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I suppose the real question is what the system specs are, and how loaded the CPU/GPU is where you have that issue.
If you go big enough utilizing non-modded blocks, there will always be lag.
MY RIG
NVIDIA GeForce RTX 2060
Driver version 511.23
Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz
27.94 GB RAM
resolution: 2560 x 1440, 59Hz
On PCU count though, everything you listed is possible in a single build for reasonable PCU. To me one of the most important skills in SE is being able to scale a build to the right size for performance, vs having the impact you want it to visually. Aragath from the SE dev team is really good at this, a lot of the intro vid ships look huge, but really they are just very well designed to give that feeling of scale, with a very low amount of actual blocks.
Its one of the reasons i always start with thee hull shape, and a refinery next to it to show me how big the largest production block is. Il generally make more interior space than i need to be sure. Doing it this way if i see physical shapes going too high, or its just overall too big, i can scale it down before adding all the internals. Maybe remove some blocks width, or some length from it.
You also have to trim fat wherever you can, so maybe you have a PMW that uses 4 welders to weld the rounds.... can that be done with 3 or 2 welders You have 20 thrusaters in each direction... is 18 really gonna impact it that much, and could the hull shed some weight to compensate.
Anyways hope some of that rambling helps :)
We can go over but the world Perfo will start going down faster when building a Mothership over 100 blocks long.
+ Important
-> We must keep an eye on the Physical Shapes limit in the Info Tab of the grid Terminal for not going over that PS limit because we lose the ship going over, it becomes a "ghost" and nothing can be done to fix.
Physical Shapes = Game limit per Grids, so what the game can support on one grid and I can tell the FPS and Simspeed will drop a lot playing with Mothership close to the PS limit.
= You will be able to go bit over 100 blocks long, but keep in mind the good Perfo range is 100 blocks long.
This one I made is not bad at 160 X 75 but the Simspeed starts to go down only when walking inside cause the interior is completed with Ships, Hangars, Bed rooms, Living rooms, Medic rooms, Airlocks, Stores, etch ... :
https://steamcommunity.com/sharedfiles/filedetails/?id=2738290787
Edit
We can complete the interior and still have a good Perfo on 100 blocks long Motherships.
Agreed. Turn the pcu limit off in options. You'll get a lot further with your build ideas.
I don't get stopped by PCU limits. I've been attempting to build the same idea you're trying to build. A mother ship that does everything.
My computer is approximately 8 years old. I have yet to be stopped by PCU limits. I turn them off. I think what happens when pcu limit is disabled is lag only starts to happen when our build has actually reached a size our computer is struggling to handle. The option for PCU limit seems to decrease what our computer can actually do by a lot. Turn that option off.
However if not being able to build a capital ship that moves like a fighter is a deal breaker for you then I get not wanting to play anymore, I'm just not sure it's really a problem the developers can help with.
https://steamcommunity.com/sharedfiles/filedetails/?id=2271251547
= Those needed blocks will add to the Total Mass of the ship where it will not be able to jump at some point cause the mass is going up the more Thrusters, Gyros, Reactors, Jump Drives we add.
Especially with the new hydrogen bug from this update that makes previously stable ships unbelievably laggy, large hydrogen thrusters being viable would massively help. I wish there was at least a mod for this, but I couldn't find any.
I had a 20k block ship that before the update brought sim speed down to 0.90 when it moved, which was completely fine, but now it brings it down to 0.08.
this is literally it ! i don't think i could have nailed the positive feedback loop there more accurately. I absolutely adore this game but I think until either a) my pc is better or b) the game is optimised, i'll hold off. and I think with the way cpu's and gpu's are going option A might be more feasible. But im defo keen to keep up with updates and creators :D
Fighters are fast and maneuverable bombers a bit slower but harder hitting vs large targets, corvettes can clear out Fighters, frigates can take on corvettes, destroyers/battleships cab offer some heavy firepower as glass cannons or tanks, and carriers offer force protection using a large supply of Fighters and maybe some defensive weaponry to keep enemy Fighters at bay.
One of the biggest engineering considerations isn't simply "is this possible?" It's more like "how much can I get away with while still coming in close to budget?" A classic example from Star Wars: the Empire revolved entirely around its military-industrial complex while the Rebellion made use of whatever it could get. According to the Tarkin Doctrine, the Imperial Navy should focus on huge ships to intimidate planets into good behaviour. Most large ships focused on heavy firepower, some shields, and a handful of TIE fighter/bomber squadrons. But this was absurdly expensive for the Empire and lead to massive class inequality, unrest, and more support for the Rebellion.
Meanwhile, the Rebellion went for hit-and-run tactics, using independent fighter squads to fill in several roles, like scouts/interceptors, dog-fighters, bombers (A-wing, X-wing, and Y-wing). Their larger class ships were mostly repurposed diplomatic ships (Corellian Corvettes), stolen from salvage yards (Y-wings and Nebulon-Bs), stolen from the Imperial Navy (the Quasar-class cruiser/carrier from Rebels, for example), or given to them by sympathisers (like the plans for the X-wing). They wanted simple ships that were fast, easier to repair, and allowed them to quickly get out of system when the Imperial Navy inevitably shows up.
What does all this mean for you as a Space Engineer with access to unlimited resources in this game? 'Just because you can, doesn't mean you should." The Empire's massive projects, like the dreadnought class Eclipse Star Destroyer and Death Star(s) were a massive waste of time/resources as numerous smaller ISDs and TIE Defenders could have been build in their stead, securing the Empire's space for decades longer (if not centuries). When you're designing ships, create a concept in mind and then use that concept to set clear limits on your build.
You want a Mothership, so it has to be big. But if you try to have this mothership be good at EVERYTHING, it'll fail (as most overly-ambitious plans do). Instead, set the goal of having this mothership focus on being a carrier built around a super weapon (maybe a railgun or pair of railguns that fire in sequence?). It would need to have a large hangar to deploy fighters (no bombers, as the railguns should do that job) and a smaller hanger for maintenance/mining craft (maybe 2 each?). It should have three reactors, one for each rail gun and another for the engines/daily needs. It will likely need a processing centre and assembly area in the back to produce more ammo. Some close range anti-fighter turrets on the exterior. A crew area with food, beds, toilets. All these things add up to a checklist of sorts. Then you can think about specialty stuff, like maybe giving it more gyros or strafing thrusters to allow for better manuevering with the railguns. It wouldn't be able to do a toe-to-toe with a heavy-cruiser or destroyer, but you can plan
If you want to create a heavily armored ship, you'll need more power, gyros, and thrusters. If you add more power, gyros, and thrusters... you'll need to add more power, gyros, and thrusters to manage that additional mass... and you'll find yourself tumbling down the rabbit hole.
If you try to build such ships in survival, you'll spend weeks mining and refining enough platinum to build your ion thrusters. While it's fun to push the limits of design. Don't expect those behemoths to be playable.