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  TEU Container Size
Posted by: Greydog - 02-09-2022, 03:17 AM - Forum: Design Studio - Replies (7)

So the proper size for a 20' container in meters would be (xyz) 2.59 x 6.6 x 2.44 ?

I think that's correct, just want to make sure ..thanks

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  2022-02-03 Hazeron Starship
Posted by: Haxus - 02-03-2022, 10:23 PM - Forum: Updates - Replies (22)

I have done a lot of work recently that will affect the Hazeron Starship game.

Changes to resource distribution will affect every world. Natural resources like stone, metal, minerals, gold ore, etc. will be entirely scrambled from where they are now. However, buildings that are already running manufacturing processes will be unaffected. So a mine that is mining ore will continue to do so, even if ore is no longer present at that location after the change.

Changes to solar system generation might affect all systems. System survey information might no longer match what you see in a system. Systems that decay and get recreated will be recreated differently, according to what the new survey scan looks like.

Some wormholes will change.

Load time was fixed but it requires you to wait one last time for the long load time. Then some information is cached that makes loading go MUCH faster from that point forward.

This is a heads up, more than anything. When I am ready to bring the servers back up on line, I will also be ready to post an update to Hazeron Starship.

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  2022-02-03 Server Status Update
Posted by: Haxus - 02-03-2022, 10:06 PM - Forum: Updates - Replies (73)

The new home for the servers is ready. Electricians have installed the power circuits the server needs. ISP has installed fiber to the room. Rack and servers are physically there and assembled. Oof. That stuff is heavy and the office is in the basement of a building with no elevator and I'm a creaky old man, waah. I am concerned about the adequacy of the HVAC configuration but there appears to be options for improvement.

There have been a few minor setbacks while rebuilding the server rack. The past year in storage in the barn was hard on them.

Two of the six SSDs in the RAID array did not survive. They were a striped set so that destroyed all of the data stored there. I ordered a single huge high speed SSD to replace all of them. This is a minor inconvenience because installing a fresh OS and configuring the SQL server are not difficult.

Two of the three boxes powered up so far have failed due to "missing" memory. Popping and reseating the memory sticks fixed both of them.

A network port on one of the boxes looks dead. I plan to cannibalize that computer for its CPU and memory, to upgrade others. I've been curious for a long time if I can add a CPU to those PE1950s. They have a socket for a second CPU but I suspect the power supply may be inadequate to run both. Power supply and fans might be useful spares.

It's not worth fixing the dead one; I just saw a refurbished PE1950 on eBay with two quad core CPUs and 16GB RAM for $80. I think I spent around $3500 each for the twelve that I have, and they only have one quad core CPU and 8GB RAM. You just can't look back.

If the second CPU works ok, I will likely consolidate several of the PE1950s to have 2 quad core CPUs and 16GB RAM. Those would make much better worker servers with the additional cores. That would also free up some rack space for new servers to join the party.

There was a small misunderstanding with our ISP about the router. The one they provided was not capable of routing 18 static IP addresses to my rack computers. So I am waiting patiently for a new router to arrive. Then I will proceed with loading and updating OSs on the rack servers. The router should be here in about a week or so.

It is taking more time than expected to get the hardware back up and on line. My initial estimate was to have the servers back up by the end of February. That is still possible unless there are worse surprises ahead.

I have filled time by working on the bug list posted by Phoenix. I'm not sure about the fix to the designer selection bug. Only bugs 9 and 10 remain. I haven't gotten to them yet. They are next in turn.

I have not done anything with Phoenix' list of suggested changes. Design of orbital elevators and vehicles were already on my to-do list.

EDIT by Deantwo: Link to Phoenix's list, since people keep asking where the list is.

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  Modular Design
Posted by: Greydog - 01-23-2022, 08:03 PM - Forum: Arena of Ideas - Replies (6)

In getting back in game and having to relearn 3d design, and also seeing the comments at how unfriendly the designer is to those needing to learn it for the first time. I began thinking of the Mr. Potatohead method of taking a hull and plugging in the accessories. Because most players are casual at heart and prefer to just throw something cool together and go have fun. ("dammit Jim, I'm a gamer not an engineer!") 

Obviously it should be a little more involved than that, but not by a whole lot. It would mean more work for Haxus on the back end, developing the tools and methods that designers would use and building a set modules for players to start with. But on the front end I think it could remove many of the frustrations new players have in space flight and could possibly increase retention.

Ships could be broken down into two Larger module categories, Exterior and Interior. Those would again be broken down by object type. Everything would be kept in a library accessible in the designer via drop down list. Other modules and assorted parts could be published to a "Library" section in the Exchange and downloaded to our individual libraries.

Ship interiors would consist of prebuilt rooms with paths, voids, obstructions and what not  already there. Rooms could be snapped together using the docking mechanic idea Haxus was toying with. Bridge/Cockpits could come with prebuilt frames outside so exteriors can be built to fit. (I foresee making making the bridge modular, and unique, being the most difficult part)  Lift system would work the same except that a door designated for the lift would be built into the room and then a lift could be chosen from the library to associate with it. 

Interiors could be finished any way the architect pleases, empty, or with any variation of consoles and accessories added. Door "plugs" could be used to close off unused doorways, removing unneeded paths and voids. Parts and accessories could be further divided between ship parts (consoles, beds, game tables, etc ) and permanent décor. (ambient geometry)  Later you can still pull stuff out of inventory and place it where you like.

Exteriors could consist of anything from a completed hull, to a completed section of hull ready to be snapped to another completed section, to as small as a single panel used in building a larger section of hull. Hull panels could be manipulated by snapping them together and sculpting with restrained push/pull commands. Hull accessories would be categorized much the same as interior and placed on the hull where needed or desired. This would allow the user to select entire section of hull by selecting full panels as objects rather than one face/vertex at a time. 

It would have a separate room in the designer, files used should have a different file type beside .soh. Upon entry users could choose to either start with the interior and build a hull around it, or start with a hull and fit an interior to it, or take finished sections and snap them together, ...or simply grab a finished ship and fit it out as desired. Once completed users would refresh obstructions and finalize the design making it useable in game.

I would also like to see animations get fleshed out to make adding landing gear, ramps and vtol engines more intuitive.

As users get familiar with the program they may begin to appreciate the more intricate features associated with the designer as a whole, while new users would still be able throw together (or simply grab) a useable design and get playing. 

Architects would still have the full functionality of the designer and would still be able to build fully unique designs.

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  Starship BP Exchange External?
Posted by: Greydog - 01-22-2022, 03:07 PM - Forum: Design Studio - Replies (2)

I tweaked a couple of Haxus's BP's that were on the exchange and published them and a couple of my own. Does that make them available to other Starship players?

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  Targoss Dead, Tutorial Doesn't Restart.
Posted by: Greydog - 01-20-2022, 05:37 PM - Forum: Prerelease Bug Reports - Replies (2)

I decided to give Starship a try in preparation for Shore's coming back. 

I had stepped away from the camp before Targoss arrived to kill a critter then went and grabbed a beverage, when I got back Targoss and I were both dead. I decided to just gather up some resources and get started started instead of restarting the Tut. When I logged in this morning I decided to go ahead and test the tut anyway to find that there was no dialog to double click and restarting the story did not bring him back.

Silver lining is I get to start with a Targoss skin suit ;)

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  Non-City Default Airport Name
Posted by: Deantwo - 01-19-2022, 03:41 PM - Forum: Arena of Ideas - Replies (1)

Currently if you build an Airport Terminal in a city, it will default to having the name of the city as part of its name when replying to hails, "<city> Airport Terminal".

If an Airport Terminal is not part of a city it simply default to "Airport Terminal". This can make it hard to distringish between multiple non-city Airport Terminals.

It would therefore be nice if the Airport Terminal would default to adding its world's name to its name, "<world> Airport Terminal". Maybe adding resource zone number too, but I don't know if that is all that important.

Right now we simply have to remember to manually rename the Airport Terminal, which is mostly annoying when we are forgetful.

This is mostly an issue when colonizing minor worlds with the Colony strategy.
See: hazeron.com/wiki/index.php/Colony

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  The mention about galaxy size
Posted by: Wincil - 01-16-2022, 08:12 AM - Forum: Arena of Ideas - Replies (2)

More incentive for interaction would be more beneficial I would would say that a small universe size would froce player interaction but not really encourage I think reason a to interact with other players would be better then forcing them into a cage together I would think exploring other solar systems to find does rare resources would encourage exploration

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  Approximate Size of the Universe
Posted by: martianant - 01-16-2022, 12:10 AM - Forum: Cantina - Replies (4)

Some math people might find interesting. Assuming every galaxy is a height of 40 sectors, and using an average system density of 24 systems / s

[Image: HVpyIH5.png]

Total system count: 1,724,064,000 (estimated)

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Information Supply attrition zones
Posted by: Pulsar - 01-14-2022, 12:49 AM - Forum: Arena of Ideas - Replies (2)

One thing I remember whenever I started a new empire was getting absolutely curb-stomped by powerful empires within a week of first starting out. Since the neutral zone is getting removed, maybe players who are less interested in PVP can start out in areas with greatly diminished fuel and resources, so the bigger and more fuel consuming starships would starve out. I don’t really know much about fleets because I rarely reached the interstellar phase, but that’s my pitch.

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