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In terms of sizing of spawn areas, im not sure how the size is calculated, i'd assume its meters, and since these can be decimals, i guess they are only using 1 byte for the value before the decimal point, because, i guess that there should be no reason for a larger area, since the Devs werent planning for larger ships of the magnitude you are talking about.
thanks anyway for the additional information, since it helps anyone else reading this.
also, X Z Y makes sense, sicne certain 3d modelling software (especially blender) uses this layout, and maybe its easier for the devs to implement it this way, and their engine probably works better that way.
Same thing with planes and submarines and what not. I guess I think there shouldn't be a limit. I know the devs would have to set one for coding purposes. They should set it so big it would not interfere with anybody building anything. They should also fix the calcs they use. Should be based on displacement and buoyancy not just how buoyant a closed container is.
Anyway, ranting now. Thank you for the help
So I just stumbled upon this post and this is exactly what I've been wanting for months now. I went into the .xml file and changed the build area to be the sizes you put here. It had NO effect ingame, so I read further and saw someone mention that you need to change: grid_size="2" to grid_size="0". I did that and it works! The editor size is about twice as large now.
However, spawning certain vehicles inside the edit zone causes the vehicles to have a physics melt down and the ships will literally go spinning and flying into the air and they won't stop spinning and flying around.
I tried shifting the edit area south just incase the engine was doing it based off of some sort of terrain collision, but no matter where I shift the edit area, certain vehicles will still go flying and spinning as soon as they spawn.
I say certain vehicles because it's not every vehicle. It doesn't matter how large or how small they are, some go flying and some don't. All of the vehicles work fine if I swap back in the original island_15.xml file. I have no idea what's triggering it. I can't seem to find anything tell-tale in common with the affected vehicles.
Do you have any idea what could be causing this or what I can do?
I've seen a fair amount of what you are referring to with the ships spinning out of control and what not. Something would have to be causing a collision for that to happen. My best guess would be the bottom of the edit area box is going through the ground below the sea level. I'd try moving the box up so bottom of edit box is touching sea level.
but you can move the spawn area, though ive not experimented with that.
At 418', it's a safe bet to say you're building a National Security Cutter, which happens to be what I'm working on as well.
I eventually realized that even though my model wasn't clipping the ground, the build area was which still rendered a collision for some reason. After raising the build area, I don't have any issues anymore.
th game doesnt seem to be very good at handling larger and more complex ships, also, a 32bit program can ONLY access 4GB RAM, the OS handles paging, as far as the program running is concerned, it is alwayus using RAM despite the fact the OS could be putting its RAM 'pages' on the HDD, no program has access to the physical ram, rather a remapped virtual address space supplied to it by the OS, the OS then maps these virtual addresses to physical addresses, be it on the HDD or the RAM.
could be your CPU? cant handle the larger ships on one thread (im pretty sure this game doesnt care how many cores you have... sucks for me on an R7 1700)
maybe give the game a bit of time to load stuff in before trying to spawn the ship?
But yeah, idk what the program is attempting to do when I click spawn
I've had a few issue switch ships.not loading Inthe past, not sure what causes it, one minute they load, I make a few changes, try to load it and the game crashes every time, it could be the save XML getting currupted for the ship, but, just a guess.
I'd wager that having AMD is your issue. Before I joined the Coast Guard, I was running an HD8350 CPU with an R9 390 and 16gigs of DDR5 ram, which was a pretty damn good rig by AMD standards at the time. I couldn't get a decent framerate in anything to save my life.
Last year I did a full rebuild to an i7-7700k with a GTX 1080 FE. I got anywhere from 5x to 30x better framerates in every single game I played, and the rigs were pretty equivalent on paper as far as stats go. For example, trying to play Squad on my old rig, my framerate was between 6 and 25 frames on the lowest settings. Once I upgraded, I get anywhere from 50 and 144 frames on max settings depending on what's going on.
As far as Stormworks go, the game seems to use only 1 core of the CPU for rendering physics which is terribly inefficient, but I could be wrong about that. Hopefully as time goes on, they'll figure out their engine and these issues will be ironed out.
lets not start bashing AMD and intel here, as far as current gen stuff is concerned, ryzen and 8th gen intel stuff perform on par, the R9 380 for its time was a rival for the GTX 970. I'll also add, ive got an intel gaming laptop with an i7 8850h and GTX 1070, so im no fan either way, i just go for what hurts my wallet less.
but on a serious note, optimisation is something that should be considered, since i seem to get far more consistant performance on my intel system, most likely due to the GPU, since the game renders using openGL, AMD should theoretically perform better than nvidia, all depends on the development systems that the devs are using, if they are souly nvidia systems that, i expect the game to run better on nvidia hardware.
Rubbish could you say how you found it was file 15? Someone tell you where it was? You found it yourself? Sorry it took awhile to reply
Ultimately, it was just trial and error, i could narrow the search down a bit, and from looking through other islands, i became familiar with the XML structure for edit zones, and knew i was looking for an island that had an edit zone with a default vehicle, so i started from island 1, in notepad++, ctrl+F'ing the default vehicle string, obviously i didnt know the name of the default vehicle, but i knew it would be an abitary length character string, so a regular expression could be used in its place, and i eventually came accross
-- UPDATE --
Just checked the files, island 15 is still the creative island, and although it has changed, it is confirmed by the string