#Industries of Enceladus (Compatability) Rewrite

1 messages · Page 6 of 1

oak echo
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Updated to 2.8.1:

  • Fixed the Projectile Clip not having any mass or resell value
  • Fixed missing or broken stats on all preprocessors
  • Consumable Vats now list that they may not work with MVFS due to how it handles consumables, as well as stating minimum utilization for any reductions to happen
  • Reduced the maximum processing count on several preprocessors due to current limits rarely being met in reality
    https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.8.1
shadow holly
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The 2 MPUs added by this mod appear to use significantly less power than listed now. 6MW for the R-A Mk2 and 40 for the Bulker, down from 25 and 100.

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I swear they used to be fine, and the vanilla ones are unchanged.

oak echo
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they're unchanged, and have been that way the entire time. issue stems from the fact that MPU power draw is in part related to MPU speed, and they're currently setup to draw that much power if they had a base speed of 100 kg/s. good catch though, as this is an issue that's been there since the original mod

shadow holly
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great, a false memory, now I have to doubt everything 🙃

serene gyro
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For some reason the "MA-NTR600-II dual engine" from this mod on my K37 TNTRL does not appear to provide any thrust when in a dive, even though it consumes power, thermal energy, and emits particles. I swapped it out for a vanilla "MA-NMPD42 engine" and the main torch of my ship starts providing thrust again.

While I do not think it is a mod incompatibility issue, just in case it is, the mods I am running are as follows... (Listed as they are labeled in-game in the upper right, and I believe all are fully updated on my side...)

KemoPortraits4K

Industries of Enceladus Compat Port
Hev's More Minerals
Full Mineral Names
Velocity Plus
Funnel Titan
Kitsune Start
Moar RADARs!
Mod Menu 2
NTCED Parts Pack
Stated Claims
Abandoned Technologies
Elon Interstellar
HevLib

If you want me to, I can quickly upload a video unlisted to YouTube so you can see the issue I am having.

oak echo
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Hm, not something that happened on my side from a quick test (new K37, buying only the NMPD42 and enough cores to power it), so if you can get a video and submit a report through the bug reports link (just in case it's something that is config specific), then that would be great

serene gyro
# oak echo Hm, not something that happened on my side from a quick test (new K37, buying on...

Quick question about the bug report thing... When it says "If another mod is a dependency required for the mod to function, (for example, HevLib installed for a mod like IoER or VelocityPlus) include it but make sure to note it as one.", what does that exactly mean? Since IoER depends on HevLib, I presume I select "yes", right?

And the thing below says "List the names of the mods that are affected (if responded no to the previous question, leave a N/A)", would I put something like "HevLib (DEPENDENCY)" there? Should I also put IoER there too, as technically it is a mod affected, even though the previous question only says I should put the other mods that are installed at the same time there, and not the one I am reporting the issue on?

Should I just put something like "IoER, HevLib (DEPENDENCY OF IoER)" as my answer to that, just in case? (my autism is not making this any easier lol)

(P.S. When I am done reporting the bug, should I delete these messages of mine, to reduce clutter here?)

oak echo
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A) yup, HevLib is a dependency so it should be listed since there's no way to run the mod without it.
B) I really don't mind how you put it (I'd know it's IoER anyway), but that's more so for cases where it would be issues happening specifically with other mods installed. Since uploading the mods list is something that's done later down the line anyway, I'd be testing with your setup regardless so I'll figure this part out anyway.
C) Sure

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Also, don't worry about leaving messages here

serene gyro
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Am I right to presume that I put the save file and video later in the bug report form, or should I put the video at least within the the "Please provide the steps to replicate the issue" section, alongside text on how to do it if you have the same save?

oak echo
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That's later on, there's a section with instructions on how to provide them

oak echo
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hm, seems to be ship config specific considering your own config has it happen but not my own. On the upside, I'm at least able to get it to happen so I can debug it

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I think it's just the fact you're running your reactor cold, there's a clear cutoff at which the torch stops working and that seems to be about 3000K. Why that is, I can't say just yet, but it would explain why I wasn't able to have it happen myself

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same thing does happen with all thrusters, usually closer to 2000K-2500K, so this might be specific to how the thruster's setup

oak echo
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ok, so finally been able to trace the issue. the reason why ~3000K is the lower limit for reactor temperature is because torches by default are not able to run below 80% of their nominal thrust, and it just so happens to be that the NTR600-II is setup in a fashion that makes it susceptible to power loss at much higher temperatures.

Since this is basically an upgrade to the BWM535, I'll be leaving it in as a downside. However, I'll add a note of it in the description for the next update so that it's a bit more clear it can happen

shadow holly
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the MAD-CERF civilian lists 6 crew but you can have 8

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cargo capacity also seems to be wrong, listed 45k but the files say 35k

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also considering it's using an OCP's habitat, shouldnt that translate to a morale bonus?

oak echo
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tbh i really don't know why they're listed at 45k (or why crew is at 6), considering that change was made nearly a year ago, but yeah I'll get those fixed. as for why there's no morale bonus, it's just something that comes from the vanilla CERF having a rotating bay for functionality over comfort, considering the fact that the ship is really easy to get into a hard spin

shadow holly
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what is the dry mass of a ship based on?

oak echo
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raw mass of the ship

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pretty much the ship itself and any components that cannot be changed out

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which for the CERF is 190t for the ship, and 2.5t for each side of the hatch

shadow holly
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im not asking for the cerf, the OCP's are what im looking at

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the snap says it's the same as the base version, but it's lighter when you're flying it

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by almost 20 tons

oak echo
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any specific one?

shadow holly
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the snap one specifically

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y'know, pacman

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im not sure if its just the sensor readout

oak echo
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hm, i genuinely don't know why it's set lower than it should. lemmie see if i can find anything in the blame for the file

shadow holly
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the deep dish (DD) also seems affected

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I figured the DD was lighter since it was hollowed out for the extra pocket, but the description actually has it as heavier

oak echo
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hm, so I can't source it to a specific update since it stems from a reorganization of the mod. lemmie see if it exists in the legacy mod first

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and i think that's it, they use the exact same values that the original has.

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probably means I'd need to go through each ship and double check the masses for them

shadow holly
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oof

oak echo
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I can at least say the CERFs are fine though as I used those as a baseline for how it's calculated

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weird, the SNAP should be about 5,500kg heavier than stock

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might be I need to check how it's done on there to double check too

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nope, seems to be that the vanilla OCP has some discrepancy from it's raw mass values too, so I might just need to figure out a system to do this in-game

shadow holly
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it seems the descriptions being decoupled from the stats is not that great

oak echo
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so, from a test with a drained OCP and removing the mass of all installed equipment, I get a difference of 60kg between the predicted mass and the actual mass, so I think this is an issue with the vanilla stats as much as it is an issue with IoE

shadow holly
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ye i just did the titan, listed mass is 70 tons off

oak echo
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probably can amount it to floating point precision, given that mass is calculated in terms of tonnes not kilos for ship parts

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whichever way it is, it's close enough that it'd be shaven off anyway to give it a cleaner number

shadow holly
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TBH it only stuck out since it was listed as the same but wasn't. It's not like you can fully strip the ship in game to compare.

oak echo
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right, you'd need to drain the propellant and then subtract everything.

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Given that it's such a large difference though (~30 tonnes), I'm writing a bug report for it right now anyway

shadow holly
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Could the NDDFD effects to be tuned down a bit? Even at low rocket plume settings I feel like I'm witnessing the birth of a universe whenever it goes off.

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Actually they don't seem to get affected by the plume settings much, only the frequency of the light bursts gets reduced as opposed to the amount of light.

oak echo
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yeah i'll give it a look. since I don't have a good idea as to how thruster plume brightness is calculated (and that ThrusterDriver seems to break for the NDDFD specifically), might be a bit before I get anywhere

shadow holly
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The NDDFD can't be tuned down like the ZAP, is this intentional?

oak echo
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Yup

shadow holly
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This is getting into the realm of metagaming, but I've installed the Tetsuo Ramdrive Consumable Delivery Effi (unrelated, it doesn't list its morale penalty) wondering if it will allow faster transfer of drones to the Anarchist station, which it does.

I assumed it would also apply to kinetic ammo, but either it doesn't since I'd be transferring 1250kgs/s with the destroyer class magazine, or the station itself handles that transfer differently which would be a vanilla thing. So I guess my question is what is the intended interaction?

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It might also be cool to have either it or another piece of gear in this slot increase mineral transfer speeds to habitats.

oak echo
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the intended interaction is to have the rate limited considering that the selling of consumables use the same system that equipment uses to draw parts, however considering that the station pulls in consumables at a rate of 200 kg/s, nanodrones are going to get a much bigger impact over ammo (unless you're using tiny magazines)

shadow holly
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This might be a case for ditching realism or balance for fun. Waiting is not fun.

oak echo
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it's already something that can be disabled in HevLib's config. the change was made with modded drone launchers in mind, considering that it's limited for magazines in vanilla it's actually noticable when you can use equipment that can realistically reach or exceed those limits

coral holly
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Hi @oak echo. Have you ever considered adding hull mods as a category? It could be a way to add extra impact protection to certain ships, grant EMP shielding to ships that don't have it. You can balance the benefits with extra ship weight.

oak echo
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They're on backlog, but are pretty low priority right now. I had ideas closer to reactor-specific shielding as it made more sense from a balance perspective, which stuff like faraday cages could extend from as sidegrades

shadow holly
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I need to fill the reactor room with pillows to minimize the jamming from g forces

shadow holly
oak echo
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Ah ok, that sorta change I'm fine doing, although probably not for this mod specifically considering it's something a lot more suited to a velocity plus feature

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It might make things a lot quicker for habitats, although for any ship that isn't the cothon the limiting factor probably would end up being the transfer speed between container and ship

shadow holly
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I don't know what the habitat's speeds are like for minerals but you could dump 50 tons of driver ammo in 40 seconds at the pirate base if you could use the full throughput. That would be a sight to behold.

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Actually I don't even know what ship's base throughputs even are for minerals, that isn't listed anywhere.

oak echo
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Because they don't have them stated. habitats (only place where it's not stated and would matter) transfer at 1000 kg/s, which is a pretty reasonable limit

oak echo
shadow holly
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oh no, i have to stand still for less time, how OP

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from what you've said the drones are subject to this too, you'd only get 200 of the 250 kg/s with the transfer speed upgrade

shadow holly
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I'd like to suggest renaming the delivery system, the name singlehandedly stretches the OMS

oak echo
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Sure, it is technically a bug with vanilla as well considering some languages and equipment, but yeah probably better off doing it here than waiting on that

shadow holly
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Looking at it again, it's also cut off in the equipment menu, only reaches to the first letter of "Efficiency". This might be a good measure of maximum length

oak echo
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Updated to 2.8.3:

  • NTR600-II failure at lower temperatures is now stated in it's description
  • Preprocessors swapping over to different ores is now visualized on the OMS lists
  • Made adjustments to the NDDFD torch:
    • Now uses procedural thruster creation
    • Uses a thinner plume to reduce visibility issues and properly show the fact that it's a fusion drive
  • Tsukuyomi now uses a Yama 16 core by default
  • Fixed missing auxiliary power slot on the ATLAS Wasp
  • Reevaluated ship masses, which now use the vanilla convention of dry mass from stock configuration
  • Shortened the name of the Tetsuo RamDrive
  • All thrusters now use an appropriate warning level for electrical power
    https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.8.3
shadow holly
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Relating to my other message in velocityplus, the issue is definitely the feed systems. I've mounted 2 tetsuos (500kg/s each) on an OCP and can fire both at full blast with just the standard projectile magazine (100kg/s) and the scarlette (175kg/s in theory, in practice infinite).

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Without it one gun stops shooting pretty quick, even with the destroyer magazine, nevermind the wimpy standard one.

shadow holly
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Initially I thought this was limited to the ramdrive, but of the 5 consumable vats that change crew morale only 1 of them mentions the effect, the MPI Mounted Ammunition Canister.

oak echo
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Honestly, I completely forgot about the morale changes. I'll have that for next update

shadow holly
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I hate to add a third issue to the stack, but the NDDFD has no plume at all now

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which is technically less bright now I guess

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actually it seems to be most if not all modded engines, even thrusters

oak echo
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yup, seems to be a difference between engine and release builds. surprised it wasn't caught earlier considering everything except the NDDFD would have had this issue since the last HevLib update

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and it gives me zero errors and indication of the actual issue

shadow holly
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this game really needs more players

oak echo
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absolutely, and more people reporting issues too.

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There's a good number of unresolved issues I've had for months (ones I probably should close as well), with people saying there's an issue or a crash with some of my mods, and never following up when I ask them for more info

shadow holly
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What is the use-case for the Pin-C50 thrusters? They take a significantly larger amount of power and thermal energy over the AGILEs, less propellant I guess, but the AGILEs already don't use much at all so this isn't really a notable charactaristic. They also do not tune up, meaning the AGILEs outperform them by 30kN at max settings. Since the MTBF of AGILEs is 4 hours vs the 1.67 hours of these, they might actually wear out less at max tune too. They also weigh ~55% more.

I guess what I'm saying is that they are just worse, more expensive AGILEs. Unless I'm missing something.

oak echo
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They're supposed to be hyper-efficient thrusters, but they are quite different to how Space had them setup.

Most of that's due to people complaining about the old version of them completely overshadowing both of the Eon RCS with their old model (which they used to have a better reliability than the NDSTR/NDVTT set of RCS). Only thing that probably shouldn't be there would be a thermal draw, considering that it's supposed to be related to the PinM200

shadow holly
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I don't know if this is just me but the NDDFD looks no thinner or smaller at all

oak echo
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It was specifically to do with the heat distribution. It did feel like a small difference when testing, but I'd need to go back to directly compare

shadow holly
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If I intend to override its characteristics, should my mod load before or after?

oak echo
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after

shadow holly
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quite frankly, looking at it hurts, and it doesnt respond much to the thruster settings, i cant settle for a small reduction

oak echo
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reasonable, although it does take a lot from the physical stats of the torch to define the exhaust plume and brightness, and I don't have anything for what specifically would be a drastic enough of a change to fix it

oak echo
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would something like this be good enough, or do you think it could be further reduced?

shadow holly
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i think the problem is less the size and more how bright it is

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no other plume is that bright

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it's like a flashbang

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altho the size it odd too, why bigger than the ND-NTTR when it's half the strength? the zap's plume isnt that much bigger than other small thrusters, just longer and thinner

oak echo
oak echo
oak echo
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Ok, this is about the best I'm able to do without changing the thrust or propellant parameters (which do play a heavy part in dictating how bright the plume is), with both the new and old plume size. Smaller size still does get really bright when zoomed in, but disabling postprocessing should remove any of HDR overbright features that cause the sheer brightness of the plume anyway

oak echo
shadow holly
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I'm currently looking at the Frakker preprocessor. It lists 20 max ores at once and 2500kW of power per chunk, but it doesn't ... do anything to the chunks? There's no ice melt rate, not in the listed stats nor the files. Am I missing something?

oak echo
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It's a small ice rate with no remass recovery. Iirc that part should be noted with the description rather than through stats as this is a unit focused on MPU speed rather than ore processing, and the 20 ore max is pretty much just listed to state that it can do some melting without implying a bottomless number of ores that it can handle

shadow holly
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Then why does each chunk cost energy if it doesnt do anything to the chunk? The penalty is in the mpu power multiplier, no?

oak echo
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It does do some melting, just nothing significant

shadow holly
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it has no self_kgps

oak echo
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It doesn't?

shadow holly
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no

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it also cant be tuned

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so there is nothing going on there

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it used to have self_kgps = 100.0 about a month ago lol

oak echo
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Probably just forgot about that change

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Or at least the direct power consumption for it

shadow holly
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The shipyard-class nanodrone storage appears to have a delivery rate of 20 as opposed to 100, I can only run 2 harvester class haul drones off it, station-class works fine.

oak echo
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I see that it's an issue, but the weird part is that I've only had it happen once during testing so I really couldn't say what's causing it yet. There's been zero issues when registering it as a capacity, as it was something I logged and checked for, so it's definitely saying it's there but not finding it when searching for whatever reason

oak echo
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Ok well no wonder it was such a hard thing to trace, ended up being floating point precision being the issue

shadow holly
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I'm not sure if this is an actual issue or just the way it's supposed to be, but the Tsukuyomi seems to really struggle with autopilot. Especially slowing down while facing forward, it just wont fire the RCS to slow down at all most of the time. With fly-by-wire sometimes even manual attempts to fire the thrusters lag before happening.

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It cant even face left and stop most of the time, to return to E, it just overshoots the turn and fails to stop

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Maybe the default tuning is just bad? I'm hoping to jiggle the levers of the autopilot enough for it to work

oak echo
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yeah, autopilots just really don't like the layout for whatever reason. I've tried to fix it, which if you could believe have only ever made it worse

shadow holly
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lol

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setting the rotation priority to 0% seems to have helped, a lot, at least in the sim

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The RA DMW cannon turret doesnt show any reliability data (velocityplus). The non turreted one does, so does the vanilla MW turret

shadow holly
oak echo
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yeah, it exceeding 300 RPM is something i'm already aware of. I'm not going to be changing that at any point before the rework as getting to rotational velocities high enough to trigger it kinda are warranted for the warning

empty meteor
shadow holly
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Is there an up to date list of the things this mod adds anywhere? I'm seeing the ck-69 for the first time, there's definitely been other gear that isn't listed on the github readme or the nexus release page.

oak echo
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Only on the github updater list. I never created a wiki on the repository and the readme is the same as Space's for the most part and I just never bothered to change it

shadow holly
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you mean MOD_DETAILS.txt?

oak echo
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yes

shadow holly
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the fission refit doesnt look like it should in the examine menu

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on a side note, finally the solution to the EIME nerfs, no more fusion required

oak echo
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Yeah, it needs a complete remodel to have a fitting reactor instead of the K37 one and I have no modelling capabilities, so it'll be staying like that due to there not really being a way to easily graft anything other than the glow

shadow holly
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The RA mk2 mpu sets itself to 1 more kg/s than you set when you leave the tuning menu and come back.

oak echo
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It's a visual glitch with vanilla, just happens because the way the value is rounded is different when the slider loads compared to when it is changed

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might be worth seeing if there's a case where it does happen with vanilla equipment, considering that there's a good chance it does affect something else and make it something worth Koder's time, although considering that MPUs specifically aren't given formatting data it's probably more likely only going to be something that doesn't have it but still can end up with a fraction

shadow holly
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The RA DMW turret really does not want to turn forward.

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Here it is compared to the vanilla PD at its max targeting range, although it should target farther due to its 800m range. The tooltip actually claims 2000m but that's probably a typo.

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Here it is again with the turret is supposedly shares a mount with, absolutely pitiful in comparison.

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It's not a limit as to how far it gimbals either, it will happily turn to face the rock if I get really close.

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The NDCL-80 does not seem to have this issue, in fact I wanted to swap from it to the DMW turret, but since it cant shoot forward much it's not really an option.

oak echo
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Yeah, 2k is a typo as it's supposed to mirror the fixed equipment, which is pretty obvious that it doesn't. Reason it doesn't want to turn forward is because it shares the targeting areas of the PDMWG, similarly to how the NDCL-80 mirrors the NDPT. Only difference is that the DMW turret brings the targeting 40m closer to be able to target rocks close to the ship as that's something the PDMWG isn't really capable of doing

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I'm fine moving it further out to match, but I'd be concerned that it would make it even worse at targeting forward on the side turrets since they are angled at 60 degrees

shadow holly
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Here's what I'm actually trying to pull, since the turrets rest off to the side there's only one real choice for the slot unless I intend to hump every rock

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not that it is much better on smaller ships like the eime

oak echo
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I'll give it a look with collisions enabled later on, probably just barely missing the rock at those angles.

shadow holly
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Also I've just noticed from that screenshot, but the CERF has RA-K37 as its reactor.

oak echo
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Yeah, it's an oversight as i completely forgot that they're not unique too

oak echo
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Ok, so the mike turrets kinda just have bad coverage overall.

These are the targeting areas for the DMW turret on the left, and PDWMG on the right.

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compared to that of the NDPT/NDCL

shadow holly
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Seems about right

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Now I can tell why even the small pdmwg can aim forward better

oak echo
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yeah, it's just got that little extra range. I'll probably just end up moving the DMW targeting area further out and widening the lozenge to match the PDMWG

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tbh I didn't even realize the NDPT had the same (minimum) range limitations as the PDMWG, which is probably because it's so efficient it's never an issue

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Ok, change has been made internally and it should give them ~40-50% bonus in targeting range too. I'm just going to make a quick guess that there's going to be balancing considerations needed to be made, but we'll see

shadow holly
oak echo
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It's one of Space's changes over vanilla turrets, but I'd presume it's for extra range. Couldn't really say why it was done that way instead of extending the current lozenge or adding a new one

shadow holly
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I've been looking into mods that implement a custom autopilot. Does the MA-337-MAX work properly? I don't know how to check for autopilot features through in game testing, but from what I've logged it seems to lack the ARL and AAT from the MA-337 and just has the LIDAR overlay and FBW.

oak echo
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I've never used it myself, but just from giving the code a look it's not functional. It's pretty much down to the fact that you'd need to completely replace the code handling AP functionality to have it work as it's embedded entirely within the method. FBW is an exception as it's the only AP feature to have a unique method used to say that it's available

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IIRC the BLI autopilot actually does just that, so i would say that unless something changes, it's probably the only way to have a completely functional autopilot

shadow holly
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bummer, it is kinda weird that the list of autopilots and their functions are within the function where they get used

shadow holly
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This is more of a consistancy thing, but the Rusatom Chunk Cutter mentions "ambient ice melt rate" instead of just "ice melt rate" and is the only one to do so. It along with the Frakker (I've reached the Frakker again lol) also mention "ambient power cost per chunk", power cost format is different on other preprocessors. The voyager fabricator is also the only one to list "additional power cost per chunk" in the simulation tab.

oak echo
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tbh i don't remember why it's like that, but since they've changed a bit since they were written i may as well just unify them.

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as for the voyager, I kinda just forgot to remove it when i removed any listed MPU power scaling stats

shadow holly
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I've noticed a few more:

  • Some use "MPU processing speed factor" and others "MPU processing speed change", both referring to percentage changes.
  • Both "MPU speed" and "nominal speed" are used.
  • The chunk cutter lists a processing speed factor of 100% even though that just means it's unchanged. This leads to it listing a "secondary speed modifier" when in fact that's the only speed modifier.
  • The THI mineral tank module has the vestigial "additional power cost per chunk".
  • In the manual now, some list "Takes up some space in the cargo bay" while most do not.
  • "Reduces ice mass of chunks within a (size) area" and "Ore chunks in the cargo bay have their water mass reduced while this unit is powered" are both used, sometimes even both on the same unit.
  • The Frakker is one that has both, while doing neither due to recent changes.
  • The voyager lists its MPU speed in the manual.
  • "Does not extract minerals or destroy chunks" is also not always present in the manual.
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I also wanted to comment on the Frakker's actual stats, having lost its ice melting ability. If you're not using it on the MSU, stepping down even to just the Nakamura MPU at 50kg/s, you're better off just using the chunk cutter. 50*1.85 = 92.5 vs 50+25+17.5(one chunk worth of ice melt rate, you can have 12) = 92.5. It doesnt help that it weighs 10x as much either. Factoring in the full ice melt rate it may lose out even on the MSU which is the best case scenario.

oak echo
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Thanks, guess it was about time before some of the inconsistencies showed up, and probably doesn't help that there's 4 separate manual texts for it either.

As for the Frakker, it does actually process chunks at a rate of 100 kg/s, which is about 3 times higher than what it's supposed to have at 35 kg/s. Reason why, at least according to the history, was due to it being the only unit to not be fixed after the melt rate was changed from using integers to floats, which would've cleared the stat from the scene file actually, seems to be intentional as the frakker was the only unit to be changed on the specific commit, so idk might just be that way but probably will be brought back down

shadow holly
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I just assumed the intention was to remove it since yesterday's translation update removed all mentions of power costs and simultaneous processing.

oak echo
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That was made because I didn't actually double check it then

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the frakker is getting a rebalance anyway, considering the fact it's using 10 times the power that's listed

oak echo
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Updated to 2.8.5:

  • Decluttered more unused files
  • Fixed incorrect range stat on the DMW Turret
  • Adjusted DMW turret range to allow it to better reach infront of ships
  • Bay accessories now use the modern pointer system
  • Unified preprocessor stat descriptions
  • MS Frakker now properly states preprocessing capabilities and reduced ice melting speed from 100 kg/s to 35 kg/s
  • Increased minimum HevLib version to 1.13.22
    https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/releases/tag/2.8.5
shadow holly
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with the new targeting change the dmw shoots before i'm in range

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oh and the reactor is still the k37's 🙃

oak echo
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the power per chunk is intentionally mentioning it both in the manual and specifying it in the stats, as that mirrors how vanilla MPUs state power draw

shadow holly
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Do preprocessors affect everything in the hold or do they check a specific area around them? Maybe a case-by-case basis? Because some manuals state an area and a size, others state the unit only has to be powered and others have both.

oak echo
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Currently it's everything in the hold. They used to have specific processing areas, but they were causing performance issues in some cases and were really finicky on some ships, so I ended up just removing them. I did want to bring them back eventually, but since it involves modelling 7 units for every ship, it's kinda something I've forgotten to do. I might just end up leaving them as-is, but i'm unsure on it just yet

shadow holly
oak echo
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Yeah, unfortunately i kinda can't really do much about it considering how the thrusters gimbal and that sprites don't let you set an offset for the rotation. A similar thing happens with the DMW turret when it's damaged too

shadow holly
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maybe they should be swapped to vectored thrust instead, their gimbal speed is instant anyway and that way they dont pop outside of the ship when they turn

oak echo
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Considering the fact that they're supposed to be 4 K69V RCS strapped to each other, i think I'd rather just leave it like this. Could be retconned as it using a singular servo for it to simplify the mechanism, which would give the same effect

shadow holly
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You cant see it in the clip, but the rear engines exit the ship sprite when they turn. The way I see it is that each small thruster turns (which can't be animated) and it simulates vectored thrust. But that's just my take.

oak echo
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I wouldn't worry too much about that part, considering that there's vanilla torches that do break through the sprite (namely the NTTR and Cheval), and even then it's probably easier to just have a visual connector show how they move as a single unit

#

Probably doesn't help that it's the gimbal speed that makes it look bad, which since it's being retconned to move as one might be better to slow it down anywya

shadow holly
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it's technically slower

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a little

oak echo
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Since it still happens within a frame, it's not a noticeable difference by any means

shadow holly
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it might just be the teleporting effect that makes it look terrible

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the thrusters you mentioned are static, even if they look kinda funny they dont whip around and draw attention

oak echo
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That's exactly it, 360 deg/s is insanely fast for the angles it's traveling, which even when going side to side should take only a handful of frames at worst

shadow holly
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The Wasp seems to have the ability the gimbal any thruster you put in there, don't think I've seen this on another ship. How does this interact with thrusters that already have a gimbal or are vectored?

oak echo
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The Peeper has it, as well as KX37 RAM having it on two thrusters, but they have it nowhere near as severe as the Wasp (which has it because it's thruster layout really does not work for fixed thrusters)

For the interaction with gimballed/vectored thrusters, it just adds some extra gimbal.

shadow holly
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I've only now noticed the wasp straight up mentions it in the examine screen. The Peeper is a surprise, it doesn't mention changes to the RCS placements anywhere, but I guess you can't move the ball so far up without them.

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Still ends up really awkward and front-heavy.

jolly saddle
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items in the cargo bay of the Tsuku can block PD lasers mounted in the low stress

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as you can see here
the NDCI overlay indicates that it's being blocked

oak echo
jolly saddle
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ah ok

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as a workaround you could change the position that this particular equipment is in? move it closer to the front of the ship?

oak echo
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Don't know how i missed this, but yeah i probably could.

twilit wren
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So I may be behind the news on this as I have been traveling alot.

What about a BB variant with a larger opening. I think swinging double does that open out to reveal the whole front would be thematically best as that's how break bulk ships open. A bandaid test run could just be a giant excavator beak or the double sliding doors from the ocp variation.

oak echo
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I'm down for the idea, just extends the front bay area and cap it off with a large door (or a sliding door like the kitsune, frigate, or CERF)

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Sliding would probably be harder considering the horizontal space needed for it, but I'll still give it a try anyway

vivid nimbus
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Sometimes long equipment lists seem to push the Minding Virtual Flight Service box below the bottom of the box