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2.2.24 live in all branches

#31
Quote:v2.2.21 [Change] <Balance>: Dediblades got a soft speed limit of 50m/s
v2.2.24 [Fix] <Blocks>: Dediblade max speed set to 100m/s, not 50m/s

Can someone explain the reason behind this nerf?
Fast small planes are now impossible without bunch of ion thrusters, and this ruined my life.
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#32
Because you could exploit them in many ways, and they have the option of not suing power and then also being fast? further more that props IRL also never go above a certain speed. Like all speeds are about 8-15 times slower than IRL.

also you can use jets or Custom jets, with custom jets it is kinda easy to get upwards of 200m/s
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

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#33
Couldn't see a thread for 2.3.0 so...

There's something wrong with advanced cannons.  They work fine for a while, and then..

   

.. the shells no longer have velocity when fired - they just linger where they exited the barrel - and apparently won't expire either.  Not sure what causes it - maybe it's too many missiles out at once (probably a couple hundred or so), maybe something else.

There's also over million lines of error output on output_log, it's too large even zipped to post (over 1M zip file), but.. it repeats these errors:


Code:
 
(Filename: <b212a482443841df85dd43f2777b6b76> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at MissileTube.TryFiring (FiredMunitionReturn FMR) [0x000f7] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.StaggeredFire (FiredMunitionReturn FMR, System.Nullable`1[T] stagger) [0x0011c] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.FixedUpdateHandler (BrilliantSkies.Core.Timing.ITimeStep timeStep) [0x00060] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) System.Action`1[BrilliantSkies.Core.Timing.ITimeStep]:invoke_void_T (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Common.Scheduling.FixedUpdateCalls.Call (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00042] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.Scheduler.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.ConstructSchedulerCommon`3[TConstruct,TBlock,TBlockPart].FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at AllConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00058] in <b212a482443841df85dd43f2777b6b76>:0 
  at MainConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00013] in <b212a482443841df85dd43f2777b6b76>:0 
  at Vehicle.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00001] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) <Module>:invoke_void_ITimeStep (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Core.Timing.GameEvents.__FixedUpdate (System.Single t) [0x0002b] in <eb9ace360c814114986bf0e2cdb9a431>:0 
  at BrilliantSkies.Core.Timing.Internal.CLOCK.FixedUpdate () [0x0000c] in <eb9ace360c814114986bf0e2cdb9a431>:0 
 
(Filename: <b212a482443841df85dd43f2777b6b76> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at MissileTube.TryFiring (FiredMunitionReturn FMR) [0x000f7] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.StaggeredFire (FiredMunitionReturn FMR, System.Nullable`1[T] stagger) [0x0011c] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.FixedUpdateHandler (BrilliantSkies.Core.Timing.ITimeStep timeStep) [0x00060] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) System.Action`1[BrilliantSkies.Core.Timing.ITimeStep]:invoke_void_T (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Common.Scheduling.FixedUpdateCalls.Call (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00042] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.Scheduler.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.ConstructSchedulerCommon`3[TConstruct,TBlock,TBlockPart].FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at AllConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00058] in <b212a482443841df85dd43f2777b6b76>:0 
  at MainConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00013] in <b212a482443841df85dd43f2777b6b76>:0 
  at Vehicle.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00001] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) <Module>:invoke_void_ITimeStep (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Core.Timing.GameEvents.__FixedUpdate (System.Single t) [0x0002b] in <eb9ace360c814114986bf0e2cdb9a431>:0 
  at BrilliantSkies.Core.Timing.Internal.CLOCK.FixedUpdate () [0x0000c] in <eb9ace360c814114986bf0e2cdb9a431>:0 
 
(Filename: <b212a482443841df85dd43f2777b6b76> Line: 0)

NullReferenceException: Object reference not set to an instance of an object
  at MissileTube.TryFiring (FiredMunitionReturn FMR) [0x000f7] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.StaggeredFire (FiredMunitionReturn FMR, System.Nullable`1[T] stagger) [0x0011c] in <b212a482443841df85dd43f2777b6b76>:0 
  at MissileControl.FixedUpdateHandler (BrilliantSkies.Core.Timing.ITimeStep timeStep) [0x00060] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) System.Action`1[BrilliantSkies.Core.Timing.ITimeStep]:invoke_void_T (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Common.Scheduling.FixedUpdateCalls.Call (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00042] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.Scheduler.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at BrilliantSkies.Common.Scheduling.ConstructSchedulerCommon`3[TConstruct,TBlock,TBlockPart].FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep timeStep, BrilliantSkies.Core.Timing.ISectorTimeStep sectorTimeStep) [0x00001] in <a0e7901650a440d0952eeff628f4c9c2>:0 
  at AllConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00058] in <b212a482443841df85dd43f2777b6b76>:0 
  at MainConstruct.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00013] in <b212a482443841df85dd43f2777b6b76>:0 
  at Vehicle.FixedUpdate (BrilliantSkies.Core.Timing.ITimeStep dt) [0x00001] in <b212a482443841df85dd43f2777b6b76>:0 
  at (wrapper delegate-invoke) <Module>:invoke_void_ITimeStep (BrilliantSkies.Core.Timing.ITimeStep)
  at BrilliantSkies.Core.Timing.GameEvents.__FixedUpdate (System.Single t) [0x0002b] in <eb9ace360c814114986bf0e2cdb9a431>:0 
  at BrilliantSkies.Core.Timing.Internal.CLOCK.FixedUpdate () [0x0000c] in <eb9ace360c814114986bf0e2cdb9a431>:0 
 
(Filename: <b212a482443841df85dd43f2777b6b76> Line: 0)
Workshop: Voidware, INARI and more.
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#34
Will we be seeing similar changelogs again for the newer versions?
Imperium Age of Sail Campaign Custom Campaign Dev Idea -> Check it out here!

[Image: 88AAC0598B7E00385C41259D384B95EE9CCBB447]
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#35
(2018-10-04, 02:14 AM)PualWall Wrote: So aside from the bugs ("spread to all" doesn't seem to want to work) the new missiles are spamtastic.  I slapped a dozen small launchers to a tank I'd been working on:
It runs out of ammo after one volley but that single volley kills or disables most things.  I don't really have a problem with the ammo consumption given how ridiculous the initial hit is.
*engage sarcasm*  I have no idea what you are talking about.  I was assured by multiple sources that it absolutely makes no sense to pack on more missiles than you can reload to boost alpha-strikes and defeat defenses.  I was also assured that massive costs would prevent spam, rather than offer somewhat balanced spam. *disengage sarcasm*

everything is spamtastic if cost is no object, but generally it is going to present some weaknesses.
Also, rockets are insanely fun.
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#36
question about the new AI. 
-are they supposed to oscillate back and forth when idling.  I'm getting a lot of odd yaw behavior, and movement behavior in general that I can't quite nail down.  I'm testing with light vehicles, which tend to be a bit touchy anyway, but they're also at the size where they're sensitive to errant latent commands.  I'm using PIDs (always have to combat the jitter of the rudders) and if their behavior changed that may be the source.

If one exists I think some kind of long abstract on the intended behavior of the new AI would be great to release to the community.  The patch notes are very bare bones and while the UI is definitely nice, it's hard to determine what are intended behaviors, what's poor tuning, and what might be a bit buggy without a solid statement from the devs sketching out "what right looks like."

Anyway.  This update looks great and seems to have a ton of potential.  keep it up!
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#37
I haven't got the point of new behaviour/manouver AI.
It seems got to be complecated, but as it has many icons we can more complex thing ...really???

Actually only card system was simple and easy to understand (thought cannot do complex thing without ACB)
However behaviour of each cards were/are hard to understand. e.g. what is 'nominal' angle? Only the way to know it was to use ILSpy (and find logical bug in the code XD)

I had expected this would be better; ieally, we can clearly unerstand how a configuring affects vehicle and AI can do everything what palyer can do!
But it was far from this.


I think new thruster settings is getting right way. It would be nice if UI was polished and got tutorial illustration.
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