Starbase

Starbase

RagingTeaPot Jul 31, 2021 @ 6:04pm
Is there a way to see your velocity?
I added two new thrusters to the starter ship but because there is only first person in the ship seat I can't see if their working? Is there a way to see velocity and does adding more thrusters actually speed the ship up?
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There are several GPS systems in the game that requires YOLOL scripting and other things. There is one version of ISAN that allows for checking velocity.
https://wiki.starbasegame.com/index.php/Community_navigation_systems
https://wiki.starbasegame.com/index.php/ISAN
Last edited by Galvanized Dreamer; Jul 31, 2021 @ 6:13pm
RagingTeaPot Jul 31, 2021 @ 6:46pm 
Great thanks, Dual Universe needs scripting as well, hopefully Starbase will release a library as not every gamer is a developer.
RagingTeaPot Jul 31, 2021 @ 7:03pm 
Originally posted by Galvanized Dreamer:
There are several GPS systems in the game that requires YOLOL scripting and other things. There is one version of ISAN that allows for checking velocity.
https://wiki.starbasegame.com/index.php/Community_navigation_systems
https://wiki.starbasegame.com/index.php/ISAN

Is there a plan to implement a nav system?
Originally posted by RagingTeaPot:
Originally posted by Galvanized Dreamer:
There are several GPS systems in the game that requires YOLOL scripting and other things. There is one version of ISAN that allows for checking velocity.
https://wiki.starbasegame.com/index.php/Community_navigation_systems
https://wiki.starbasegame.com/index.php/ISAN

Is there a plan to implement a nav system?
I am not a developer, so I am not sure. However there is mention of a new nav system for capital ships in the Roadmap (Estimated Q4), as those require as much due to being completely reliant on teleportation-style warp.
https://www.starbasegame.com/roadmap/Starbase_roadmap_2021_1440p.jpg
Ember Aug 31, 2021 @ 3:48am 
All the code YOLOL code and how to should be on the ISAN Github page. There's a few different designs going for either simplicity or accuracy at higher speeds.
UbioZur Aug 31, 2021 @ 8:10am 
Originally posted by RagingTeaPot:
Great thanks, Dual Universe needs scripting as well, hopefully Starbase will release a library as not every gamer is a developer.
I don't believe Starbase will, but most projects are opensource, and there are several projects started to be a library of source code.
Starbase won't (there is plan to be able to sell precoded yolol chips in the future) but the player base are slowly doing it.

At the moment YOLOL is so simple that it doesn't require many if any knowledge of coding. just problem solving skills and some basic math (And a good searching skills as many things are already done and well documented). Coding knowledge is more for very advance and complicated scripts that get really close to the limitation of the chips (Like ISAN).

Originally posted by RagingTeaPot:
does adding more thrusters actually speed the ship up?
Yes until it reach the maximum velocity of 150m/s.
S†ƴх Sep 7, 2021 @ 3:45am 
UbioZur, are you actually confirming that this game that was made available this year is only 50m/s faster than Spengies 100m/s, made in 2012?
And no mods?
... SkIlLs
UbioZur Sep 7, 2021 @ 5:12am 
Originally posted by S†ƴх:
UbioZur, are you actually confirming that this game that was made available this year is only 50m/s faster than Spengies 100m/s, made in 2012?
And no mods?
... SkIlLs
I don't see the point, nor how a arbritary limitation on the speed after several testing have anything to do with skills.
If I follow your logic, Eve Online, Dual Universe, Star Citizen, Elite dangerous, Freelancer, No Man Sky have more skilled developpers than Starbase (And Space Engineer) just because they can slap a higher max speed to the game?!

And players will always want more speed instead of using the included game mechanics (Or Planned game mechanics for the case of a game in development), because players think of min max while dev think of balance.
DivineEvil Sep 7, 2021 @ 10:45pm 
Originally posted by UbioZur:
I don't see the point, nor how a arbritary limitation on the speed after several testing have anything to do with skills.
If I follow your logic, Eve Online, Dual Universe, Star Citizen, Elite dangerous, Freelancer, No Man Sky have more skilled developpers than Starbase (And Space Engineer) just because they can slap a higher max speed to the game?!

And players will always want more speed instead of using the included game mechanics (Or Planned game mechanics for the case of a game in development), because players think of min max while dev think of balance.
Don't try to argue with a peasant, who evidently doesn't know a fraction of what he's talking about.
russak Sep 9, 2021 @ 4:58am 
Originally posted by RagingTeaPot:
I added two new thrusters to the starter ship but because there is only first person in the ship seat I can't see if their working? Is there a way to see velocity and does adding more thrusters actually speed the ship up?
Another way to see your speed, which doesn't involve adding components to your ship is to head directly away from a Station, then adjust the setting that determines the minimum speed at which you can see Stations. When the Station name disappears, you're not going that fast, so adjust it down until the name appears, and that's how fast you're going.

ISAN speed determination is somewhat flaky AIUI. They were putting in offsets, last I heard...
DivineEvil Sep 9, 2021 @ 9:16pm 
Originally posted by russak:
Originally posted by RagingTeaPot:
I added two new thrusters to the starter ship but because there is only first person in the ship seat I can't see if their working? Is there a way to see velocity and does adding more thrusters actually speed the ship up?
Another way to see your speed, which doesn't involve adding components to your ship is to head directly away from a Station, then adjust the setting that determines the minimum speed at which you can see Stations. When the Station name disappears, you're not going that fast, so adjust it down until the name appears, and that's how fast you're going.

ISAN speed determination is somewhat flaky AIUI. They were putting in offsets, last I heard...
You can also use wrist watch or phone to stop-watch the time it takes you to flip from one distance value to another, i.e. fly straight away from station and start stopwatch when you're went from 4km to 5km away, and stop it when you've went from 5km to 6km away.

That'll be 1000m, which you divide by time and get the speed, i.e. passing 1000m in 8,37 seconds equate to 119,47 m/s. There's of course some degree of error depending on your reaction, but as long as the start delay is about the same as stop delay, it should be reasonably accurate.
Harbingerman Sep 16, 2021 @ 11:25am 
What is really needed is TWR Thrust To Weight Ratio info I was told the game incorporates that and they are changing the Warp Class code anyway so things need more classification. I did note that bigger ships are harder to stop lol so thats a good thing.

My problem is in design seeing thrusters put out different outputs and the reasoning behind this; some say it is to balance the weight distribution on the ship to keep it flying straight; this bothers me and might be very inefficient when you turn.

My thought was to run independant FCUs for opposite direction thrusters; I did this and solved the problem; its like the ship wants to stop when you want it to go; why do I ned to have thrusters on if my ship is balanced; well unfortunately it helps and not every ship will be balanced and when you load ore the ship goes unbalanced as well; I dont know how accurate the rear thrusters aligh an unbalanced ship as in one instance all thrusters were putting out 10000 output and I know my design wasnt balanced.

I still have some things to learn but I would suggest putting a text panel and reading power out of each thruster; easy to do then you can rebalance your ship with thruster output control to be the most efficient. Heh I dont even know if thats possible in yolol but I just thought of it. At least you will have a way to see if they are firing.

I just set the speed low and get out and look; visual inspection is part of pre-flight; I know I was a real pilot once. I even put a shark cage and able to walk back there lol.
Last edited by Harbingerman; Sep 16, 2021 @ 1:16pm
russak Sep 16, 2021 @ 12:04pm 
Originally posted by Harbingerman:
I still have some things to learn but I would suggest putting a text panel and reading power out of each thruster; easy to do...
But needs a lot of text panels, on a larger ship, 'specially if you want to see when your maneuvering thrusters are firing. Or a scrolling display that's more 'indicative' and less 'realtime'.
Harbingerman Sep 16, 2021 @ 1:17pm 
Yep lots of thrusters lots of text well you can put so many readouts on one text too. Thankfully I dont build or use big ore ships.
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