementations is just to add interesting gameplay factors
chief among them being the THI Bulker
it's this great MPU that adds 10,000kg per mineral cargo space... but its processing speed is dogshit and its inlet is really awkward
if anything, i just thought it would be funny
it does make the Kitsune a viable mining rig though!
talking about this does give me a chance to mention some of the more fun aspects about the flavour text
a lot of it is just references to things i like lmfao
the Big MT is literally just a Fallout: New Vegas reference
the ridiculous Sin Space Engineering modules? same name as a level from Cruelty Squad, though i acknowledge that the company you target in that level is Advanced Orbital Instruments
LOL uh oh
The ultracapacitor is all g tho
Well, I can only modify one reactor
So I guess it's fine?
Lol
yeah i think it's just a checkbox i missed
there's a "Default" checkbox
kewl :]
they do have default wear statistics but it'd take a bit of programming to do that
it's not really supported
Damn
It would be nice if you had to maintain your MPUs
Or could change their characteristics
Like forcing more power into it or something
yea if u could tune em to get hotter at the expense of wear rate that'd be cool
maybe it'll happen, i dunno
Fingers crossed
what's the gist?
It's kinda weird, gimme 2 secs
And now it doesn't wanna happen when I'm trying to record it 😭
just give me the basic rundown, is it like, a chunk getting stuck, physics issue?
Chunks getting launched outta my ship at Mach 10 while aggressively spinning
I had about half of my hold fly away
that sounds like more of a game issue lol
Frick
OCP?
Base ship
Never seen this happen before
Very nice game. You refuse to do it after half emptying my hold twice
let me check i haven't fucked up the collider
it doesn't look like it
I think I found out how to make it happen, so I'll get a recording
my mod doesn't change anything about default colliders and i haven't ever run into issues, as unhelpful as that sounds lol
unless.. hmm
give me a mo
Two secs, I managed to get it in acction
is the preproc code fucking up the colliders?? just a sec
i mean it shouldn't, but... hmm
Mfw the recording froze as it happened
Nah, I caught it
It happens on the opposite side on the same spot
I've only managed to catch it with 1 or 2 chunk launches but it happened twice with half my load each time
yeah managed to replicate it
it seems like the colliders are working, it's just the excavator can't hold it since its colliders are so thin
Let's go
I love discovering bugs
Yeah, this would've been a persistent problem since this is how I mine normally
see how skinny they are compared to its width?
this is in the default game
i'll see what i can do
Is it shown on my video?
yeah so the issue is that the game's physics are fucking around
when stuff slams against the excavator, it just parts because it's on fairly weak actuators
I'd understand that, if it was coming outta the front of the excavator
That's what I thought the issue was at first
Given what you said, should it be recreatable in vanilla?
it should be, yes
from waht i've seen, the problem is mostly to do with things in the fore section of the bay during high-g maneuvers
if you fling yourself about with stuff near the excavator, it'll give those things a hell of a lot of inertia - enough to overcome the force of the actuators holding the doors shut
or it'll just straight-up clip through them
my best advice would be to increase your physics fps
I'm having a superhard time recreating it in vanilla
I think the RP25, being in the position that it is, makes it much more likely to occur
My physics FPS is on 60 atm
Should it be 120 or something?
maybe 90
ive got mine to 144 and its happening to me
Oh
Well, I couldn't recreate it in vanilla doing the same steps
Or it's much much harder
and after the harvester drones wont recognice it as "oh look ore" and just let it drift
Lol
Well, I'm gonna try it again at 120 and see
@vagrant topaz What does your ship interals look like?
Just the LIDAR picture on the bottom left
im running the 225
no mine is doing it little below the middle right container thruster, also the middle cargobays thing is the ice melter from IoE
so i think there is a hole @hollow grail might have missed
or the wall is very thin
around there the rocks showed up
Well, the physics FPS might've solved the issue
Nevermind
One just flew out, lol
I can say it's much harder to do than before
I'm just gonna max out the physics FPS and then do a normal mining run
i think it's down to the physics bugging out
Yeah, I agree
And I think the RP25 just makes it more likely cause of its position
But it isn't the cause
Though, because I can't easily recreate it in vanilla, guess we can't do much about a fix
keep to gentler rotations ahaha
That takes all the fun outta it💀
I need to 180 in 2 seconds solely because a rock looks cool
i'll be adding some anti-pop adjustments to the excavator and thickening the colliders on some of the accessories
hopefully by dimpling the inner point i can encourage chunks to hit and deal with the force of both claws
That should definitely fix it
It's just on the one really thin spot that it was happening
well it's less that and more like... physics in motion, right
chunks as they fly around in the bay have inertia, which is fine for the hard hull, but the springy excavator will just give way easily
it's like the cargo baffles
employs the same fundamental principles
True
it doesn't help that the sides are sloped which allow it to more easily impart force
@hollow grail just noticed that there might be a leak at the conection points of the right side of the cargo bay MPU and the cargo bay accessories
so what i'm hoping here is that chunks, which are circular colliders, will get stuck in the little divot
yes yes i know, i mentioned i was going to put something out to fix it
there isn't any holes in the collider, but it's a weird issue
ok
what's your physics fps?
lol, stfu
😳
Buh
How did that chunk get there?
Nevermind, I just watched a chunk rocket out of my ship when I was moving 4m/s
3 actually
ok i'm not sure these are issues with my mod
these sound like some weird code was left in the last update and messed something up
like i don't touch the physics code outside of preprocessors, and they just reduce mass by a fairly small amount.... which MPUs already do
in fact a bunch of its code is directly lifted from MPUs
Funnily enough, being slow made the issue worse
Now
This was a little different
The first chunk seemed to vanish on the right-side of the ship
Near the RP25
Tho it could be a LIDAR thing
Same with the second one
yeah i see it, stuck in the collider there
the changes i've made seme to be working pretty well though
hopefully will have it out soon
maybe decreasing your physics fps would be better??? i dunno
i have mine at 75 with DTSS on
I had DTSS on
Just dropped the physics fps to 75 now
Lol
We have another escapee
lmao
yeah i think it's just the colliders... see i have them set to be pretty thin on the walls
maybe it's trying to say "here, you handle this" when it delegates to the preprocessor and then fucking up / clipping through
The chunk experiences a glitch in the matrix
Yep, managed to get it to happen at 75 FPS
But it took a while
I'll just wait for you to finish your stuff
i don't like to keep folks waiting lol
Glad I was able to help with a sorta major bug
well, ain't out of the woods yet
afaik it works and i haven't had issues, but need yall to give feedback
in the interim i'm making myself a sandwich lol
Maybe that should be opened as a bug?
Wanna add one that gives lidar readings and target lines?
Well, chunks have not been flying and I've been maneuvering fairly aggressively
There was 1 suspect chunk that flew away from my ship, but I can't confirm that it came from my hold
kinda but all the lidar stuff is handled by ship-ctrl.gd and it's a mess
as for this, i dunno, maybe? it seems like it's just been in the game for ages
I'm still playing in vanilla with maxed physics fps and on the K37, ore sometimes opens the excavator when decelerating or rotating
are you removing the old mod and putting in the new one or stacking them
Closing, removing and installing the new one
ok fantastic
Yeah if you zoom in, you can sometimes see the ore chunks trying to open the excavator
guh idk man i haven't been able to replicate this stuff
i mean the excavator, yes, but not clipping into the vessel's hull and flying out of a still vehicle
I bumped into a rock
Unless the excavator was moved in a weird way that caused it, idk why it occured
Bruhhhh
Yup
Tho I bumped into it a like 7m/s
The excavator on the K37 does that a lot
I really like the Eagle Prospector for the grinder
Alright, I'll have to keep that in-mind
I haven't had it happen to me before
I've fresh installed the mod again tho
Just incase
Mfw
I just saw a chunk pop out the front again
Got a really good video of it happening
(It was only once but 3 chunks)
I saw one not on recording
And it was with little movement. I wiggled a bit and it kinded just slipped out
Two flew out when I slammed into the rock and another on a recovering manoeuvre
It is quite comical watching them rocket away from my ship
yeah that'll happen lol
well yeah, sometimes it just pops right through
And then the third was the typical behaviour
Where it just pops out
It also popped out on the left side of the excavator blade
Slightly ahead of where it was popping out before
ahh, i see those ones
Yeah
weird
Very
try unequipping the rp25 and doing that
slam into something like you ddi, yeah
Sure thing, lol
Can't wait to cause a reactor meltdown
I've smashed into several similar sized rocks but nothing came out
man... something's up with the preprocs
right, well, i can't replicate that exact behaviour and i'm not sure what could be causing it past like... maybe the chunks being acquired and acted upon when they're in the area
I might've just made chunks fly outta my ship
Yep
Though it was wayyy harder without the RP25
maybe also something to do with MMM to ?
That is possible
Here is vid
Just the start but now I'm not sure
I saw Be but I had no Be
But it had the same launch pattern
Though that V was definitely in my hold
There was another one as well
At 34 seconds
Textbook of this occuring
Just slides out the front, lol
I like how casual it is exiting the inside of my ship
"yeah i'm just leavin wygd"
so yea, looks like a clashing issue with MMM ore chunks, @random cypress have fun fixing it
Chunks just want to be processed. They fly away to find different miner 😆
The chunk exiting my cargo hold
Well, the next obvious test is to turn off the mod
And see if it happens with just IoE
Just removed the mod and I shall see
Time to completely shred my reactor again
Ship smashing time
I have caught it again
So
What I'm now gonna do is try this on a fresh vanilla save
Rusatom Mk3?
#1082861778440036443 message
Hmm
My only theory is that the small gap in the excavator is causing something weird to happen
Cause it was every so slightly open
But it launched the chunks like before
Alright
So in vanilla
The excavator opens on high impact speeds
Allowing a chunk or two to fly out
Post impact
And you can hear it open up forcefully as well
With the mod tho, it doesn't do that and the chunks kinda just slide out
I'm not sure where to go from here, lmao
Well, at the very least, not slam into rocks at 100m/s
I'm gonna sleep now tho
@hollow grail hey I wanna feature this mod in a blogpost how should I credit u !!!! !
ohh!! ummm what kinda blodge post
umm if anything just call me spaceDOTexe
i go by they/them pronounz
and the umm github repo linked if u fancy
literally just talking about being happy that the oberon ship found a new home and how I like when people make mods for games and it fills me with joy to see
i recently put all the stuff on github which is apparently helping with version control
oh ya!! thats kewl
also if u have other ship renders i'd be willing to have a look at them
You may ask "what the hell did you make a mod for a game you're working on?" No. spaceDOTexe made it and I gave them the sprites . Thank you for asking though. It also features a bunch of equipment that's just a bit too unrealistic/unruly to put in the main game (...like the UMC Oberon, but also Nuclear Salt Water Thrusters for small ships), I r...
I have a few models almost ready but they're also in queue for the game so we'll see . Any design that gets shelved will be fair game tho 😌
a few previews though
It's an unfinished ganymedian ship
uhh
idea was that you can see its insides through armor panels
(I haven't made the armor panels yet)
lol fair
i would implement it as is in a heartbeat tbh, love me some cageships
the top one looks like another UMC?
¯_(ツ)_/¯
No Idea
The other two were actually meant to be Ganymedian designs
as in, before Ganymede got genocided
damn they were building star destroyers tho
naurr this is like
Cothon size
but it does have a really large coilgun on the front
(also unfinished)
@glossy bloom any chance you've made any very large freighter sprites ?
No(t yet)
yuurp yuurp
found a new hobby
a "chop shop" tscn that's just silly-looking ship sprites, for experimenting
finally... the 

i call it the kestrel prospector
lol
same size as the 225 ?
probably yeah
*withe
not for release, i just think it's funny
awww
focusing dev time rn into a revamp of my architecture
basically something i've realised is that while things are pretty feature-complete, they're also terribly clumsy in their implementation and i don't love it
so! i'm cleaning up dead-ends, reimplementing things like the aux equipment, all while heavily modifying things i don't like to see in the main game - optimising and fixing colliders, primarily
what i'm hoping is that i'll be able to implement aux equipment as single colliders that just duplicate their properties to a new, flipped collider and pop it in the cargo bay
i'd also like to heavily simplify aux equipment that just adds cargo space, delegating their exclusive function to a type that inherits from a base type wherebi'll implement the aforementioned flip
in short, i'm remaking a lot of the mod from scratch, much to some folks' horror i'm sure
not to worry though! everything will still be there once it's done
i'm just remaking things with the experience i've gotten from already having done the hard part
and what i'm hoping is that the mod will kinda act like a performance booster since a lot of colliders seem to just make polygons all over the place and aren't always properly aligned
the TNTRL for example is like 1px off centre
also something i'm hoping to do is sidestep the issue of inheritance entirely regarding ships and just make them load my replacements instead
that way i can modify them to my heart's content and i won't get duplicated slots... ideally
in the meantime please enjoy the mod as it currently exists!!! something new n tasty is coming
ooh. the pot is brewing i see
it's a-bubblin
well bedtime for me
if yall have any ideas let me kno, can't take bug reports rn due to remaking things unless it's critical / game-breaking
Well, I'll be playing again today
I'll just have to deal with the chunks thing but I should be able to avoid it
Damn, with all that testing I did, I borked that save I had
At least I only had done 1 dive
I think the Light Ultracapacitor should be more expensive (You get less from doing a trade-in)
I'll explain why when I finish this dive
It's very easy to manage the light ultracapacitor (Just don't use your main engine too long)
The RCS can be used as long as you want as the power drain isn't high enough to dip into the battery
And it's different to the Thermocouple Array, could that thing is actually really bad
So I'd say increase the cost of the LUC by 6k?
15k trade-in price would be better.
Could be a 10k, but I think that'd be too little
Man, the ores are still gliding out at low speed and low gs
To me, it seems like the excavator itself is missing a couple of pixels that allow ores to slide out
Time to video this because I can easily reproduce it
Here it is
Super duper easy to recreate
physics are just a suggestion
So true
This 100% doesn't happen in vanilla
Cause I was testing this out for like an hour last night
I'm gonna test it with just the minerals mod
On a new save
So just testing it with More Minerals
I can't get it to happen
The excavator makes the noise where it's under stress and you can see it parted, like this:
But nothing is coming out
Compared to this one where the excavator mouth oopen ever so slightly and it just spills out
I'll test it with just IoE now
Alright
Had a test with just IoE
It doesn't happen (Or I haven't seen it happen yet)
But the excavator seems flimsier
I watched it almost lose a chunk while doing a moderate speed manoeuvre
So I'm gonna say it's a compatibility issue + something up with the excavator (But it isn't the main cause)
oh the excavator is absolutely broken
hard to see, but it's clipped into itself here
unable to open it
Wtf
Then maybe it is the excavator
I have seen it do minor movements before but nothing like that
ezcavator stoopid
i'd say use like... 0.25.2 since that's b4 my changes
yeah sorry