casagift.blogg.se

Capital ship simulator
Capital ship simulator











capital ship simulator
  1. Capital ship simulator mod#
  2. Capital ship simulator code#

Fixed remaining cases of deployables colliding with launching ship.Fixed collisions between capital ships and region wrecks.

capital ship simulator

Fixed repair drones colliding with ship they're repairing.Fixed player-controlled capital ships being affected by collisions with asteroids.Added fallback handling to separate ships that are stuck inside each other.Sometimes this will teleport the ship a fair distance away (several hundred metres to a few kilometres), ending the collision. This clip also shows the random teleporting that happens while things are colliding - in this case, when the Heron has almost shaken itself to the edge of the model, it teleports back to the opposite end.the Barbarossa at the very bottom of the screen). Also note the bouncy icons of other ships (e.g. An external view of an L-L collision, again with frame rate in the low double digits while this happens.

capital ship simulator

Capital ship simulator code#

This is what people have been reporting with proximity affecting frame rates, presumably due to collision code issues. See also how the frame rate remains low throughout the "collision" and instantly returns to normal once you're spat back out and clear from the immediate vicinity at the end. Interestingly it doesn't seem to happen every time. This also tends to happen near station modules, and will persist until you're clear of the object.

  • Notice how the frame rate absolutely tanks in the moment before collision.
  • This is a very glancing collision, showing that you don't have to be visually intersecting or evidently stuck in geometry for this effect to happen.
  • (Also a previous version of this I had on an old save, I added aircraft hangars as I play with Arma Armatura which has frigates and destroyers that can land on carriers and resupply/repair. This build allows it to brawl effectively against most fleets you'll find with support from my other frigates and destroyers as well as giving excellent long range support and creating the metaphorical hammer to the fleet that I was craving, all at a cheap logistical cost Granted, it's still an Atlas, and even with the heavy armor it still doesn't take too much of a beating, but it's at least good enough in case it gets caught out. The rest of my points I put into flux and capacitors. Then iirc I built in reenforced bulkheads, flux distributor, and heavy armor then added something for long range ballistics, can't remember the name of the hullmod.

    Capital ship simulator mod#

    Idk if it's really the best choice, but for a "daily driver" fleet, I use a custom Atlas MK II with two large HE triple gunned batteries from a mod (Armiger cannons, I think dokr Tahlan iirc), two hurricane MIRVs for the large missile slots, two dual flaks in 2/4 of the medium ballistic mounts, and mini flak cannons in all the small ballistic slots. By far my favourite ship in the game right now. A Champion would be incredible in that fleet - it's decently mobile, tough, has good flux and OP stats, great mounts (1 Large Energy and 1 Large Missiles, both front facing), decent PD coverage, and isn't super expensive. It needs Auxiliary Thrusters to function though, because it just refuses to turn, but is tough, has good mounts, flight decks and Burn Drive similar to the Onslaught's, making it deceptively good at closing the distance.Īlternatively, you can go the all Cruiser route. My personal favourite for a Capital is a XIV Battlegroup Legion - it has 2 Large Missiles in front, which makes his entire frontal arc a deathzone to basically anything with shields down/with no PD. Onslaught would be good, just keep in mind it'll need an escort, cause it can't defend itself from flanks - would suggest Auxiliary Thrusters if you can fit them in, really makes the ship way more responsive.













    Capital ship simulator