Avorion

Avorion

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cptn_scarlet Sep 9, 2018 @ 11:36am
First carrer build
I have just built my first carrer, but I have not yet equiped it with fighters or miners as of yet, still smoothing out a few kinks on the carrer it's self, on short bursts of speed it breaks fine but on full chat for longer it's still alittle flotey for my liking but I may have to put up with that as it's not a fighter after all. As carrers go it is only a small one with ( 8 ) upgrade slots but it will do as my first starter carrer.

I don't want to make my own fighters and miners and so on as I am going to use those you can get from fighter factorys near the core,. I am playing S / P. with no mods.

The question I would like to ask is : -

Do I need to look out for anything in particuler in setting up a carrer, or is it just like setting up your turrets, fill the slots then assign it a key ?

What do you have to do to assigin a squadran group ?

Do I do this seprate from the binding key or make up a squadren then bind them to a key ?

Is there anything that I should be asking that I am unaware of at this time ?

Thanks for any help you can give out.
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Showing 1-15 of 27 comments
Chaoslink Sep 9, 2018 @ 6:57pm 
Not entirely sure if there are hotkeys for them, but just like torpedoes thre is a separate tab in the ship menu. Under that, you click new squad to create a new squadron. You're limited to ten squadrons of 12 fighters max for each, 120 fighters total. Each squad can be given an order, so you want to keep miners, salvagers and fighters separate else your miners will go off with your fighters and attack the enemy. Otherwise, controlling them is as simple as selecting a target as normal then clicking on the squadron icons along the left side of the screen and selecting the order type from the pop-out list (similar to turret groups and autofire/defensive settings).

Its all somewhat simpler than I feel it could be. It would be nice if something like CTRL+1 and such could select the squadrons quicker or something, but as of now I don't know if there's hotkeys for each order.
cptn_scarlet Sep 10, 2018 @ 1:54am 
Just like torperdoes got ya.

12 birds per squadron and keep fighters / miners / salvagers, separate.

120 fighters = four squadrons of fighters 4 x12 = 48, four squadrons of miners so that's another 48 and two squadrons of salvagers = 2 x 12 = 24 , 120 in totel.

Or any other combo I would like to set up. Sounds about right to me.

And no hot keys, well that's a bummer even torperdoes have a hot key, perhaps we should lobby for a hot keys for squadrons,

Thanks for that.

Can anyone else add anymore info to this ? Or is that it in a nut shell ?

Oh before I forget, though I am not playing with mods, there will be players out there that will be playing with mods.

I have heard about carrer mods if you would like to add that info here too, as well as to where to get them, and installation instructions, I am sure that someone will ask about them sooner then later.may as well have all the infi in one place.
BOYCOTT Sep 10, 2018 @ 2:43am 
shift + the squadron number is the hotkey if i recall, i wouldn't bother if i couldn't use drones by keyboard only.

all the hotkeys are displayed somewhere, maybe if you hover over the buttons, i recall there being a hotkey for every action related to drones.
cptn_scarlet Sep 10, 2018 @ 3:11am 
Intresting .

B.T.W. You can check out most of what keys are used in the game by looking in the key re-binding settings in control settings.

Come to think of it I do remember seeing something about squadrons in there ! I will have to check it out next time i'm ingame.

Thanks for that.
cptn_scarlet Sep 10, 2018 @ 3:40am 
Originally posted by Too-DAMN-Much:
shift + the squadron number is the hotkey if i recall, i wouldn't bother if i couldn't use drones by keyboard only.

all the hotkeys are displayed somewhere, maybe if you hover over the buttons, i recall there being a hotkey for every action related to drones.


You are right in what you say. The default keys are : -

Command squad 1 = Left shift + 1
Command squad 2 = Left shift + 2
ect, ect, up to :- Left shift + 0 which is 10
Then you have :-

Squad Attack = Left shift + A
Squad Defend = Left shift + D
Squad Return = Left shift + R
Squad Collect = Left shift + C

These keys can be re bound in comand settings re bind keys.

That sould make life a little easyer all round.
BOYCOTT Sep 10, 2018 @ 4:50am 
we really need the rest of the flight controls (just basic directions) as well as target whatever is under the reticle to be in a good spot for hotkeys though.
cptn_scarlet Sep 10, 2018 @ 9:06am 
Originally posted by Too-DAMN-Much:
we really need the rest of the flight controls (just basic directions) as well as target whatever is under the reticle to be in a good spot for hotkeys though.

If by that you mean normal flight controls of your main ship and not those of a squadron ( which is the way I am reading it as )

IF like me, you are left handed, then all the controls are in the wrong place and hard to get at, that's why I have re-maped all of my keys.

My setup is :-
Mouse in lefthand buttons unchange,
But as for strifing left & right they are now maped to the left & right arrow keys,
To go forward is now the up arrow & back to down arrow,
To boost is the end key,
To go up & down is now page up & page down,
Wepons on / off, are on the number pad and the next targit also on the number pad + & - keys.

This way I am not trying to tie my self into knots trying to ge to the right keys

This puts the most used keys to the right hand side of the keyboard this also inclueds the
( shift + what ever key ) from the lift shift to the right shift.

I gues what I am saying is, if you're not happy with your normal default settings then change them to somwhere you will be happy with them.

If this is not what you are getting at, then I am sorry for babbling on so much.
BOYCOTT Sep 10, 2018 @ 9:10am 
we have all the standard controls you'd need/expect from a flight based game except for one, i believe pitch forward and backwards is the offending axis.
cptn_scarlet Sep 10, 2018 @ 9:24am 
Ha right pitch !

Well that one you can not re-map mouse only. push mouse forward pitch down and back to pitch up.

I think you can invert this action however but don't quot my on that one.
CoinSpin Sep 11, 2018 @ 12:24pm 
I've mentioned this elsewhere, but since this is a carrier build... If at all possible, find and install the Carrier Command mod. You will not regret it, one of my favorite mods to date. Saves so much micro-managing of fighters like salvagers and miners, lets them behave more autonomously so you can concentrate on the big stuff.
cptn_scarlet Sep 11, 2018 @ 7:21pm 
You say micro - managing, so what can I expect with not useing the carrer mod ?

And when I do get to that stage of banging my head againce a wall, where can I find the carrer mod and what do I need to do to insall it,

I have looked in the workshop but only found a discusion on carrer mod that no longer works with the newer up dates. But that is what is being said in the workshop. There could be more then one out there so I would not like to get the wrong one.

So if you could point me in the right direction I would appreciate it.
CoinSpin Sep 11, 2018 @ 9:58pm 
Well, micro managing as in... If you have a squadron of salvage fighters, and you want them to dismantle a wrecked ship, you target it and tell them to attack. They attack, manage to break the ship in half, it's still 80% intact but in 2 pieces, yet they got whatever "core" block the game engine decided was for that ship, so they think they are done. You have to keep targeting smaller and smaller wreckage and telling them to attack. With the Carrier Command mod, you just set a few salvage options, and when the salvagers are engaged they will auto-attack any wreckage in the area, constantly auto-targeting new pieces until nothing is left in the sector. Similar for mining (they will seek out any rich asteroids, or you can set them to mine every asteroid in the sector), attack ships will auto-attack enemies, etc.

As for how to put the mod in, it was a little challenging but my friends and I managed to figure it out. If you google "Carrier Command Mod Avorion" the very first link shown is the best topic on the mod. It provides links for downloads (and for the ShipScriptLoader resource mod, which you need to use for Carrier Command). Whenever installing, use the latest version if you are on the beta build - we're using beta and the mod works just fine.

One note - I believe it has to be on the server if you are playing multiplayer, but I am not 100% sure on that part - anybody out there know if that is the case?
cptn_scarlet Sep 12, 2018 @ 1:08am 
I see what you are getting at now. And I will be screaming at the end of the day if I have to target every rock and peace of scrap out there. Time to hit google then.

One question thuogh, when I do manage to get hold of, and install this carrer mod, will it work with the current game I'm playing , or will I have to start a new game to take advantage of it ?
cptn_scarlet Sep 12, 2018 @ 6:28am 
Ok I have a new question

I thought I would try out my carrer in creative mode to see that it works give it the full crew got some piolts and miner fighters whent to send them on there merry way to mine a near by astroid and all I got was fighters can not get out of hanger blocks in the way.

I have one side of the hanger open to space but not the other side, on that side I have the assembler block and other inturnals.

So do bolth sides of the hanger need to be open to space for them to work ? having seen and looked at those on workshop I would'nt have thought so, or am I wrong and they do need bolth sides clear to work
Chaoslink Sep 12, 2018 @ 8:41am 
Only one side needs to be open, but nothing can be in the way. Some ships have decorative lights on and in front of the hangar that the game counts as blocking it. Select the hangar in the build menu and ensure that one side glows white.
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Date Posted: Sep 9, 2018 @ 11:36am
Posts: 27