2017-08-18 Vehicle Transporters and Module Install

Details about updates to Shores of Hazeron

2017-08-18 Vehicle Transporters and Module Install

Postby Haxus » Fri Aug 18, 2017 8:56 am

Turbo lifts are still deadly. The fix did not solve the problem, that was previously announced for that bug. Be sure to wear an EVA suit when using a turbo lift until this is fixed, in case the car leaves you behind. You just have to click the door to call it back but you can suffocate while waiting.

Vehicle Transporters
Vehicle transporter modules were added to the game a long time ago; they finally work. They definitely work in the new ship designs. They might work in the old ship designs but I did not test them.
  • Ship must be equipped with a vehicle transporter module.
  • Vehicle parking spaces act as transporter pads.
  • Vehicle transporter only beams one vehicle at a time.
  • Only the driver of a vehicle can call for transport.
  • At present, if the vehicle does not move at all in its parking spot, the teleporter will not grab it.
  • The Atlantis ship design has a vehicle transporter.
To beam to a world:
    Enter vehicle in parking spot on ship with vehicle transporter.
    On Crew channel, push Beam button for options.
To beam to a place on the world map:
    Enter vehicle in parking spot on ship with vehicle transporter.
    Right-click on world map.
    Choose Vehicle Transporter Options...
To beam up from a world:
    Enter vehicle.
    On Crew channel, push Beam button for immediate beam up; there are no options.
To beam to another ship's vehicle transporter:
    Enter vehicle in parking spot on ship with vehicle transporter.
    On Crew channel, push Beam button for options.
    Destination ship must have a vehicle transporter and an empty parking spot of the appropriate type. It must also have appropriate access policy to admit you.
Automatically Load Vehicles Policy
Spacecraft policy page now has a check box to control whether vehicles are loaded automatically to fill empty parking spots. On all existing ships, this check box will be off.

New Designs Load Vehicles
New ship designs will now load vehicles like old style designs.
  • One vehicle is loaded per minute to fill empty parking spaces.
  • Vehicles are loaded based upon the type of parking spot they require: ground, space, rocket, or water.
  • Helicopters and farm machinery are not automatically loaded.
  • Vehicles must be new to be loaded.
  • Commerce restrictions of the owning empire must permit export of vehicles to your empire.
  • Vehicle empire is changed to match ship's empire when loaded.
  • Vehicle gets assigned to the ship that loads it.
  • The city must have the building necessary to manufacture the vehicle.
  • When the loading ship is parked on a slab in a city, vehicles are loaded from that city, and all other cities on the planet that have airports, with a preference for the city it is in. The city it is in does not have to have an airport.
  • When the loading ship is parked in the trade zone of a station, vehicles are loaded from all cities in the solar system that have an airport.
A good suggestion was made to load vehicles like buying cargo. I like that idea but did not have time to implement it now. Once it is done, it would be harmonious with the current auto/manual method, especially since the auto method can be turned off.

Vehicle Ship Assignment
Vehicles maintain a sense of which ship they are assigned to.
  • Any time a vehicle parks in the parking spot of a ship, it gets assigned to that ship.
  • Changing the empire of a vehicle clears its ship assignment.
  • Vehicle ship assignment now shows up as part of its name and spot description.
    Vehicles prior to this update did not retain the name of their assigned ship. Their name and description will say Ship? instead of a ship name, until the next time they get parked.
  • Shift+U command added to vehicle controls to clear the current ship assignment.
  • Vehicle ship assignment is used when automatically loading vehicles. The loading ship does not exceed its contingent of vehicles, as determined by its parking spots. The ship searches the entire solar system to find all vehicles assigned to it, when tallying its current contingent.
Module Install and Part Install/Removal
Installation of system modules and install/removal of parts now works on the new ship designs.
  • The design must have appropriate service panels, to get at some systems that are not otherwise represented in the design.
  • The message now reports what system was affected.
Spot System Information
When looking at control stations and service panels in a spacecraft, the system and installed module information now appear on the screen. This became essential when deciding which FTL drive service panel to put a higher TL module into.

Spot Berth Occupant
When looking at berths in a spacecraft, the berth type and occupant name now appear on the screen. This one was on my to-do list for a long time; it is nice to see it finally done.

Terrain Generator Optimization
Some optimizations were made to the code that generates globe models, ringworld models, and terrain patch models. The result was a considerable increase in speed.

Weapon Bay Sound Volume
Weapon bay sound volume is now calculated to be a much lower value. I hope it doesn't sound too meek. Previously, it was so loud on larger weapon bays that the overall volume control slider seemed to have no effect at all, unless it was off.

Mail Server Bug, The Sequel
Due to a silly mistake, the previous fix to the mail server had no real effect. Some SQL delete queries were still getting too big for the SQL server to handle. That is fixed again. :oops:

Static Display Items Lost
Some static display items were being lost from aboard ships when the FTL drive engaged. It was a bug in the function that sheds stuff that is not inside the ship when the FTL engages. That code was changed to ignore items on static display.
User avatar
Haxus
Site Admin
 
Posts: 2642
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Celarious » Fri Aug 18, 2017 9:17 am

Finally vehicle transporters work :P

Been staring at that module for a long time

Now for tanks and cybernetics :P

Oh also, thanks for the optimisation! Any more speed is good
Image
User avatar
Celarious
 
Posts: 387
Joined: Sat Apr 09, 2011 1:20 pm
Location: EVA

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Deantwo » Fri Aug 18, 2017 10:23 am

Code: Select all
FPS Fox Thunder IV: Sorry sir, transporters are not available.

Normal beam up requests seem to fail on old spacecraft.
But my station do work on the hail channel for beam up. Maybe because it has no vehicles?

Beaming down from the ships works fine.

Haxus wrote:A good suggestion was made to load vehicles like buying cargo. I like that idea but did not have time to implement it now. Once it is done, it would be harmonious with the current auto/manual method, especially since the auto method can be turned off.

As you always say, nothing is cast in concrete. So it can always be changed later when you get around to it.
It might also be more important/interesting once vehicles are design-able, and NPCs can actually use the vehicles.
I invalidate your reality and wait for it to be refreshed.
User avatar
Deantwo
 
Posts: 4813
Joined: Fri Jan 25, 2013 4:38 am
Location: Rævehale

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Haxus » Fri Aug 18, 2017 4:17 pm

Thank you for pointing this out. The bug was caused by an incorrectly interpreted transporter room identifier.

The servers were updated and restarted. A client update is not needed for the transporter bug fix.
User avatar
Haxus
Site Admin
 
Posts: 2642
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Haxus » Fri Aug 18, 2017 5:16 pm

Atlantis with battle damage surface effect. It starts to appear at 10% damage and it gets worse at each 10% increment after that. The picture depicts Atlantis with 50% damage. The structural damage of the ship is used. Internal system damage is not visible on the hull surface.

http://hazeron.com/gallery/AtlantisBattleDamage.png

This effect uses the surface effect layer in the model. If your ship is too old to show FTL surface effects, then it will not show battle damage either.

Due to the dual use of the texture layer, battle damage is not visible while your FTL drive is hot.
User avatar
Haxus
Site Admin
 
Posts: 2642
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Leadphalanx » Fri Aug 18, 2017 6:40 pm

Battle damage, sweet!
User avatar
Leadphalanx
 
Posts: 125
Joined: Mon May 16, 2011 2:18 am

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Haxus » Fri Aug 18, 2017 6:53 pm

Perhaps worth pointing out, this effect will also be useful on buildings, vehicles and even personal items, when you can make those things in the new designer.
User avatar
Haxus
Site Admin
 
Posts: 2642
Joined: Fri Jan 14, 2011 8:00 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Phenoix12 » Sat Aug 19, 2017 3:43 pm

not sure if this is a known problem or not but in the offline designer when you go into preview mode and then try to exit preview mode back to the editor mode it crashes.
User avatar
Phenoix12
 
Posts: 134
Joined: Sat Aug 27, 2016 4:28 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby AnrDaemon » Sat Aug 19, 2017 4:07 pm

How exactly it "crashes" ?
I sometimes receive system notifications that "SoH is crashed" despite seemingly innocent exit.
Yak. Yak never changes.
AnrDaemon
 
Posts: 7382
Joined: Wed Jun 15, 2011 5:37 pm

Re: 2017-08-18 Vehicle Transporters and Module Install

Postby Phenoix12 » Sat Aug 19, 2017 5:09 pm

AnrDaemon wrote:How exactly it "crashes" ?


When in preview mode and I try to return to normal mode it jsut freezes up and eventually the program says 'not responding.' This happened two times.

Though right now for some reason it's working fine now. So now I have no idea.
User avatar
Phenoix12
 
Posts: 134
Joined: Sat Aug 27, 2016 4:28 pm

Next

Return to Updates

Who is online

Users browsing this forum: No registered users and 2 guests