Update 2017-03-09 FTL Drive and Warp Drives

Details about updates to Shores of Hazeron

Update 2017-03-09 FTL Drive and Warp Drives

Postby Haxus » Thu Mar 09, 2017 2:09 pm

Manufacturing Process Bug
The bug that was fetching millions of units of materials and only getting a little did not go away with the last update. I think I found/fixed the bug. It was posted when the servers were restarted Monday morning. Has anyone observed the problem since then?

New Designs in Arena
You should be able to use the new designs in an arena now. This provides a make-shift way to get a true-to-life preview of a design before building it. Update: This still does not work.

I still have a to-do item to make a live preview in the designer. It's just not done yet.

Designer Show Ground
The option to show a patch of ground in the new designer now works. The size is the ground spawn size limit. The altitude is placed beneath your design at the lowest extent of the hull and landing gear. That is where it will sit on the ground in the game.

New Designs in Story Engine
Story engine now supports new ship designs.

Designer Exit No Warning On Line
You now get appropriate warnings when exiting the on line designer if the design has been modified. Previous fixes to the solo designer failed to work in the on line version.

Designer Save to Library Bug
When saving a design to the library as a new design, the state of the new design is now set to Unfinished, so it can be edited. A dumb bug was keeping the state of the drawing that was saved, so a Final design just created another Final design, that might not be valid since it could have been edited.

Designer Save to Gear
There is a File menu option to save a design to blank media in your gear, either paper or blank disk. The UI presents a list of your final designs and assemblies for saving onto media. You cannot save an unfinished design to media.

Options similar to publishing a design are presented so the media can be stamped with the appropriate permissions. The result is just like if you published the design and then bought a copy of it onto media.

NPC Ladder Bugs
Improved NPC use of ladders.

Finalize Validates More
Finalizing a design now checks more things.
  • Disjoint parts. All hull and landing gear parts must touch each other to form one single contiguous blob.
  • CG of the design must be inside the hull extents. The CG is marked by the immovable yellow marker at the center of the design space.
  • Paths are checked to insure neither end node is inside a permanent obstruction.
  • Rooms and room voids are checked to insure all their vertexes are inside the hull.
Mission Default Active
The mission on a new ship is now active by default. This may prevent a moment of confusion, commonly faced when a new captain issues orders and nobody does anything.

Helm FTL Drive Operation
Helm now has controls for operating the FTL drive(s) on the ship. They are pretty simple but some things are worth noting.
  • There is a button that shows the power state of the currently selected FTL drive. It appears as an oval whitish button that is lit when the current FTL drive is fully on. It is unlit when the drive is off or warming (blinking yellow on the engineer station).
  • On a ship with both warp and wormhole drives, click the power state button to switch between which one you want to operate at the helm. The default is the warp drive if equipped.
  • The spot that used to show the FTL drive was hot is now the button to engage it. That button will also disengage it when the drive is hot. The button shows the FTL drive setting (warp/polarity).
  • To the right of the engage/disengage button is a set of arrows to change the drive setting (warp/polarity). The setting can only be changed when the drive is on and cold.
Warp Drives
Warp drives got some improvements in this update.
  • System transitions were reduced when traveling at warp speed. There is now one transition for each sector boundary that is crossed, plus one transition at the destination system, unless the last sector transition puts you in the destination system. So, if you do not leave the sector, there is only one transition at the destination system.
  • Warp speed is based on warp factor alone, no longer influenced by proximity to the nearest star. That puts an end to warp braking. Punch it near the sun and you go just as fast as if you punch it in deep space.
  • Warp drives no longer have a jumpish behavior when traveling. They no longer automatically discharge at the end of their cycle. When the cycle would previously have started discharging, the cycle now automatically restarts if the capacitor has enough power to fire the FTL again. The capacitor power is consumed and the cycle resumes at the first step of being fully hot, so there is no break in the warp travel.
  • Pilot must now engage and disengage the warp drive when necessary. When traveling to a system, NPC pilot disengages the warp drive at the perimeter of the solar system and proceeds inbound using maneuver drives. That is when the system transition occurs.
  • Disengage warp drive leaves the ship motionless.
  • Your ship cannot hit anything in deep warp space. However it is now easier to drop out of warp in the middle of a sun.
  • You can track your progress on the nav console and drop out of warp anywhere along the way.
  • A vehicle or person who exits the ship at warp speed will be left where they exited, moving at light speed.
Fall Through Roof
You no longer fall into the roof of new ship designs when on top of them. This change could likely fix the same problem on top of the roofs of buildings but I have not tried that.
User avatar
Haxus
Site Admin
 
Posts: 2701
Joined: Fri Jan 14, 2011 8:00 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Celarious » Thu Mar 09, 2017 2:22 pm

The ground option is amazing! Thanks! Also can't wait for the live preview mode, should be amazingly helpful
Image
User avatar
Celarious
 
Posts: 403
Joined: Sat Apr 09, 2011 1:20 pm
Location: EVA

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Ivan » Thu Mar 09, 2017 2:58 pm

I don't feel like the changes to warp are really improvements, as now we have some kind of "fake" FTL travel like Elite and most other games. You no longer really cross all the systems you encounter, you're in some kind of hyperspace it seems. I exactly liked about Hazeron that you were always in the "real" world. So no more accidently discovering ringworlds or (hostile) ships lurking in deepspace.

abscence of warp braking wll make using warp 1 and 2 for in-system travel harder because it will allmost instantly be top speed.

Really don't like this, I wonder how others feel about it.

For the FTL operation from helm, it's ok for intergalactic wormhole travel, makes it (a little bit) easier, but I would personally prefer Engage/set polarity/warpfactor orders, similar to how u can order to set harvester to collect certain resources, then order to harvest.

I have no time to wait for the update to finish building, to test this, but I hope it can all still be done from the engineering station aswell, so u can engage and disengage warp without taking helm away from the NPCs
Ivan
 
Posts: 103
Joined: Mon Jun 23, 2014 3:09 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Haxus » Thu Mar 09, 2017 3:02 pm

Engineer station controls did not change.

Pilot can warp in system fairly easily because you can disengage the FTL drive at will and the ship stops instantly.

Your ship is not taken from the real universe to travel at warp speed.

Traveling through a system at warp speed isn't exactly a great way to discover what is there.
User avatar
Haxus
Site Admin
 
Posts: 2701
Joined: Fri Jan 14, 2011 8:00 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby the Lana » Thu Mar 09, 2017 3:03 pm

Wait…when did we decide to do multiple FTL drives on one ship? Looks like I'll have to add a console to a few designs!

Ivan wrote: (hostile) ships lurking in deepspace.


And how many times have you discovered those in warp travel?
Just Lana :)
User avatar
the Lana
 
Posts: 350
Joined: Mon Apr 27, 2015 8:23 am

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Haxus » Thu Mar 09, 2017 3:06 pm

when did we decide to do multiple FTL drives on one ship


It has been requested many times.

This has not been tested. Off hand, it's anyone's guess which one you will get if you push Alt+E at the command chair.
User avatar
Haxus
Site Admin
 
Posts: 2701
Joined: Fri Jan 14, 2011 8:00 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Deantwo » Thu Mar 09, 2017 3:07 pm

Haxus wrote:Your ship cannot hit anything in deep warp space. However it is now easier to drop out of warp in the middle of a sun.

Wait what? o.o
AnrDaemon is the solution to the [s]Fermi Paradox[/s] Hazeron suggestion flood problem, the great suggestion filter.
User avatar
Deantwo
 
Posts: 4918
Joined: Fri Jan 25, 2013 4:38 am
Location: Rævehale

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Haxus » Thu Mar 09, 2017 3:15 pm

There are three noticeable changes to warp travel.

Departure is faster. NPCs engage the warp drive as soon as the ship is pointing in the right direction, more or less. There is no longer a period of driving until the engineer feels like the ship is in an appropriate location to engage the warp drive.

Arrival is slower. NPCs disengage the warp drive at a safe distance from the destination solar system, outside the maximum possible radius of planets. This triggers the system transition. It is then that you and the pilot are actually in the destination system and can perceive its planets and suns in order to plan an approach. This sometimes leaves your ship driving into the system from what seems like a long way away.

Warp travel through a core sector (lots of systems per sector) is like warp travel through a sector in the void (one system per sector). There is no longer system transitions so frequent you never see anything but a loading screen.
User avatar
Haxus
Site Admin
 
Posts: 2701
Joined: Fri Jan 14, 2011 8:00 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Haxus » Thu Mar 09, 2017 3:17 pm

it is now easier to drop out of warp in the middle of a sun


I would not recommend setting destination coordinates that are in the center of the sun. NPC pilot will disengage the warp drive short of that coordinate, but it will be closer than the safe system radius. Your ship could emerge from warp inside a companion star or world.

If you use a travel direct to system order, the pilot disengages at the safe system radius.
User avatar
Haxus
Site Admin
 
Posts: 2701
Joined: Fri Jan 14, 2011 8:00 pm

Re: Update 2017-03-09 FTL Drive and Warp Drives

Postby Ben Buske » Thu Mar 09, 2017 3:22 pm

Another great Patch Haxus!

Cool stuff.. especially the warp stuff I like.

It would be nice, if there could be some kind of Tutorial or Demo about the new editor, showing how a basic ship is built, as it was done with the three HTML pages for the old designer, letting you create a station, a shuttle and ship.

Cheers,

Ben
Ben Buske
 
Posts: 22
Joined: Tue Feb 28, 2017 6:08 pm

Next

Return to Updates

Who is online

Users browsing this forum: Yahoo [Bot] and 1 guest