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Another Open Letter to Ha...
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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
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No Record of Shipment Fou...
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Mission Order: Officer Sa...
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System map does not refre...
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favorite or funniest mome...
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Picture Thread 2.0
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Hold access for void asso...
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Minor bug: In exported sa...
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Building transporters broken when manually used |
Posted by: Celarious - 02-25-2023, 06:41 AM - Forum: Closed Bug Reports
- Replies (1)
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I just built a ship which has no entrance while the landing gear is retracted so I needed to beam in. I went down to one of the airports in my city, one that uses the "Airport with Transporter" design by Haxus, and tried to manually open beams to the ship
However, this doesn't work and the transporter only ever gives the "Transporter has not finish its activation cycle." error
I have waited 5 full minutes for the cycle to finish, and it never does, making building transporters impossible to use
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Potential fullscreen fix |
Posted by: Vooker525 - 02-24-2023, 09:55 PM - Forum: Arena of Ideas
- No Replies
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Most problems with fullscreen mode come from windows that are separate from main window. Makes it problematic to use and stream.
Potential fix is to make windows built in game, with option to move them out. Windows won't leave game screen. Example is shown on video.
Another suggestion is to add windowed borderless mode. It is same as windowed mode, but without borders and stretched to full screen This won't make windows to be shown on streams but will eliminate black screen flickering when moving windows around. Function is probably supported by Windows API, dunno about linux
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Ceiling of room part is not lighted |
Posted by: Vooker525 - 02-23-2023, 06:43 PM - Forum: Prerelease Bug Reports
- Replies (1)
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Ceiling of rooms is always dark when switching light intensity. It can be lighted only by sunlight or self illumination.
Btw. How ceiling of room part is defined? For example i will make upside down room and group upside down room void with it. How it should behave?
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Basic Technology Research System for Hazeron Starship |
Posted by: Deantwo - 02-22-2023, 04:02 PM - Forum: Arena of Ideas
- Replies (10)
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Technology and research there of is a topic we all always seem to come back to. But now that Hazeron is no longer a MMO, the topic is very different.
I will first quickly try to explain what was good about the patent system, and what was bad about it. This should give us a good baseline to discuss from.
Old Patents
The patent system had a couple good features. This was mainly the fact that it hid advanced technologies before the player had the resources to use them. The other being that having a type of "research" that unlocks more advanced technology just feels nice and natural in this type of science fiction game.
The bad things about patents was how there was way too many and they were over complicated. Having a patent for each and every manufacturing process was too much. And the whole quality limiting aspect made it so you had to keep updating all your many patents every time you found a better quality resource.
Desired Technology Research Features
Since the game is now a singleplayer game, and there is no need to have technology be a constant worry or something you can lose. Having it be a simple system that just unlocks the path to first space travel and then more advanced spacecraft subsystems is perfectly fine.
To try and make a basic list of things we would want it to do: - Have the research be simple to understand and easy to use.
- Have each step of the technology research feel useful.
- Hide advanced buildings before you can use them.
- Hide advanced manufacturing processes before you can use them.
- Unlock new features of the game in milestone like research projects.
- Possibility to have some technology research require a story mission to be completed.
- Use technology research as a part of the tutorial.
Basic Example
When you first start the game, have it so you can only build basic building types. Such as Farms, Houses, Mines, Smelters, and Universities. Then have the player have to build up a basic settlement with these buildings before having them research a simple "Cities" technology at the University, which then unlocks all the morale buildings, Apartment building, Capitol building, and the food and liquor industry buildings. Then once they have a city built, they will be able to research "Oil" technology which will unlock the Well and all the industry related to plastic production. After that have the same for "Electronics". Basically unlocking areas of the game as they become necessary for the player to advance, to prevent new players from being too overwhelmed and confused.
Once basic space flight is possible, each of the advanced resources the player finds could be used as a technology research each. You found Eludium, you can research a technology to unlock all manufacturing processes related to it. It could also be based on the individual spacecraft subsystems and module types, such as researching shields, FTL, and so on.
And I have mentioned this a number of times. But the idea of researching a FTL drive giving you a story mission to do a test flight in a prototype spacecraft just sounds awesome.
Anyway, what does everyone else think?
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[Designer] New decal and hologram ideas |
Posted by: Neils Iyssada - 02-22-2023, 09:42 AM - Forum: Arena of Ideas
- No Replies
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Here are some decal ideas I got today.
I added some hologram ideas too, although I don't know if it's even planned in the game.
Will add other ideas if needed.
Decals
Galactic Map
1:1 ratio decal, identical to planet map but would display your current galaxy and actual position flattened-out.
Could maybe add an option to show explored systems and known cities as dots or glowing blob (using data from the last starmap update).
Spacecraft damage decal
Could be a 2D decal. Would be used to visually display a spacecraft damage state with colors and/or graphs
2D decal could be a side and up views of the ship with :
- shields, each shield "side" can change color according to their current HP (may display number or %)
- hull would change color according to current HP (may display number or %)
- various systems would be listed on the side panels, with colorized progress bar with current HP values (%)
Route decal / mission status rework
Would display the planned 3D route as an horizontal line punctuated by the waypoints.
[actual position]------[WayPoint1]--------------------[WP2]-----[WP3]--------------------------------[Last WP]
| ETA : xxx seconds
Could also be a rework of the actual mission status decal.
Holograms (in case it's ever planned)
Sensor hologram
It would be a 3D shere or cube representing sensors in real time, but in 3D. Obviously, rendering would be limited to the room that contains it, like the system names and planet orbits for bridge.
Could get interaction options like sorting what we see, and choose between three zoom level : farthest body (scale to display the farthest system body), max sensor range, close range (scale to a small radius like 100km, to better see a spacefight or fleet formation).
Route hologram
Would be a 3D hologram showing the current planned route and current position. ETA would be visible somewhere.
Spacecraft damage hologram
Same as spacecraft damage decal, but instead of side and up view, it would be a scaled-down 3D hologram of the ship.
Edit : Also this thread.
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Ship issues - Hazeron Starship |
Posted by: kajanov - 02-21-2023, 08:54 PM - Forum: Closed Bug Reports
- Replies (5)
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First of all, I am not sure if all of these are bugs or intended mechanics, but I am pretty sure not all of this was intended.
1. Officered or not, a ship can not leave the player's presence.
Easily reproducible: when you have a main city and moonbase. Send ship parked in your city with or without an officer to land at city/orbit above city moon base. Stay in your city and one of these things will happen:
The helmsman stops responding to orders. Sometimes can be fixed by takin them off the station and ordering them to take the station, other times not.
Ship will be stuck in space or linear movement unable to change heading or speed.
Restarting the game does fix both issues, if you are on the ship when it loads in. This happened to me with my designs and the basic design starships. Also happens when you switch to another character, even if that character's ship is following or being followed by your character's ship
2. Transferring crew to another starship using the transfer window breaks the officer
This may be an issue with my design as i don't remember this happening with the basic designs, although I haven't been using the basic design model for as long and usually upgraded to one of mine. This also may be the same issue as 1. as it involves moving between "scenes" let's call it.
Whne I transfer crew (+officers and troops) to another the crew usually takes up stations immediately, however the officer remains stuck on his/her berth unable to move even when ordered to. I can try to set-up a save where this is easily tested.
3. This is probably intended, but the crew don't want to fly to gas giant (core or floating/hovering) cities
4. Having the sensor console open causes the game to crash itermittently.
I used to use the sensor console as a go-to when I didn't want to interfer with ship operations, but did want to occasionally check the mission status and so I didn't hwave to switch to it when exploring. The game rather frequently, sometimes after a couple of hours, other times within 10 minutes crashed to desktop without an error message. Ever since I installed a mission status pannel and don't do much exploring the game crashed twice. The crashes when the sensor console opened seem to not be related to wether or not the ship was moving as this happened when I was parked at my station with the sensor console open.
5. Waiting to spawn; no unobstructed parking spot
There is a lot of conflicting information on what causes this. I have had most luck avoiding this if make sure that the spawn pads are (isgnificantly) above natural terrain. thoug hter is already a thrad for this one.
https://www.hazeron.com/mybb/showthread.php?tid=2253
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