#Industries of Enceladus (Compatability) Rewrite
1 messages · Page 5 of 1
Oh my goodness it's so much better now.
I'm using it, it mostly bounces in without problem.
all without moving
tips for ||finding a ship with an interplanetary cargo container cradle?|| i just got the story beat for it
tempted to go out with my vulture and buy scrapwright service
what is ||interplanetary cargo container|| (from above)?
||you can find one out in the wild, and after that you get a hint how to get an arm for one||
never seen one. I get a lot of blue ring events and never find the source on them. I feel like it's at 4 km range and my radar goes 3 km.
it was just a container on avoid, there was no event to let me know it was there, i saw the UIO on the radar and chased it down
I can't select this ship. It could be a bug. Can anyone else select the pigeon in dealership and see the screen for it?
and now I can after going to fleet and back..... that name is familiar, that might be my old pigeon. I wonder if there is a bug with the dealership and not being able to select your old ship you sold.
yes, it's my old ship.
So I can't rule out if this is a modded issue or not.
I would say it's considerably more likely a mod issue than not. If it happens on a vanilla ship then maybe it could be a vanilla issue, but I've never seen that happen before. Best thing I can say is package save and logs and I can give it a look
It should be in the bug reporting, I'll go get the link.
I'm going to go throw "sanbus = false" into the laser point defense and see what happens.
I can't find the laser point defense
the second arm on the piranha is in an unusable position...
It's meant to hold a second ship.
not with cargo containers it's not
mayve if the cargo containers were relocated to be more towards the extremeties of the ship?
Oh, IOE pdtl is literally the vanilla pdtl with enough tacked on to make it functional. I'd need to make an outright patch of pdt-laser.tscn to remove sanbus, or just remove it from the delta-v.pck.
that's why I couldn't find it. it's refrerencing vanilla files and code.
yup, i did say it was just a modification to the price tags and nothing else
I can't even find the modification file anywhere. there's a translation shop text that references the vanilla file.
it used to be that way actually, but i moved them due to it causing a load of problems with collisions
it has an issue where a projectile weapon will shoot the cargo contaner if placed in that slot
are those abandoned tech containers by any chance?
So, how do I do PTD-laser.patch.tscn to overwrite a value of a vanilla file?
yeah it's from there
drone-plant.patch.gd I can see it says "extends"
I did modifications through the WEAPONSLOT_ADD.gd script
ah
I don't see that file.
should be in IndustriesOfEnceladusRewrite/HEVLIB_EQUIPMENT_DRIVER_TAGS/
i guess i'll put a drone in that arm slot lol
what is system_pdtl_l ?
the left facing laser turret
do I need to specify sanbus = false for all three possible mounting positions?
give me one with a 360 deg view
honestly, those containers have caused me more issues than it's worth, the only thing that could really fix that issue is making them smaller, which doesn't really make that much sense given what it does
yes
so you think it's better to just leave those container slots empty or something?
it is also done with a slightly different method, i'll quickly make the modification on my end so it can just be a quick copy-paste for you
or do you mean use different non-interlunar containers?
I would just not use the interlunar containers for it, I don't really use any of the OCPs often, so i don't really know how offset the mass drivers are
ig i'll stick with monocargos as usual then
there
it's in a dictionary, and it won't accept the same keys multiple times like an array would. try this:
const SYSTEM_PDTL = {
"name":"SYSTEM_PDTL",
"data":[
{
"property":"repairReplacementPrice",
"value":"300000"
},
{
"property":"sanbus",
"value":"false"
}
]
}
const SYSTEM_PDTL_L = {
"name":"SYSTEM_PDTL-L",
"data":[
{
"property":"repairReplacementPrice",
"value":"300000"
},
{
"property":"sanbus",
"value":"false"
}
]
}
const SYSTEM_PDTL_R = {
"name":"SYSTEM_PDTL-R",
"data":[
{
"property":"repairReplacementPrice",
"value":"300000"
},
{
"property":"sanbus",
"value":"false"
}
]
}
Ah, needed more brackets
I have been meaning to balance these for a while, as even with sanbus limitations they're pretty much the most unbalanced item in the entire mod, i'll create an issue on the github for it just so i can put ideas there
too good?
yeah
against roids, yes.
agaisnt ships, 120 mw thermal is as far as I can tell, not doing anything.
perhaps lower turn rate?
doesn't change effect on ship. it depends what it is considerered too good at.
certainly not damaging enemy ships.
i don't think they're supposed to be good against ships
they're not going to be good against ships regardless, as CL150s can't destroy ships even when uptuned. it's the one drawback that I think it really needs
It's like a microwave pdt with better range, better accuracy, and better damage.
and that's the thing, it defeats the purpose of using either of the PD mikes
weakening them and allowing focus fire would mean you pair them up more. competition is the microwave cannon turret.
slots are at a premium in this game. weakening it to the point it needs to be doubled up eliminates it as a viable choice from many ships.
right, and i don't think that a direct nerf to the output is going to happen
I think part of the solution for weapon balance is getting granularity in sanbus.
weapons that behave smartly together will allow for better balance tuning. punching from large to small for powerful but inaccurate weapons, and small to large for weak but accurate weapons. Powerful weapons teaming up on large objects, splitting on small ones. Weak weapons always teaming up.
well a power nerf doesn't seem that bad, to fit in the same slot and to be able to move, the same device needs to be smaller to account for the parts that make it rotate
The usefulness against asteroids comes from the power plus the accuracy.
I think maybe an across the board weakening would put it more in line with other choices. slightly lower output, slightly lower turning. the power output is so small for anti-ship that I don't think any tuning requirements to make you choose between astroids and ships are needed.
the only balancing it really has per say is the fact you need to be on good terms with the habs to get it, that at least gives it some credit towards a buff
I'm going to go broadside a vicily patrol with my titan now.
the laser needs hab rep?
yeah i don't think they need to be really good at destroying large roids anyway, that's what the big lasers are for
yeah, it uses the same story flag as the NDPT
that makes sense
I still use the point defense laser on big roids and wait it out.
My slots are tight as is, I have time.
Not like the larger laser does anything agaisnt ships, and I need a self defense weapon. So it's mass driver point defense and laser point defense on my ships usually.
my 660 begs to differ lol
over tuned to max power, and pointed at a reactor, a single one can make any ship blow up
well idk about the frigate
just tested it, and a single uptuned laser can still nuke a reactor in under 15 seconds. i may need to think about this
not autotargeting, and I'm kind of lazy and prefer engaging offscreen. I get that wiggle noise for the lockon and know to let loose on someone 3 km out.
120 mw can kill reactors?
the point defense one?
yeah
yeah not too surprised
I've spent minutes lasering people to no effect.
i noticed mine keeping enemies at bay
probably hitting their excavator or just not hitting the reactor
it does need to be a constant hit on the reactor itself, and distance to the reactor matters
yeah but just having the auto PD on mine has made pirates turn tail before they became a problem
only a sigle one, too
the hit locations are so localized in this game. I'm used to realistic games having penetration to take out components far behind the impact point.
kinetics
Those don't do it either.
oh they don't?
it is simulated
i thought so
I'm pretty sure those are locallized too. I've never seen front hits make reactor leaks.
i'm pretty sure i've blown ships up from the front with kinetics before
I'm not sure how they'd blow up. jammed reactor?
yeah, leaks are from the reactor, plus the front of ships have a lot more shielding too
I've never had a reactor overload from kinetic. I've gotten lots of punctures and they bleed out then go to hot shutdown.
i think i was using gungir
I say hot shutdown because irl cold shutdown takes 1-2 months to achieve.
gungnir may be special
idk i think they all have some level of penetration value
I can't see much effect from it, honestly. half charged up the butt, they didn't even got hostile with me.
yeah, gungnir and low frequency lasers are the only tools to deal a lot of kinetic and thermal damage at the same time
It could be the reactor overloaded from the heat alone.
anyway, this is an example of it. using the hybrid here as it's the only vessel without an intended direct means of pacifying them
heat, and the lack of remass meaning there's nothing to cool
yeah, it does take a lot of heat to overheat a cold reactor. I can't do it with 3 zap.
are you zoomed out more than usual?
i don't use a specialized recon drone, so technically yes
😮 fascinating
i didn't know they stole some of your zoom
yeah, the ones with alternate functions give you less view.
there is a range stat attached to them, regular has 6km compared to 5 of the rest
give us a 10km drone
i did actually try a while back, but couldn't figure it out as i believe there's hardcoded limits somewhere
Ahhh
anyway, here's the issue for this topic if either of you would want to throw ideas towards it: https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/issues/19, things will get lost here after all
what about utilizing that mode switch thing from toggledrone? could that work somehow?
for what?
do you mind sending a screenshot of the edits you made?
edit does at least work on my end
looks like you forgot commas between the brackets
ah, second and third
hm, maybe try copy-pasting the edits I did directly, as it looks fine to me. also another reason why i recommend using the editor, as it will tell you when there's errors
actually, just try it directly from this
I got it working, it needed the cache alreayd in existence. I had deleted it seeing if that would fix the issue, I restored it and it's working.
the difference absolutely is there with it
I see
LOL
if you put a pd laser in the right-side arm slot of the piranha, it won't fire while the door is closed because it's blockign it, so you open the mouth to start harvesting
the arm is pulling ore into a strange spot on this one too
game keeps crashing on enceladus while i'm editing my ship
haven't updated to the latest experimental yet for that zip
getting ready to uninstall the mods because of it lol
i just started up the game, stripped a ship, fitted another ship, tuned it, tested it in the virtual flight service, and went to make one minor change and the game crashed again
getting kind of tired of doing the same tuning 3/4 times in a row
is there any chance having a preMPU is causing chunk leakage issues? I am needing a depends for my Pelican
Shouldn't do, nothing modified colliders with it. Only thing I can think of is that you're rotating very quickly
Unfortunately the logs you provided aren't verbose enough to give me any indication of what happened, and I'm guessing the save inside was not saved with the crashing config?
no it rolled back to before i configured the ship
If it's ok with you, do you mind writing down here the specifics of what you had at all?
like how i configured the ship?
Yes please
i can't remember but it crashed again after i sent the logs so i reconfigured the ship the same way so it would be how it is now
so i can upload this save, i'll exit the dive and zip it up
That works, ty
It doesn't need to be exact, there's probably just one or two specific things that are at fault here anyway
right, not sure what it would be, but it's probably something i'm using every time right?
it doesn't seem consistent to what kind of menu is open though
like equipment, tuning, virtual flight, dive launch, it's just on enceladus, but not during a dive
I'll have to do testing of it first. I'll get back to you once I find something that may be the cause here
okay thank you
I will note that I've gotten one other crash report today, so there may be some correlation I'm yet to find
i do think the most recent mod i have installed is abandoned technologies so it might have to do with that one?
i hope so
Yeah, that's the other part as without thorough testing, it could very well be something completely unrelated to IoE
i can keep uploading logs every time it crashes
I suppose no harm there, and I guess if there's anything specific you were doing at the time it could be something I can try too
okay will do
it does seem like it was after i had fitted and tuned an entire ship, so not sure if that means it has more to do with tuning, or having done both is more important
Could very well be, although if tuning is at play it could very well be the issue as I have been changing how some things interact lately
so something with hevlib?
At this point I can't really say, but if it is tuning I would say it's more likely IoE given it actually has some tunings directly
I think this is an issue with IOE but I can't be certain. Duplicate equipment in cargo bay slot
Double check you don't have duplicates in the mods folder, I have seen duplicates before and that was the cause last time
Double checked, had duplicates of Hevlib
turns out for whatever reason the processing speed got reverted to the default value, probably an oversight from a long while back as i did change the variable names a good while back. It'll be fixed in the next update
turns out this is due to an old presets file with configs that got changed in vanilla but I never saw myself, so should be fixed soon
i've spent a good while trying to solve this, and nothing really has worked apart from straight up wiping the sold ship cache, would this be a workable compromise for you?
Actually, just thought: was that save ever loaded in vanilla after having loaded mods at all?
no
vanilla was loaded to menu, never into game.
so it shouldn't have been able to save as vanilla. maybe cache got messed up?
The files are preserved and it's fully reproducable, so it should be easy to test anything.
unfortunately i'd need to figure out what caused it, as even selling an identical config on my own save does not have the same thing happen as what appears to on your save
yeah, I have no idea how it happened.
My take on bugfixing, if a quick poke doesn't find the issue, and it's not reproducable from a fresh save, and only one person has exerienced it, it could be a solar flare that caused it. Not worth worrying about.
well, i do have a tool in the works that at least solves the issue for preexisting saves, so it's something
Updated to 2.6.16:
- Fixed arm velocities on the OCP SNAP
- Fixed THI Mineral Tank Module having an incorrect processing speed
- The OCP-213 now has an updated description that reflects a change made months ago
- Now has a changelog file
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.6.16
Need help to check if this category works with MAD CERF Inverse model. Last night test with Conlido freightReady Hoppers doesn't seem to add the hold space.
im pretty sure this mod added OK729 TNTRL
it doesnt seem to have a cargo bay baffle when the module is equipped
i took it out into the upgraded virtual flight, picked up an ore, flew backwards once it was in my hold and there were no baffles that i couldnt see and the rock went right back to the excavator
wait
the baffles are put in wrong
they moved a bit with the excavator locked open
yeah they are pretty baffling
baffling who thinks this helps with anything but the ores rotating around the edge
rotation inhibiters
actually maybe it does help if you have a full hold
it stops the side ones from pushing in that close?
maybe
but it still would let ALOT funnel into the middle
and excavators dont really hold weight
kinda like how air pressure works? the side ones put more pressure? so when you decelerate its just a thin line of ore in the middle pressing directly?
idk
it looks awful lol
BALL
BALL
CDT when loading into game, this is the second time it happened, but i didn't backup logs the first time
another crash at enceladus, right when i clicked on Tuning
I had just finished tuning the ship for the most part, then i went to a different menu, and then back to tuning to double check something, and then it crashed
do you know what changes you'd made since the game saved, as I might be able to replicate from that
only tuning settings, i can re-do them and send that save as well
or i can write out the tuning changes made lol
either works, at least the equipment is set in stone
this should be it, the first upload was stock tuning, i'm pretty sure, then just now is the changes i made last time
it could have something to do with toggling the drones off at the bottom of the tuning page
i don't like them on at the start of the mission cause a lot of the time i'm astrogating away first thing
i've gotten into the habit of saving after i fit my equipment because of this issue lol
but i think it helps the debugging process
could very well be, and since some of the crashes appeared to be dealing the with scenetree, lemmie check to see if anything dealing with the equipment access it.
at this point, i don't really know what else would be useful. maybe the --verbose command line, or a recording of the crash happening, but idk
put --verbose in the startup commands on steam, right?
yeah
i'll do that before i outfit another ship
ive not had crashes from drone toggling. i do that too.
deleted a wrong thing by me.
is the OK720 ball ship supposed to have very sucky cargo baffles?
the OCK version actually has a cover over the excavator when you take baffles
I'm guessing you're using either the RA or AOP, as i did change those colliders lately. I've got a fix for it in place, same with the bulker MPU, but i want to get some other stuff sorted before I release an update
Updated to 2.6.17:
- Fixed incorrect rotation of the Bulker MPU on the OCK Peeper
- Fixed collider of the RA and AOP to not break baffles on the OK720 and the OCK Peeper
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.6.17
is the fabricator part of the THI Harvester class drones just flavor text or do I need to buy another equipment for it to work? Besides nanodrone storage, of course
i think it's supposed to infer that nanodrone mounts assemble drones on the spot, but you are not the first to confuse it with fabricators as in the cargo equipment. I thought I changed it but i'll swap out 'fabrication unit' to 'assembly unit'
So to be clear, the "two individual hardpoints" thing is just flavor?
Yes
Gotcha
im really glad my random screenshot helped with this bug fix lol
bulker mpu
i really thought that it was on purpose to make a cursed hook thing that you had to rotate to get ore inside, but bounces the ore directly off it
yeah, it's probably because it was partially copied from the OK720, which has a different collider but is rotated 90 degrees to the left
i just sold my other ball ship, does the fix for the ok720 make the cargo bay baffles actually cover the door?
or what was the collider fix for the AOP?
it was the AOP collider that I changed. I did look at moving the baffles but it caused more problems down the line with phasing as things went through the baffles
hmmm
so are the ok720s baffles right now more of a "help" that actually keeping the ore from hitting the excavator directly?
they kinda just seemed like stubs next to the opening
yeah that pretty much sums it up, it was just the fact that the AOP collider that was causing the baffles to be jammed in an open position
dang. well good thing i got the OCK, the baffles seem very effective unless things can still push through
i might actually keep the baffles on it instead of a preprocessor and take the bulker mpu to give it like 110 tons of ore hold
if it works on the peeper than it likely will work fine on the OK720, as they use the exact same positioning
ALSO do seperate ore hold mods turn into dynamic hold on ships with dynamic holds already
yes
i have screenshots in general
the baffles didnt cover the door on the ok720
here
it was actually posted here when i searched
they stay like that, open or closed excavator
vs this
that's completely due to the AOP collider being jammed into the baffles, the last patch does fix that
oh
yeah
i didnt think about what i had at the time i nthat screenshot my bad
that is an AOP centric ball
but also the other question still, does the freightready hopper add 36000 kg dynamic hold to ships that have base dynamic holds?
or a seperate cargo thats only 6000kg each
they're combined
same goes for combining the storage accessories or the bulker on a ship with dynamic or a conversion kit
nice
can i please petition you to add a titan with 2 balls on either side of it called the CBT something, and they are the OCP balls that can open
pff, maybe. i'll see if it's any decent and if it's an alright vessel then maybe
@oak echo just used the bulker on the OCK and the processing zone seems to be misplaced
im hearing the sound turn on and off while ore drifts
yeah it looks like the bulker only processes while the ore is directly under the ramps
hm, that might actually be why it was rotated. I may have instead used the wrong collider for the MPU, as that is the collider for the RA Mk II
|| c.... cock and ball torture...?||
slight problem with RADMWCT on the MAD inverse. they can't aim forward.
max left transverse of right turret.
yeah the turret is facing outward, atm i'm using laser turret instead
same
might be leftovers of the fact the turrets were corner mounted originally, but i'll give it a look
I saw in the code that the dmw have offset left and right when mounted left and right. Combined with not great traverse to start with, they usually end up not having forward arc that overlaps. such as on the model e with three of them.
Even with three forward facing mounts, they can't all 3 fire on the same target.
Even two overlapping arcs, is about 20 degrees left or right of center.
it's the exact same offset that the vanilla point defence mikes use, so my best guess as to why it chooses differently is due to the DMW turrets making use of the advanced tuning weights, which may be the factor here
Ok, I need to go check with microwave, give me a bit.
microwave
seems the same.
can't aim front.
forwardmost arc
On a related note: a Titan with only 4 bays, an OCP habitat on top, and two OCP reactor/engine assemblies in the rear. Gotta do something with all the extra OCP bits
a homemade model E out of OCP parts 😬
That is, the OCP engines and reactors replace the default reactor and triple-engine mount
https://cdn.discordapp.com/attachments/426288148792737794/1475685684340723854/Video_2026-02-23_19-47-35.mp4 any history of interplanetary containers clipping into ships and dealing damage?
notice though that it only happened when i went into the menu
it's not happening now, but let me get back on the habitat and see
containers are physics objects. They count as separate mass for autopilot. I don't know if they flex when cradled.
i think they do a bit
the forces from spinning might be enough to make the bug more common.
and filled vs empty should matter
ok got back on the hab and can confirm it's happening in the J menu
i don't think it's happening with adrenaline
the OME's didn't kick in
i think the J menu slo-mo is slower though?
I did say this in general, but I'll restate here: I believe it's caused by fast forwarding cutscenes, as containers aren't welded to the ship the increased physics framerate likely causes the issues with it. Whenever it happens, it should be fixable by releasing them from the cradles, waiting a second and then redocking them.
i'll give that a try next time
so maybe don't FF when i spawn in if i have those containers lol
Yeah, it's the best thing I can say to do. Fast forwarding causes issues with vanilla containers and companions with them undocking when fast forwarding, so I'd guess it's a similar case here too
wait, the undock cutscene has physics and messes with containers when you fast forward?
i think after the undock, in the transition screen and the deceleration when you enter the rings
there's a problem with using the baffles and the rusatom-antonoff MPU MK2 on the OCP, specifically the SNAP, haven't tried other configs yet, the baffle prevents ore from going in at all
good catch, same thing happened with the fabricator a while back
are you open to baffle shape suggestions?
i think that baffle design is particularly awful
the yellow line shows where the ore is usually sent by a drone, the orange is where the baffle would redirect it, that little triangle is to ensure the ore doesn't pile up right there after being sent in
now that may not be particularly good for the MPU MK2 because of its own baffle position, but i think overall, ore would be retained a lot better in a baffle shaped like that
i'm down to implement it for some of my own ships, but since they use the vanilla baffle shape i think it would be even better off being suggested for vanilla too
so a post in community-ideas?
yeah
okay cool
decided an even easier way to fix it (multiple colliders is a bit more difficult than i thought), i just inverted the shape and i think it actually makes a load of sense for it
oh that works, and it's definitely better than the default
little bit on the bottom of the MPU, but unlike the Voyager issue it shouldn't catch on ores
actually gets ore caught on the outside, i'll just fix that entirely
oh on the bottom?
yup, outside the MPU this time. not as much of an issue though
yeah you can still close the doors and do some manouvers to fix it
yeah I hope it does, the baffles on the OCP and EIME always had a kinda useless shape to me (baffling)
baffling indeed
much better, after a good few iterations. more of a hook now but i still think it's more than suitable
oh now it's not clipping the MPU zone anymore either
yup
Switched from a Titan to the wasp and it did not update the crew
Switching to the crew tab fixes it
Side note: What is the wasp even good for? Doesn't the front RCS just yeet ores away from the excavator?
afaik it's intended to be more so a racing vessel than a mining vessel
you just finalize your velocity and let the ore come in id assume, basically just dont ever thrust back lol
definitely not optimal but if your atp you need to burn away its better to lose some ore
never even seen it before but id assume thats how youd get stuff in the excav
should be fixed by next update
hm until the frigate rework iiiiiiiiiiii probably need different RCS
Updated to 2.6.18:
- Updated baffles on the OCP SNAP to not break with the RA MkII
- Fixed bulker MPU on the OCK Peeper
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.6.18
I’ve got IoER and Hev More Minerals mod installed. The game lags for a few seconds every now and then, even during cutscenes like astrogation. Anyone else has this problem? Seems like a mod problem
Thx!
if you're ok filling out this form, it should give me access to as much stuff as i would need to look into it: https://forms.gle/vUoarawnYjy3hXJi9
additionally, is there any sort of noticable frequency to when the lag happens (i.e. every x seconds, whenever inputs are registered with the game as the active window, etc.)?
This form is used to keep track of bug reports for any of my mods. Anything that you may see as problematic should be reported here. You may still report bugs to the Github or Nexus pages, however I will always prioritize reports made here beforehand, regardless of how critical for the sake of keeping it organized and in a fashion where everythi...
I haven't noticed any periodic lag on my own side, albeit it may be due to the fact that the two PCs i develop with are very polar in computational power, and even then the game holds pretty stable framerates on both sides, and I haven't gotten any other reports since I fixed one of the big causes of lag in HevLib 1.11.11
Actually upon further testing, it seems to be a problem with the More Minerals mod. I'll fill out this form and write the details there. Thank you so much!
albedo options added to basegame?
hey hev.
had a chance to look at the savegame i tossed ya?
hope im not being a pest, defaulted to holding off till i had a heads up on if they'd be likely to work or halt and catch fire xD
Unfortunately not yet, and I'll be honest it probably got sunk under the amount of other requests I've gotten lately so if it's ok with you to refresh me on the issue and maybe resupply the save folder at all?
not a problem-
havent played ROS in a while,
and my save is from the pre-rewrite version of the mod-
asked if it'd be likely to work, or if i was SOL and should expect to start fresh, and you asked me to upload a copy of my savegame,
i think you said something about taking a look/poking at making a converter,
though obviously the latter isnt something id outright request myself- likely a lot of work for a minor benefit xD
uploaded it here, and the backup save, fi you still want them?
Ah yeah, I'm still working on that converter, so might be worthwhile just starting a new save for the time being while I'm still working on it
A few ships have some clipping problems with ore, the OK720 and the OCK Peeper are particularly bad, just translating left and right or yawing causes ore to spill out the neck. Ore is also not tracked by drones once it glitches out of the bay.
The inverted CERF refit also rarely has ore clipping out the front of the bay, i think making it a bit thicker in the front would solve it.
i could get video of the OK720 easily but the CERF is pretty rare, and i don't have a Peeper yet
both CERFs use the sliding door of the frigate, and I have tried my best to not prevent clipping with it, but i'll see what i can do as i don't think they're exactly identical considering some changes I made last month, but i'll look into the issue with the OK720 (which, is it related to rotations by any chance)
I think rotations may have something to do with it on the ball ships. rotating left and right would cause ore to fall right out
on the CERF, I don't think ore was slipping out where the door is, btw, only on the sides
hm, yeah giving the collider a look this may be a little thin, especially if you're rotating fast
fair enough!
i think it could extend into the bay a little bit and no one would cry about the lost space
yeah most likely
something else i notice, ore gets pushed up against the front of the CERF, and the arm (and drones) becomes unable to target it, i think it thinks the ore is in the bay or something?
weird, the colliders that dictate what is in the cargo bay don't even come close to the external bounds of the hull collider, but i do see it happening.
yeah i wonder why that is
maybe there is like uh.. a bounding box being drawn around the whole ship, and once the ore goes past those protrusions, it's considered inside that bounding box?
so, in effect, "inside the ship, but not in the bay"
there is exactly that, and on most ships mirrors the ship hull, but for the CERF specifically it's smaller than the hull collider
that part is why im confused on it
OCK peeper is having ore just pop out of the ball
its kind of infuriating
i had a run where i went around for a LONG time and nothing happened, and now i can lose a dozen or chunks in a few minutes because they roll around
It probably needs a thicker bay collider. The peeper is derived from the OK720, and that ship has the center shape based on the OCP's collider before it was thickened to prevent clipping. I did fix it for the other OCPs, but I guess I forgot to do the same for these ships
something is definitely weird
because right now they arent even popping out with alot of pressure
this one popped out for no reason
I would imagine that the fact there's just a lot of collisions on that corner doesn't help it
Updated to 2.7.0:
- Fixed thin colliders on the OK720, OCK Peeper, and both CERF variants, with cargo bay volumes being adjusted to compensate
- Fixed THI Bulker collider on the OCK Peeper
- Fixed cargo bay leak on the OCK Peeper and CERF variants
- Refactored preprocessors, they now no longer use colliders to detect ore and now process anything considered onboard the ship, and as a result of the boost in coverage all preprocessors have been rebalanced:
- THI Mineral Tank Module
- Remass processing efficiency: 10% -> 15%
- Rasamama RP-25
- Ice melt rate: 20 kg/s -> 15 kg/s
- Nakamura Big MT
- Ice melt rate: 25 kg/s -> 20 kg/s
- Preprocessor remass processing efficiency: 10% -> 25%
- Rusatom-Antonoff MPP-N1
- Ice melt rate: 40 kg/s -> 10 kg/s
- Rusatom Chunk Cutter
- Ambient ice melt rate: 5 kg/s -> 10 kg/s
- MAD Heating Coils
- Ice melt rate: 30 kg/s -> 12.5 kg/s
- Preprocessor remass processing efficiency: 10% -> 20%
- MS Frakker
- Ambient ice melt rate: 12 kg/s -> 35 kg/s
- This should partially balance out the tradeoffs provided by the units, with one or two being considerably better than the rest. The changes should also now fit with the preprocessor's theme too
- THI Mineral Tank Module
- Increased volume of the CERF alarm sound by 5db
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.0
time to get back in my CERF
unfortunately I can't really find any correlation between the two mods. from what I can tell from the performance logs (which you can see a visual of here: https://docs.google.com/spreadsheets/d/1cUyDfiFyhY1hV85hlZu8ElEoRiqjLmklF2_a0gn8xww/edit?usp=sharing) the slowdowns are specifically related to the physics engine taking a long time to process a tick (which can be best seen on the FPS+Times sheet.
the reason why I say that there's not much of a correlation is that there are very few scripts in any of the three mods using a _physics_process() call (which is what handles code done every physics frame), amounting to around 4 of them being loaded at any given time (3 are debug tools, which use next to no resources as they require the related menu to be visible, and the fourth is the preprocessor/fabricator processing code, which is relatively quick to work anyway), and compared to what the game runs in vanilla, it's a very tiny portion of that. my best guess is that you may have had stuff running in the background, as I really couldn't give you a proper answer apart from the fact you were nearby other ships on your dive
Thank you so much! It could also be just my Mac struggling to process what I throw at it
It’s great to get a detailed analysis of it, ur da best
honestly, most of it is Koder's work really, as that spreadsheet came from his template, but yeah i'm happy to help.
well, trying to fix this has been a right PITA. the issue pretty much boils down to the fact the arms run their onready code before i modify properties. it's a quick fix for modded equipment, however the same cannot be said for equipment already on the slot, which has been an entire roundabout method trying to fix
unfortunately, that isn't too far from the truth
my first attempt at a fix actually went pretty well, apart from the fact that the CL200AP completely fucked up the loading. it's like the second or third time that it specifically has caused me to completely rework something
it's been so bad the poor minipc i'm using to work on had the entire engine crash without exiting out of debug mode or closing game windows no less than twice (out of the house rn, so i have to make do with inferior hardware)
i feel that, bro
yup, i've just got a lot of work cut out right now. this at least is an issue I can replicate, I have a reported crash that I cannot replicate for the life of me, so I have that cut out for right after figuring this out
i saw that report, i couldn't replicate it either
i'm guessing it's specific to a config, as i only tried with a fresh HevLib install and starting a new save using my own, but i'll defer that until i've got this issue solved
having to do a complete rewrite actually should provide a bunch of benefits: first and foremost ship loading should now be quicker by default, and second being that you only now need to have a ship loaded once to run and cache the relatively expensive process that parsed hardpoint information, and that should persist between launches assuming the cache isn't rebuilt
@oak echo do you know how the game processes going above 100% ore efficiency
because i think the MAD heating coil might do that for my titan
with the extra from 10% to 20%
the vanilla game doesn't limit it, but the preprocessors themselves impose a 99.5% cap
also, that efficiency change is for the preprocessor's water reclaimation, rather than the mineral efficiency modifier
my brain skipped remass and assumed it said mineral
because the MAD also has 10% ore effiency, my bad
lol it happens, it is still pretty easy to hit that cap with the MPP-N1 anyway
will definitely make MAD a bit less op on titan, i was melting INSANE amounts of kg/s of ice
like once you get a full load 45 kg/s from 20+ is nice
yup, and that was actually an oversight as I had the MAD & the Frakker units given the speed the other was supposed to get, hence why they got a complete flip
oh
i assumed it was correct because the description says "slightly" and the new 35kg is still extremely fast proportionally to most of the preprocessors
tbf i did write the descriptions well after writing the stats, and also i suppose it's habit for me not looking over those to ensure they match stat changes
also idk if this was in the notes
my eagle eye has noticed the mad heating coils mpu per chunk stat went up to 38% but the mpu speed is still 135%
im like, pretty sure they matched?
i think you might be referring to the power draw stat, which I might end up removing from them as they can be a bit misleading
the additional power cost per chunk stat?
yeah
gotcha, what part about it is misleading?
it implies a linear power scale when in reality it's actually quadratic. it was fine when I first added it, but that was before tuning was a thing
so essentially 20% mpu cost per chunk is actually more than 10% difference from 10%
that would explain a few brownouts on my titan when im rocking like 3200 mw power generation
excuse me the best is 2500
yup, and that's why it's misleading. i probably should include some safeguards for it as right now it will draw power from all processable chunks in the bay
so if im understanding correctly, something like the frakker that makes you 85% faster would almost quadruple the power used?
like close enough
im seeing a tradeoff to keeping my mad coils perhaps
not exactly, the power used by the MPU is completely separate to the preprocessor, but the preprocessor will adjust the MPU's power based on the change to the mineral efficiency, and uses this equation:
new_mpu_power = base_mpu_power ^ (2 - ( base_mpu_mineral_efficiency / new_mpu_mineral_efficiency ) )
this becomes the MPU's base efficiency, which scales power with tuning like you'd expect.
as for preprocessor power draw per chunk, it uses the same scaling method as the MPU, just without needing to take into account changes to the efficiencies or power
hmm... I can't get my RA DMW Cannon Turret repaired or replaced but the cost is being deducted.
Well, guess I wasn't expecting much considering I just rewrote the code that handled it, I'll deal with it tomorrow morning
Not sure if this is a mod issue or not, but the THI Standalone crade is misplaced on the Vulture
I have the same issue with the Eagle prospector
Should be fixed now, basically came down to templated properties only being applied to vanilla equipment
Conlindo spelling
Good catch
i noticed that the ock peeper is still ejecting ore out the side for no reason
about 18 seconds to see it begin at 21 seconds, top side of the ball
also unrelated but the nerf to MAD heating coils makes me sad
happening again right here
with the nerf to mad heating coils i cant even beat reactor usage
with this much ore
its kinda making it unusable when i accelerate AT ALL, no joke
hm, probably the fact it's a concave collider. i'll try fixing it again but if that doesn't fix it i don't think it can be something exactly fixable
yeah, but it was bound to happen given how disporportionally good the old model was. you probably be better off with a preprocessor intended for remass
yeah thats true... it just breaks my op op titan build lol, but to be fair i dont really need all the remass when my dives are like 1 hour, it just felt great to have the stats
to be honest now the frakker beats it out because it now keeps the similar ice melting capability while making the starbus msu like nearly 280 kg/s
just for what i would use
Visiting this thread is wild. Everyone is discussing the changes to their fav and/or OP loadouts and for some reason none of mine showed up yet even though they are making me millions in like 20 minute dives.
I am probably really leaving some gold on the ground.
yup, there's always some niche interaction between mechanics that does make for decently OP moneymakers, and usually something a lot of people don't realize is possible
same with a couple of things from vanilla too
tbh it all depends on which min max sliders you are looking for
i like short fast dives, so i was liking the 90% efficiency msu with the MAD heating coils for some ridiculous fuel gains
I also use mitsudaya but I used it with Rp-25.
before, the MAD heating coils had wrong stats
they were INSANE, 45 kg/s ice melting, 135% speed, 110% ore efficiency
with 10% remass i was making fuel too
now that its not blatantly op the frakker is a good side-grade
was actually 30 kg/s, but still op regardless
Didn't play for a while but iirc RP-25 had better remass.
yeah thats true i had it tuned to max
i dont remember if the rp25 had anything that affected the MPU but it was definitely a good one
Ans it still gave mitsudaya 95% efficiency.
ah right, forgot that tuning is a thing lol. should consider limiting the forwards and backwards changing for some maybe
yeah, and it gave a flat 10 kg/s after the 135%
so the MAD heating coils were honestly insane for slow mpus and fast ones
And usually ran with 3-4 Haul drones.
2 dynamic cargos, combined hold space upgrade, and 4 haul drones
i always do max MPU speed because its more ore per second even if its less overall ore in the hold
Like it doesn't ACTUALLY matter. When water is gone from the chunk, it poofs out of existence instantly.
because the MSU still gets like 88% on max speed
Well the moment it hits ore processor anyway.
wait i thought the processor had to process the ore content too, and preprocessors just left like 1kg of water
Nope
it is actually the case
it's always been that preprocessors leave a little water, since space added them
do the MPUs then instantly eat the ore if theres only a little bit of water?
That used to be the case.
or do they have to process the kg/s in ore
I kinda wanna see if it still is. Hold on.
i mean that would explain why my titans hold would evaporate THAT fast
Damm... Too bad I didn't figure out the correct Proton settings to run DV on my phone.
Have to use PC for this.
running delta V on a phone has to be RAM torture
On an unrelated note... Don't run Project Wingman on your phone.
it'll process when the water content of a chunk goes under 5% of the chunk's total mass
preprocessors stop at that exact point too, so that's why it's instant
Technically... Possible.
ok so that would explain it
under 5% they just get slorped
I probably should change that, as it's exceptionally easy to have instant processing on larger ships
yeaaaaah
before the mad coils change thats how my titan was loading up so fast and i didnt even realise
coils were zapping like thousands of kg of ice
45 kg/s by like 20 adds up fast
im pretty sure i had around 100m^3 water in my titan once
rookie numbers for a ock or frigate
lmao it's fine, i'm not going to make it that bad (unless you're downtuning an RA, for whatever reason)
i'm going to experiment on a sweet spot, but i'm already going to put an upper ceiling of 15% total mass, no more than that
oh that's fun
Nvm, validated files.
Btw, if you do that. Steam tells you there are 3 files in total to validate.
Oh yeah... So not RP-25. I was using the R-A MPP-n1
This one has no secondary processing speed so it should melt only water and NOT process ore.
Gonna see if it still causes chunks to insta-poof when they reach processor
probably won't, as i believe that one has the ability to process ores disabled entirely
actually, how cool would it be if i tied this to tuning, give more of a tradeoff for slowing down processing?
Well, its definitelly melting water
i noticed there was a tooltip that had %'s that changed
i thought it was intended pre processors had their remass gathering changed by the tuning slider?
it doesnt have a description for the tuning option but the stats for it exist in the bottom right of the tuning screen
Yup...
technically yes, but this change would additionally raise or lower the minimum amount of water that can be left in a chunk, slower tunes could get more water out of the chunk total and speed up MPU processing time, would most likely benefit larger ships too
Can confirm... Ores get insta zapped.
oh shoot is that still broken?
probably typo in the translation string i wrote maybe?
ok yup, i'll fix that by next update
Its choppy but you can see. No processed ore in hold before i turn on processor and then instantly 3k+.
Mistsudaya has base 100kg/s processing rate but this is pretty much instant once water is gone.
yup, and by current design it's intentional. def needs the increase in minimum water tolerance though (which fun fact the current preprocessors can draw more water out than is needed to process from the MPU, if you want to get some extra remass)
So... TLDR is... If you wanna bother with finagling chunks into processor area, get whatever has the fastest ice melt, Remass optional.
Otherwise... Get something that has secondary ore processing..
Wait. Do you still need to get chunks into processor area to get rid of them with Ore processing enabled pre-processors?
yes
Uh... Why get something with ore processing? If you need to get the chunks into processor anyway?
Either way, fully preprocessed chunks just poof instantly in processor.
And ore enabled Pre-pros have massive per chunk power drain on top.
Am I missing something?
15% what?
water content based on chunk mass
Chunks get preprocessed to 85% only and then will have to spend the 15% in processor?
effectively, likely will be different based on the unit
it would make more sense for some units to have higher leftover mass given that they melt chunks from waste heat rather than direct melting
Oh, if you can do it per unit then yes that could make some units have different uses.
I mean... They do now, obviously.
But that could make them much more distinct.
right, i'm already tweaking some other values right now anyway, but if i throw limitations like that into the mix then it definitely should reshape a few other units' values too
Hmmm...
How about some new processors that have shit values but take up most of/whole hold. Make the whole ship into giant microwave. 😛
Like an upscaled pre-processor to fully replace the real thing.
For example, hold-sized Frakker.
technically that already exists as the RP-25, as all preprocessors currently act on the full bay anyway, but i do need to do a large rebalance of all of them anyway
What's a good preprocessor to use on a Titan with a Mk2 RA MPU?
Looking for more mineral efficiency without too much lost speed
The numbers frankly make me go cross-eyed when I try to put them together. Not to say they aren't perfectly readable, I'm just a little slow
honestly, really depends on what you want, but the MAD Heating Coils are a decent all-around unit that gives you a little of everything
I think I'm using the Rusatom Chunk Cutter right now but I don't know if that's the best for mineral efficiency
i would use the frakker or the MAD coils, frakker gives you 185% total speed, but the MAD gives you 135% and then 10 kg/s added after, plus 10% ore efficiency
so for example, with the flat 10 kg/s added, you can tune down alot of MSUs and they will actually still perform decently fast still with better ore efficiency
yes
that's a good slider for you to have to balance things. minimum water remaining after preprocessing.
@oak echo yeah some of the pre processors definitely dont even need a tunable speed
the THI mineral tank can tune the thaw speed up to 7 or down to 2
at 2 you get 38%, at 7 you get 5%, very interesting ratios
maybe it makes a difference proportionally, but at max speed you get .35 kg per chunk a second, and at slowest you get .76
i dont know off the top of my head if that can outpace reactor usage with multiple chunks even
that would help manage power usage as well, usually i just overload on power because i know i will use alot on my refining ships
setting your own % remaining might be too meta though
it still would use the same power. They stop using power when they can no longer drain water.
It means the refinery has to keep up with the percent remaining, which hurts low speed high efficiency refineries.
regular ocp shouldn't. does it phase walls where the MPU or preprocessor colliders are?
Also is this when you eat asteroids, or only when there are just chunks inside.
i am big sorry
it is the modded ocp i shouldnt have said regular
ah, yeah. that's a mod issue. did the update fix it?
i actually knew it was modded im just stupid and said that
ive been ingame for like... 3 hours
lemme see lol
unless you mean an old update then no, it just made it better marginally
stuff still kinda just sliiiiiides its way through the walls
2.7.0 update
yeah that one didnt help
they will be in my hold gently colliding and one will just come through
and it's chunks, not asteroids getting broken to chunks?
so a few meters per second.
yeah its specifically chunks in my hold, barely 1 sometimes
any correlation to where they phase through?
like they will just be milling on the wall and pop through without moving fast
i kinda notice it closer to the middle of each side more
they dont pop through when accelerating as bad unless it gets piled up on the slanted area by at least 2 or 3 chunks
and i also noticed the VERY FIRST DIVE i ever took with it had 0 issues
like i filled up the hold and either i was oblivious or it was perfect
I'm pretty sure colliders for cargo bay walls and processing units are lines drawn from coordinates, point to point in series. If it's crossing through in a corner or an edge is important for troubleshooting.
because recently i have been losing like 15k BE chunks and it doesnt register i guess, and the games systems dont let drones go after them
Now here is a question. Do those still count as being in your bay when you get back?
that is a good question, not sure
It seems it didn't register that it let the bay.
Huh.
that's an important clue to what's going on.
maybe it's a known thing, I don't know.
i will see the type and value and the drones dont do anything
also sometimes the drones dont care about stuff that comes out the normal way exceptionally slowly
i believe a guy called oracletoes said he saw it too
Yeah, it's a vanilla thing that drones don't care if relative velocity is under 1 meter per second.
They will ignore it till it's at the critical range, and then try to pull it in.
i see, thats at least a explanation
wait no ive had stuff fly out and not be touched
there is some exterior range that triggers priority assignment to haul and tug drones.
drones can be busy.
another thing is there is latency between drone target, and force applied.
my titan has 4 drones and sometimes it will ignore stuff, its weird
drones can get stuck switching between multiple targets and lose all of them.
I've never seen anything drift out of range with idle drones and just one thing going out, unless it's very fast.
drone behavior has some undesirable things. That's a vanilla issue.
to clear up a bit more, i have seen drones pull in the rest of an ore cloud and ignore something forever that drifted out of my mouth really slow
like it gets to 200m away
It would need to be at about 350 before they targeted it as leaving range priority target.
You can also increase relative velocity by backing up or going towards it, and the drones will recognize it.
also pointing at it with bay and going baby bird mode will cause haul drones to prioritize it.
or well, holding right click and doing manual
Hmmmm.... is this with all ships or just one ship?
ive noticed it on all ships but i dont usually have as many chunks as a titan can fit
like it usually doesnt happen on a k37 because it fits way less chunks and the neck doesnt fit them out as easy it feels like
I have not noticed drones ignoring things that drifted out the mouth.
it isnt like it does it all the time
ive watched it immediately take an ore back in
I'm extremely sensitive to unusual events. I would very likely notice it happening.
but sometimes it will just ghost out the mouth and not care
what is your physics fps set at?
like on the geologist and everything
i have it set to 30 with my over all fps
game doesnt like being on 60 fps with 30 fps phys
it makes the phasing WORSE
Mine is at 60 and I haven't noticed that. It could be it's a bug with that.
I have 60 physics, 240 game. might be 120, I do not remember.
my diagnostic yellow line gets horrendous when im at 60 fps instead of 30 even when the f11 menu says im keeping 60 average
i was told its average, so i could be having like 3-5 fps variable or something
and that can make physics go weird, i guess, even though i would have the phys fps lower
frametiming is the most accurate way to measure. Not many UIs do that.
right now in testing with 30 fps 30 phys
nah this is a prank
60 fps 30 phys?
its in testing still
i dont understand this game at all
gonna go into a real dive with the ock peeper since that one was bad, with 60 fps 30 phys to see what happens i suppose
everything is smooth
this is good
it happened
game just shits itself
i could be the collider thing hev talked about again at one point
said he would try a second fix after 2.7.0 and after that its just ??????
honestly... it seems to be kinda like when things get pushed out of an excavator
whenever theres multiple layers of chunks pushing, some get pushed through
ah, the lower resolution physics than designed (30) might be causing things to get higher velocity than they should for a frame when bumping, pushing them into walls.
that is very likely a vanilla issue. Would be good to ask if vanilla players have exprienced it while playing at 30 physics fps.
what did the arm do?
it touched something at max range like 3 dives ago and sent it off the screen at like... thousands of m/s
huh. it shouldn't do that.
physics stepping can get very funky in games. Can be used to travel across parallel universes.
it was also the lower strength ones from this mod
it could be being funny but from what i know those arms are some of the most vanilla modded things
same fundamental code, it should be able to happen to all arms.
it was seriously so fast though that it was only on my screen for a frame after leaving
when i was on lower fps
does the resolution look different for different people
i moved the resolution scale down one tick and my game looks like that
also could anything in this game be affected by some kind of forced fps limit from monitors? sounds silly but i dont know
i have an old poopy LG monitor for my main
resolution in this case refers to the physics stepping.
every 33.33 milliseconds, the physics updates when set to 30 physics fps. Most people run at 16.66 milliseconds per physics update. It could be some bugs only occur at 30 physics fps, and not 60 physics fps.
arms flinging things at km/s and objects phasing through walls is classic physics shenanigans.
the losses
tbh being able to have a secondary remass collector means I can bring the starbus on an eagle and have some really fun dives
being able to eat a ton of iron to melt remass off of it then puke it back uo
this could very well be the case, there used to be a 15 phys fps option that got removed due to it causing a lot of issues actually simulating physics
Lowish priority thing with the converted MAD-CERF (am using the version with the autopilot and sensors flipped)-
Haul drones can and will get ore stuck “behind” the ship-
In certain locations they stop actually manoeuvring the ringroids,
And start mindlessly shoving them against the hull untill you manoeuvre enough to flick/drift them away
I’ll have to do some testing and see if it’s fixable with tweaking the minimum distance setting?
If it is, it’d honestly be fine as a quirk of the conversion/non-standard hull, maybe a Vauge mention of having to tweak the settings on some mining equipment?
Otherwise it seems pretty damned decent-
It’s got insane profitability and versatility,
But the maintenance cost for its specialty torches and thrusters is enough to make you neurotic,
Which I think works really well both narratively (proprietary components) and a balancing factor-
You get high performance, but also high upkeep if you break/damage it.
I also wanted to ask-
Is its centrifugal habitat the same stats-wise as the OCP’s-
And if so, what’s the actual morale effect? Was looking on the wiki, but couldn’t find the actual numbers xD
i'd try the proximity buffer as well, as that should push ores away from the hull. those corners are particularly bad as it doesn't have good geometry for ores to bounce off of, which is part of the issue
nope, it doesn't give the morale benefits that the OCP has, and that's probably due to just how uncomfortable the ship is with the position of the hab nullifying the benefits
Hmm-
I could see that on the stock (having the gab out in -front- of the armored bow XD)
But the thought of effectively having the entire ship between you and an impact with the third-party tweaked version?
I’m guessing you mean design/installation compromises,
Not just being in a poor location/having to deal with more g-force/off axis acceleration the hab isn’t designed for?
Also to check, not benefit at all, or “just” noticeably worse?
From what I remember, a good chunk of the morale buff of the ocp comes from having actual centrifugal gravity?
No benefit at all, and that is consistent between the civ variant and the vanilla variant's rotating hab
Gotcha.
From an in-universe perspective,
Would it be a case of it being an ocp hab that’s been notocibly striped down,
Poor location/installation,
or a number or things?
Will admit part of why I ended up selling my XL for it was the draw of the higher morale-
The description didn’t mention the hab past it being the high quality one the construction platform uses
Though now that I think about it,
Soemthing keept niggling at me about soemthing looking wrong/missing with the disc…
Yeah, you do also need to think that this is a third party modification to make it viable for mining, and well I'm sure you know how those third party ships behave
I mean, it varies wildly-
Like looking at SIN’s stuff,
Most of their work is janky/likely terrifying to fly meme based stuff,
But the vibe the colthon XL gave is “this one was soemthing they actually have a few fucks about, and genuinely improved” as the description went
But, point well made and noted ^^
(The first time i saw that k37/ocp hybrid in the rings, i unironically froze up irl and just stared in fascinated horror.
You know, like watching a runaway freight train!)
And from a black comedy perspective,
The fourth party modification that made it a little safer requiring anti-radiation medication for crew is a chefs kiss level cherry on top xD
yknow how ive talked a bit about a frigate with an OCP cargo hatch
that
wouldnt really physically fit
but an EIME cargo bay-
idk
:P
hmm-
@oak echo do you know where drones are checking for the "center" point of a ship?
ive cranked up the proximity limiter to 70-80M,
and its still dragging stuff over the ship's arse,
though at least its slowly moving it sideways instead of pinning it in place this time?
its the COM
not the visual centre of the ship
hmm...
which might be giving wonky numbers,
as i think its either back-ish with the CERF, or... hmm, with the mass of the rteactors...
so on the frigate its about where that light is between the engine pods
center of mass is the point where your velocity vector starts from
looks like you'd want at the very minimum 60m of clearance.
hmm..
so if im reading the markers on the hud right,
COM here is actually around the middle-
how farm would it be from the centrer to the stern?
i think im either on 70 or 80-
its enough for stuff to not get perminantly stuck till you turn the drones off, but its still catching-
makes sense with a somewhat blocky-ish hull
I have seen people say that excessive proximity buffer actually reduces the effectiveness of it, so maybe set it to 60m and try in the premium simulator first
nods
ill do some more testing after this run
this happens with all ships, started reading and had to say that right away
idk if its documented but it does it to me on the titan
Obonto station arm can't hold Mad Cerf in place
as in cannot grab or does not get pulled towards the station?
grab but get flung away, probably too much mass
@oak echo
i might have found another bad collider for the bulker?
this is the OCP DD
Ok, thank you
i decelerated and thought they were in but i didnt hear the sound, checked the geo for a better scan and i dont think anything can fit that
Its more likely an issue with the fabricator (it is a fabricator right), as they're not supposed to be mirrored
i have the THI mineral tank module and the bulker
and the conlindo hoppers
i think that adds one of the things inside?
Oh it's the mineral tank?
si senor
Ok yeah no wonder, that's likely an incorrect model as it seems to be a fab collider
ok then glad i found that
im happy to be a finder of things for delta v in the time ive been here so far
Yeah, and I am grateful for it. Goes to show just how little I use some of the things here lol
You can, but it takes a bunch of fiddling with your velocity to get a good enough match
@oak echo i just noticed a detail that could help with the phasing issue
the ocp doesnt seem to phase like at all on the left, non door side
but i just had a phasing incident at like 2m/s
on the door side
under constant acceleration one way with the bay looking like this a whole 1 chunk flew out
and then something really funny happened the other way
openned the door and checked after this and i THINK the ore unphased itself?
hm, well at least you've got another ship it happens on. could very well be the fact it's a concave shape that's the issue. i'll try to see if i can replicate it myself considering this is a much easier method to replicate the issue
no luck. not even with a hold half-full of ore can i get any to escape, and I was testing with a device by no means powerful
might be a big ask, but could you perhaps try with stock OCP, and if it does happen on that could you further try on vanilla? i have an inkling that this may not just be an issue unique to the mod
I wanted to give you a break from all the problem reporting to thank you for this wonderful mod. So much of it feels like the vanilla game and I know that can't be easy to pull off. Thank you for the time and effort you put into this.
Updated to 2.7.1:
- Fixed typo on the Pigeon Prospector's specs
- Fixed missing preprocessor tune description text
- Adjusted THI Mineral Tank positioning on the Deep Dish OCP to prevent blocking of the bulker MPU
- Increased absolute minimum ore water content for preprocessors from 1% to 15%.
- Minimum processable water content now adjusts based on preprocessor speed tuning, with faster speeds increasing it and requiring more work from the MPU, and vice versa with slower speeds.
- Slow tunings still cannot drop below 15% for balance reasons
- Individual preprocessor units now have per-unit base minimum processable water content percentages:
- Rasamama RP-25: 20%
- Nakamura Big MT: 15%
- Rusatom-Antonoff MPP-N1: 50%
- Rusatom Chunk Cutter: 25%
- MAD Heating Coils: 35%
- MS Frakker: 50%
- THI Mineral Tank: 25%
- Increased mineral efficiency modifier of the Rusatom-Antonoff MPP-N1 to 135%
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.1
is there supposed to be a little gap in the bottom that ore goes into a bit?
i noticed it didnt have a line and tried to put ore in it for science
Yup, and it's also present on the vanilla OCP just on the top instead
@oak echo be hitting up the cans of PowerThirst. I hear it gives you energy-legs and that it might be meth-ina-can!
This might be a super deep cut. Just go to YouTube and search power thirst
hahah
I only stay up late when I don't need to be up anywhere close to being considered early the next morning :P
(It's really not as bad as you might think though)
Nice
found a funny arm placement
das it
oh right, vulture prospector with the P-type companion, the left side mount seems to be forward or something
I wonder if Liqvo has the model for the Vistula Husaria on-hand... would make a funny addition
Mostly I'm sick of seeing the advertisement for it in-game and want to see how it flies but I bet it'll be like the EIME, just worse
Is the CERF added in this mod or Abandoned Technologies? I use IoE but not AT and I haven't seen it in the dealer yet
It is in this mod, AT only adds the companions in terms of ships
I did forget to mention, HevLib currently clamps modded ship pools in the dealership to 7 random ships. you can increase this if needed in HevLib's settings (forgot the specific setting tho)
that's some esoteric knowledge right there, i might even have FOUR HUNDRED BABIES
I do what I can to be a man of culture and science
more minor issue,
it looks like the mirroring of the hardpoints isnt working right on the ACTUAL dd?
it is something i'm aware of and will be fixed for the next patch
@tepid pumice the CK 69 benefits from the p-type mining companion a lot, i have a setup with 1 maintenance drone, 1 modded dual haul drone, 1 railgun, and the companion, and while my processor is processing, the companion nabs ore chunks and refines them, and then i call it back
there also MIGHT be an issue with the inverted MAD CERF's turret hardpoints with their facing?
im running a pair of RA DMW turrets, and they seem to have a visible blindspot ahead of the ship,
and keep shooting through the reactor/engine pods (and microwaving the two interlunar cargo containers i have slung to either side)
can we have fabricator tuning to increase frabication speed by using more material. example
drone
+100% speed, material fe8:pt2
+200% speed, material fe16:pt4
+300% speed, material fe32:pt8
it is intentional, as side-facing turrets have a 60 degree angle offset, and the blindspot is just a limitation of that. them hitting the container is also due to the fact that it does not have the capability to check sightlines when firing, so it'll still fire even when it wouldn't hit the target
them appearing to be firing through the hull is a bug however, as for whatever reason those slots don't have the same layer as on the regular CERF
certainly can have it, but i would need some way of balancing it out (inefficiencies maybe), and i suppose while on the topic i also do need to figure out a way to balance fabricators vs the voyager MPU anyway, as that has been something I've wanted to cover for a moment
Increase power draw exponentially as the production speed increases
well, yeah increased power draw is basically a given anyway, but i'll probably use logarithmic instead of exponential as that's just asking for trouble, and even then it's not too much of a drawback
there's no damage model either, so you're not losing anything that could be penalized there, and even then i'd need an upside for downtuning the unit too
coudl have it slow down materials processing?
reprioritising the fabricator for power ect?
i'm probably not going to do that, as the last time I had MPU speed tied to accesory tuning completely broke things
@polar timber I've gotten other reports of phasing, and apparently it's an issue caused by the multiple minerals per chunk setting. See if disabling that fixes it in future (it is a setting that needs a game restart, so just a heads up for that)
Understood, ill try disabling that
Do you think the game is running extra checks because of 2 different density materiald
At work havent tested yet
Can we have extra long arm, so we can hold damage causing element at safer distance?
Almost certainly. Preprocessors are a little broken with the current implementation of it too, as they don't check for it being a regular ore or using the modifications I make to add extra minerals, and cannot tell that the water content is too low to stop processing, so I'm going to need to change how it works regardless
Sure, probably will be something I do after fixing the issue with minerals and finish other projects (namely the input rework I'm doing right now, and some rebalancing to fabricator accessories to let them be tuneable), as those do currently take priority
Updated to 2.7.2:
- Fixed incorrectly flipped arms on all OCP variants
- Fixed Z layer of MAD CERF Inverse's turret slots
- Made preprocessor tuning displays consistent between save loads
- Fabricator bay accessories now can have their speed tuned
- Tuning now scales power and printing inefficiencies linearly
- All fabricators now have inefficiencies.
- These are to provide incentives to downtune the unit, and to use the Voyager RSLS MPU which remains 100% efficient
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.2
- These are to provide incentives to downtune the unit, and to use the Voyager RSLS MPU which remains 100% efficient
Updated to 2.7.3:
- Preprocessors and fabricator accessories now modify MPU stats again
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.3
does the MPU processing speed factor 100% mean +100% MPU speed, as in twice as fast? at that point what exactly does the secundary MPU speed modifier add?
and I assume the ambient ice melt rate just removes water content from each chunk (without any remass reclamation, unlike some other preprocessors)
but in the end I just want this for making my MPU faster
the thin arm looks like a really fun alternative to ore collection QoL
It's a multiplicative percentage. Anything that works with additive percentages uses signs, +50% for example
so that 100% speed just means... no change?
Yes
just started a session and i feel a little slow
where is the ore setting, checking multiple mods
HevLib, and it should have been fixed by now
oh
if its fixed on everything ill try it again
yeah its hevlib im just special like that and missed it despite checking multiple times
i have question.
is there a safety feature for the -10 kg/s from the rp-25
can it drop anything to 0 processing?
like what happens if i take the rusatom at max down tune, take the rp 25 that gives mpus - 10kg
Yeah, 5 kg/s minimum, and yeah I found out I needed to put that in the hard way
epic
i was hoping the min number wasnt something mega low
ok so remind me of the minimum processing water chunk too pretty please?
if it says 20% and a hypothetical asteroid had exactly 1000 kg of ice, it would instant process once it got to 200 kg?
No, it just means it stops processing and the MPU has to pull it's weight
thanks, understand perfectly
That is partly why I added it as a limitation, as having ores process the moment they hit the chamber completely nullifies the drawbacks of slower processing speeds of the MPU
yeah, and it also made high efficiency ones insane
my titan had 98% ore efficiency AND insane speed
or like 95%
@oak echo i would also like to report that you fixing alot of stuff probaby made my fps better...
currently getting almost 100 fps
Good to hear
im taking out my ock peeper and turning off the mpu to see what happens with the ore
i also noticed the turn off hud bind
instantly brings my fps to the max at 120
id say the peeper is passing the test, it would phase anything sometimes and i havent seen one
did big turns with this. 0 phases.
everything is now awesome
having the HUD off will do that, it is particularly heavy considering everything that it simulates
tbf, i didn't expect the fact that just setting it's visibility to hidden would help, but i suppose most of the sensors only run when it's visible for performance reasons.
beats turning the computer off though
I think I've found an issue with the OT Tug Drones and the Harvester Haul Drones. When you equip either of them (and the nanodrone component slot is empty), both the OT and Harvester set the nanodrone storage capacity to 2,500.
But when you equip the Basic Nanodrone Storage, for example, the nanodrone storage capacity is set to 1,000 -- yet the game will automatically try to buy 2,500 additional drones (up to 3,500) that just vanish into the ether when you start a dive.
good catch, seems to be an issue specifically with the vanilla method of adding drone components when used on these drones specifically
Updated to 2.7.4:
- Fixed K225-SH not using stock titan loadouts
- Localized cargo bay coverage tool for future filepath change on all ships
- Switched harvester class drones to using
MODIFY_INTERNALSfor drone storage
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.4
I want to say that the change to the RA Mk2 has made it much more difficult to use. The shape near the mouth of the processing area causes chunks to bounce directly off and doesn't funnel them like the Nakamura.
This is all on a K225, so I'm not sure if it's more usable on smaller vessels
There haven't been any changes to the RA Mk2 though?
I do see what you mean about the flaps, although it seems to be fine with a tiny bit of movement though, or by filling the bay with more ore
I could swear the collider was different, closer to the RAMPU. Maybe I switched from one to the other and forgot?
That's probably what happened, now that I think on it
could be that, those flaps on the ends have been there since well before I started work on the mod, and I presume they're there to provide some minor setback against the Mk1 anyway
Fair enough
It's probably more usable on smaller ships where you can shimmy around easier to get chunks into the processing area
yeah, they do work well on smaller ships.
Updated to 2.7.5:
- Improved targeting heuristics for the Runasimi KRB-500 and the Rusatom-Antonoff ORD
- Adjusted positioning of the Runasimi KRB-500 on the following ships to make it actually viable:
- All Eagle Prospectors
- Bald Eagles
- ATLAS Wasp
- AT-K225
- Tsukuyomi-class Frigate
- OCK Peeper
- Fixed manual for the Runasimi KRB-500 and the Rusatom-Antonoff ORD
- Added the TR-60 Extended Manipulator - a longer and more fragile manipulator arm variant
- Rebalanced the NDCL-80 by slowing down turret rotations by 6 times. This allows for other turrets to be more equal sidegrades.
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.5
Updated to 2.7.6:
- Added supporters to the credits
- Defined static derelict names for added ships
- Fixed pirate trades for added ships not providing the ship, and added trades for new ships
- Added example rescue entries
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.6
Updated to 2.7.7:
- Updated supporters list in credits
- Commented out research tag
- Added 33% minimum utilization of consumable slots for a reduction to happen
- Added support for the Charybdis titan for both accessories and MPU units
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.7
@jolly saddle figured you'd be the best person to inform, as I'm only just realizing this right now but I kinda forgot to make an issue for the frigate rework to keep track of stuff that needs to be done for it.
I may have forgotten some parts to what was planned, but should be open for anyone to make suggestions towards it: https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/issues/22
Updated to 2.7.8:
- Reworked preprocessors to have a maximum number of objects it can operate on at any given time
- Each preprocessor now has a maximum number of objects it is able to work on
- If the bay has more objects than the maximum, it will randomly select objects from those in the bay to work on for a couple of seconds before swapping over to a new set of objects
- Oddities or unprocessed ores will be detrimental because they can soak up processing time
- This rework is in place to fix severe performance issues when using a preprocessor with a large number of objects in the cargo bay
- Removed per-preprocessor minimum water content requirements
- Unified it to always process ores with at least 25% water content by volume
- This still exists in some part to not instantly process the moment an ore chunk hits an MPU's processor area
- These adjustments also bring the preprocessors closer to their original balance prior to the full-bay coverage change
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.8
Hello! when you tune up preprocessors like the RP-25 it increases the "minimum chunk water content". Is this how much the chunk needs to be preprocessed, or how much water content can be taken from the chunk? Is this stat deprecated per the 2.7.8 notes?
it means the minimum percentage of water that the chunk must have to be able to be preprocessed. it's not depreciated, just that all preprocessors were given a 25% base content instead of being unique to the unit
ah ok, I think the description of the RP-25 is a bit confusing, shouldn't the minimum water content decrease instead of increase when I increase the power draw per chunk?
that's referring to speed more so than capability, although I am considering lowering it since the 50+% required when sped up is a little bit much
It's just that the description implies that more water can be melted off of chunks with more power per chunk, but isnt the opposite occuring here?
If I have a chunk thats 66% water then at this tune it will process it down to 55% percent water.
Whereas if I reduce the powerdraw per chunk it could process the same chunk down to 17.1%.
yup, it's unfortunately a biproduct of uptuning having almost no downsides otherwise. sure there is a lower efficiency and higher power draw, but given just how minimal those two are for preprocessors it really didn't matter. unfortunately, probably means that this limitation will still exist in some form until a different drawback could be realized, although how much it is an impact I am fine with changing
Updated to 2.7.9:
- Made the NDCI-80 considerably more likely to experience wear
- Added NameDriver
- Fixed MPU tuning default being affected by preprocessors with MPU speed modifiers
- Reduced harshness of the minimum ore content for preprocessors to operate on
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.9
quick question, preproccessors check oddities and that slows them right?
will my preprocessor dehydrate these corpses I'm about to collect?
they won't touch them, but the fact they exist in the bay will mean that they can get in the way of ores
Hi @oak echo, thanks for making this mod - it gave me a reason to come back and play. Its pretty awesome overall. I am currently trying to make OCP-214-DD work and its been tough. OCP-209 was my favorite ship in the original - I even wrote a guide for it on Steam.
The way I made OCP-209 work is by flying sideways during mining, with cargo bay hatch towards asteroids. A quick burst of thrusters pushed the ore in the cargo bay back, preventing it from getting out. Since the MPU was mounted on the back wall as well, some minerals would wind up there without much effort on my part.
With the hollowed out nook on OCP-214-DD, I am pretty much required to fly backwards for anything to land in it, which is tough given how heavy this ship is. In other words, it made the MPU use even harder than before and the nook now seems like an overall detriment.
If you feel like the addition of cargo-bay accessories requires balancing, I would happily take a penalty to the number of hardpoints/docking slots or a reduced cargo hold.
In fact, I would love to see a dual-torch + cargo accessories version of OCP, with less cargo hold and fewer hardpoints/docking slots/drone slots.
I always felt the old girl go use some speed 🙂
I should note first that this ship isn't my design, being something that existed well before I was developing. To me it does feel ok once you get the bay relatively full it will start filling up, although given that the normal cargo restrictions of how the OCP is in vanilla doesn't apply here (it's even worse than vanilla if not for the containers), i am fine slightly adjusting it to make it ok through rotations
Hi @oak echo, I am flying OCP213-Twin and loving it. Thank you for the addition! Also, sent you a cheeky bug report. DM me if you need further clarification - I am happy to help.
I've fixed the crash, turns out it was a zero division due to a specific variable not being set when it should've been, but for the other issues with slots I can't replicate on my own (and tbh i have no idea how you got those slots to appear either), but it did bring out another issue when trying to get it to happen on other ships as I couldn't get any of the added slots to show up at all (which ended up being completely my fault due to accidentally deleting something)
which even with that fixed, a new twin OCP yields this in terms of slots, so I'd guess it's something that got messed up when purchasing the ship
unfortunately, this means that (without editing the save manually), the best fix for it is buying a new copy of the ship
Updated to 2.7.10:
- Updated collider for the OCP Deep Dish
- This should now make getting ores into the processing area easier
- Translations are now handled by
TranslationDriver - Updated
ModMain.gdto modern standards - Fixed cargo fill level sensor value not being right aligned
- Enceladus's equipment menu parameters added by this mod now use a script instead of a scene replacement for their addition
- Removed all old translation and weaponslot files
- Fixed crash caused by dyna-cargo containers
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.10
I think I know what might have caused this - when originally installing your mod, I foolishly zipped the whole github repo, instead of downloading the release. I have subsequently downloaded the right mod files, but did not change the game save. Let me see if a fresh save fixes the issue.
And it did not fix it... But the game still plays fine, so whatevs.
I've installed the NDSBH mineral hold kit on a ship, specifically a Pigeon class, and I'm getting the "mineral full" siren at seemingly random thresholds. This happens individually for each mineral instead of together as you'd expect on an amorphous hold and isn't consistent between dives either. Last dive it went off and palladium started flickering to indicate it was full at 30k, followed by platinum at 8k even though even both together they do not even fill the entire hold which should be ~50k (60k * 0.87). This is only the indicators, I could process more ore until properly full.
Unrelated to the other issue, I see the Pigeon was nerfed but its description does not mention the new morale penalty anywhere. The KX37-RAM might also be victim to this.
While typing this I've also noticed said Pigeon has "Conlindo RVM" listed as a make, I'm assuming this is a spelling error since the Vulture lists "Conlido RVM".
I'm guessing more minerals is installed at the same time with the issue for the sensors, as that code does directly affect with how the warnings are displayed?
i do not use more minerals
hm, i'll give that a look then
as for the other issues, Conlindo is a typo, and the pigeon is missing the description text. KX37 RAM did have a description change to make note of it however
yeah i havent found a ram in the wild yet
i do use full mineral names if that matters, but you already knew that
yeah, that's fine as it's unaffected.
hm, maybe not, the trace seems to have it go through a function I forgot to add some checks to. at least it's a quick fix though
Updated to 2.7.11:
- Fixed typos
- Conlido will now no longer be occasionally called Conlindo
- Pigeon Prospector now makes note of the uncomfortable conditions
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.11
Updated to 2.7.12:
- Fixed issue that would prevent mods loaded later from modifying equipment scripts
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.12
There seems to be something wrong with the way mineral hold kits calculate their mass. I'm still testing on the Pigeon. Adding any hold kit on its own with no cargo modifications adds no mass at all to the ship, not even the base value. If I modify the cargo capacity of the ship via a cargo bay accessory or with the bulker MPU then the mass does change. The change itself however is now wrong, it's much more than the tooltip would suggest.
Example: Internal storage rack adds 24 tons of capacity, total capacity is now 84 tons. NDSBH loses you about 14 tons of capacity, so the mass you should gain is ~14*165 + 3750 = 6060kg. The actual mass gained is 11840 kg.
None of this is reflected in the simulation preview, you have to enter the virtual flight service to see what's happening.
Unrelated but the Pin-m200 references a Pin-150 series of thruster in its description, could it be referring to the C50? RMS has no other thruster.
Yeah, the simulation preview is bugged as currently I have no means of modifying anything before it gets data from the ship, and the same happens with HUD sensors and their warning values, which I've just retconned to being what happens when you use intrusive 3rd-party modifications.
As for hold kits not having mass, afaik that's intentional? The reason that the conversion kits even have mass to begin with is because they're disproportionally good for what they offer, and that was something I did for balance, which considering I might need to actually rebalance what the smaller units do as that they're basically downgrades of the NDSBH (and yeah that mass change is a bug, unfortunately probably won't be fixed until tomorrow as I believe it also won't differentiate changes made by other equipment as well so needs a rework in that aspect as well).
The C50s did used to be called C150s, so that's where the name comes from. Likely forgot to check the torch descriptions considering that at the time they used a completely different file to handle their translations.
Well, all the hold kits have mass listed. And all of them are weightless until you add other stuff, including the conversions. So I'm not sure what is supposed to be the correct behavior at this point.
and a double check does seem that they have mass added anyway, probably means I need to do a complete rewrite then
hm, just booted to check, and they do add mass as expected, with the pigeon getting ~7.1 tonnes from the freightready hoppers, which probably loops back around to issues with sensors as it's consistently broken with every other hold kit too
But freightready hoppers are a set mass, the ship they are attached to shouldnt matter either way.
And they're still weightless on a stock cargo capacity
there are intentionally hidden stats that makes them slightly heavier on larger cargo bays, which is where the extra tonne and a half comes from
i cant account for unlisted stats
tbf i completely forgot about them until double checking now, does not help that the sensor is broken for it, so i couldn't even give you a definitive answer to whether it's actually affecting the ship or not anyway
I only really noticed it since I was messing around with hold expansions and suddenly gained 18 tons from seemingly nowhere. (almost 3 times as much as expected if it was working as described, but it was also weightless before that moment)
I've installed a Nakamura MPU and the MPP-N1 preprocessor and my ship started turning off. This combination raises the power draw of the MPU by a factor of 4 to 100MW from 25MW and this isn't listed anywhere in the stats, only a measly 375kW/chunk.
At this point the mitsudaya-starbus MSU might end up being better since it's more than twice as fast as only 50% more power. It's lighter too.
it should be listed under the user manual
i don't have it explicitely stated the exact numbers because it wildly changes on units with tuning
yeah well "changed speed and power per chunk" doesnt exactly carry the same weight as "quadruple energy cost"
what tune do you have it currently set to, I don't have the ability to test it right now but i can run the numbers through
hm, well it's probably due to the fact the MPP gives you MSU levels of efficiency on the nakamura, and since efficiency is limited to just below 100%, the MSU won't get close to the efficiency change that the Nakamura gets. the power rating of the MPU gets put to the ratio of efficiency differences, so that would be where the severe increase comes from
why does efficiency affect power draw at all? can we lay off with the arcane mechanics a bit? This isn't how it was in older versions
no reason to not use the MPP
besides, power is not an issue considering the MPDG the mod adds anyway
also probably doesn't help that the efficiency was not being changed on old versions anyway, since the power limit has been a part of this mod for a long while before that was fixed
yeah but now there's no reason to use the mpp
same issue, different direction
the cargo conversion weight is the same thing (if it worked), either it's always good to use or the weight penalty is big enough to never consider with almost no middle ground
yup, and both are in part due to bugged mechanics. MPU power draw is about twice what it's supposed to be anyway, if calculated directly
25 put to the 1.26 power ratio is roughly 58, so obviously there's an oversight there too
That still seems excessive since you're also paying 25% more power per chunk due to the reduced processing speed
yeah, and i thought that was something i considered but I guess not. i'll add a scale for it based on the speed modifier
Trying to take my own advice, I mounted the MSU together with the RP-25 since it only has a flat (-10) speed change and no efficiency changes. Power usage still went up from 100MW to 135MW. This feels like I'm playing yugioh and there's a trap card every time I try something.
honestly, I can't give you a reasoning behind that, considering there's zero change made to the power draw of the unit with the RP25.
Heh, part of me was hoping it would go down.
Updated to 2.7.13:
- Fixed preprocessor power adjustments using more power than expected
- Fixed Pin-M200 description
- Dynamic conversion kits no longer use stats from other equipment when determining mass increase
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.7.13
A glorious patch has arrived, I can't wait to use the stuff that got fixed.
There is something I noticed in the meantime however, and it does happen with the new patch as well. Specifically the standard K37 TNTRL and seemingly no other ship does not gain any effect from preprocessors. This might be cosmetic and only in the tuning menu, but none of the stats there change.
Sometimes swapping ships or equipment too fast can cause this on other ships, but swapping menus to equipment and back fixes it, so it isn't an issue. But only for the K37 TNTRL does this never clear up, regardless of how many times I swap. I've turned off all other mods as well, so it isn't a conflict.
This really stuck out since I was messing with the scripts to see how they work and they never worked, since the test save I was using was using this ship.
On even closer inspection this might be limited to just the MSU specifically.
What bad luck
Not so bad luck, it's all the vanilla MPUs, not just the MSU. The ones added by IoT work.
yeah, the K37 is weird in the fact that on occasion it'll be either the only thing to get modifications, or the only thing to not get anything. unfortunately this seems to be one of those cases
I've never figured out how or why that is, my only guess being that for whatever reason it's loading earlier than all other ships
It's the progenitor ship then, all ships can tie their lineage back to the K37.
I don't know if it's the direct result of that weirdness, but I did at least find a probably cause, being that the preprocessors are trying to modify the MPU before the ship is setup, which probably somewhere down the line causes the MPU to reset once it is setup. easy enough of a fix though considering I can just wait if it's not setup
fix looks to work fine, MSU + Frakker on a fresh dealership K37. I'll wait a moment to check a few other things (and also if there's anything else you have to note), and then I'll push to release
I hope to have finally run out of things to note
good to hear at least, albeit it might be a bit longer to push out to release considering i forgot i had an entirely new piece of equipment on backlog
Updated to 2.8.0:
- Added a new auxiliary power unit: RA MHFTR Hybrid Power Unit
- This is a MPDG/SMES hybrid unit, providing the capabilities of both with relatively mediocre results compared to dedicated MPDG or SMES units, especially considering the price point.
- Preprocessors now properly make sure that the ship is setup before trying to modify a mineral processing unit
https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.8.0
I was looking at the Frakker, wondering why it would note a secondary MPU processing speed of 0/kgs being added. Looking at the files, this should probably be its remass efficiency.
This inspired me to look over all cargo bay accessories' stats:
- Frakker lists "secondary MPU processing speed of 0/kgs" which while true, has no reason to be listed and likely should be remass efficiency or just not listed
- MAD heating coils state a remass efficiency of 20% but only actually has 10%. I knew I wasn't getting any remass using it.
- MPP-N1 lists 375kw/chunk but has no powerDrawPerKg at all unlike all other preprocessors
- Chunk cutter is the only preprocessor to list "additional mpu power cost per chunk", claiming to be minimal. Depending on your MPU's speed this additional usage is anywhere from 25% to 240%, not exactly "minimal" IMO.
- Voyager fabricator does not show MPU power cost increase in the tuning interface
- Voyager fabricator does not grant any extra propellant capacity, cargo capacity works however
- Conlido Internal storage rack does not grant propellant capacity
And now some consumable vats:
- None of the items here show their effects in the preview, or even the simulator (except for mass). You have to at least open the launch dive menu to see.
- Propellant Can MK1 and MK2 grant no propellant capacity
- Mounted Ammo Canister has no nanodrone storage penalty
- Drone component Vat has no ammo penalty
- Reaction mass tank extender has no penalty
- Hollowed hull reduces nanodrones by 17% instead of 50%
- 2x reaction mass tank expander has no penalty
- 3x reaction mass tank expander has a really small penalty
- nanodrone locker reduces ammo by 17% instead of 50%
- Projectile extendo+ has no penalty
- Liquid nanobot has no penalty
It seems negative percentage modifiers of all types do not work correctly. Flat propellant increases do not work, but percentage based ones do.
I don't know how to test delivery speed systems so I'm not listing any of them. I have not tested the hold reduction either since that would take forever (how would it interact with other hold size modifications, if at all?).
This was tested on a standard Titan K225 with military projectile and nanodrone storage (10k) for nice round numbers and a long range propellant tank(80k), no other mods active.
Are you testing the storage modifiers in the simulator by any chance?
Just double checking because it does not respect consumable limits at all, not even vanilla changes in capacity
scratch that, turns out it's a race condition that adds any flat increases before the ship sets up it's own storage
ok, so all issues with aux units should be fixed, i'll quickly recreate the titan config and double check the consumable vats
also, the reason you're probably not seeing the expected losses on consumables is due to the fact you were running a smaller storage, since the losses take the full tank into account (no point removing stuff when there's free space)
The full tank, so the max the ship can equip or some specific value?
max for the ship
I see, well then apologies for any false reports. Doesn't explain the propellant cans at least.
You're gotta start shipping a pdf file with this mod for obscure interactions like this lol.
yeah, I did have it set to start limiting it past a threshhold (33% of total capacity iirc) because it didn't make that much sense to limit ships with only 1-2 tonnes of ammo when it had the space for 20+ tonnes of it