Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The parallax display here can make things sometimes a bit difficult to see. (Parallax = Those layered background graphics that appear to move at different rates and give the illusion of depth, like the background starfield, debris layer, ship layer, planet layer and whatever other layers there are. :))
I, too, get frustrated with a ship "staying on target" yet moving in a strafe-like manner - "Orbiting"
I confess - I don't know how to achieve that as the parallax graphics make it sometimes difficult to see even if I've achieved doing it. :)
You can turn on the Display Handles Option and it provides some extra visualizations of controls, but I don't know if that will help solve the issue.
Some experimentation is in order, I think - I've been able to not worry about it too much, but that may soon change.
(Watching thread for solutions!)
I did cover that in my post. The stationary Station that isn't moving at all - no thrusters - likely struggles to counter my ship's movement :)
The issue certainly seems to be worse with my diagonally-built ship. I've done some more testing and *sometimes* it's bugging out when not in combat also. So, the issue may be more random that I thought, and it was coincidence that the ship's "test flight" went really well, but it's initial combat encounters saw it slow-strafe.
Regardless, on the diagonal build at least, not all the Thrusters are firing - only Standard ones are, not the Large. I might swap out the large for two Standards and compare. It's a quirky quirk.
Edit: Ok, now my Light Fighters are working just fine in combat, whereas they were not previously. Still using that same stationary Station - no Thrusters - to test against. I suspect my initial conclusion - it only happens in combat - was wrong. It's just that it'd only happened in combat up until this point lol. Oh, changing the thrusters on the diagonally-built ship made no difference. It seems to be stuck strafing sluggishly now, whereas it was pretty good. All other flight is great, just strafe sucks - yet it has the exact same thrust potential in all directions, due to four-plane symmetry with the thrusters.
I don't know for sure, but I remember reading that diagonal ships have lower thrust efficiency because of "reasons." Likely due to their thrusters not being able to be fully applied to their axis/direction. (They will be forced to work against each other at some point in that config.)
Dunno if that applies specifically to your builds, though.
In this game no ship ever has perfect thrust symetry in all directions for the very simple reason that there are only for directions you can point thrusters in but more potential directions of movement.
You could be right, though the ship did appear to perform fine during it's test flight when I first brought it into the game. I think it's some sort of bug though, as here's what I see currently - not just in combat any more:
- Move FORWARDS and ALL South-West and South-East Thrusters fire.
- Move BACKWARDS and ALL North-West and North-East Thrusters fire.
- Move Left / Right and only two Thrusters fire NE and SE (Strafe Left) and NW and SW (Strafe Right) - just the Standard thruster in each direction firing, not the large. Still, two standards on their own should be far faster than that.
Note: for clarity in each direction, so NW, NE, SE and SW there are TWO Thrusters, a Standard and a Large. My thinking was the Standard would respond more quickly (it's at full thrust sooner) then the Large comes in to give a good top speed.
As mentioned, I did test with all Standard thrusters - three at each diagonal compass point - yet still only one in each direction fires during a left / right strafe.
This ship's drive systems are symmetrical over four (diagonal) planes, so if it can go forward / backwards just fine, left / right should also be fine. I suspect you're right though and there's indeed some specific quirk with diagonal builds. I'd consider this a bug.
Ok, but perfect symmetry over the available directions in which thrusters can be placed. I've just testing simple Forward / Backwards and Left / Right here. The first pairing works great, the second does not, yet the same number and class of thrusters should be applied in each case.
This build can turn on a penny though, so I need to utilise that strength to get it into position.
Whats the point of such a test when combat is mostly a combination of directions?
For example, an imbalanced design:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889297484
Here I have selected a target and told the ship to orbit to a flanking position. You can see from the thruster flares on both sides that it is struggling to keep position moving in orbit. The half-orbit took 1 minute and 15 seconds to complete. There are 2 thrusters on each side. Adding one or two more thrusters would make little difference; Because the thrust is not distributed across the mass, counter-thrust is constantly applied from other thrusters to cancel undesired spinning, wasting power and significantly limiting speed.
Now an example with balanced thrusters:
https://steamcommunity.com/sharedfiles/filedetails/?id=2889297800
Here I have just moved 2 of the thrusters to the other end of the ship. Still only 2 lateral thrusters per side, however here you can see from the thrust plumes that it is applying more thrust in the direction it is needed and there are far fewer correcting burns from other thrusters. Rotation is purely managed by scaling back the inner-most thruster a tad to maintain correct rotation through the manoeuvre. The 180 degree half orbit in this case took just 20 seconds in this configuration.
Doubling the thrusters to 4 per side, in the imbalanced setup improved the time to 56 seconds, but caused the ship to drift wildly in/out as forward and reverse thrusters kicked in to adjust. In the balanced configuration doubling up the thrusters reduced the time to 12 seconds with a very tight arc inside the designated orbit while maintaining nose on target the entire time.
Having lateral thrusters in the corners gives you the best control, but comes at a cost of protection as well as distance to power sources. It is certainly worth considering in designs though as a bit of extra walking distance with power can be justified if the thrusters are not working as hard wasting energy due to counter-burning. If strafing/orbiting is a problem then it's probably worth looking at rather than just adding thrust.
Yes testing a ship is importantr, but testing for movement in a straight line isnt a very usefull combat since your manouvering in any slightly challenging combat wont be a straight line.
Something is evidently a bit confused with the physics model. The ship did test perfectly fine initially, being fast in ALL directions and able to turn very quickly. I was very pleased with its performance.
Now, I did change a couple of blocks once I added it to my fleet proper - but nothing to do with the thrust, that's unchanged. So I can only assume that one of those other tweaks - just Armour blocks, placing extra / shuffling around Crew Quarters and the like - somehow upset the Physics model.
Regardless, the thrust available in all direction thrust can be applied (until we get diagonal thrusters, if that's ever a thing) is the same, yet the game physics doesn't appear to recognise this.
I'm sure it's a quirk of the Diagonal ship design highlighting some quirk with the physics. The original issue - ships not appearing to use their full strafe ability in combat - is present in several regular ships too. It's only with this diagonal ship though that the issue is (now) consistent even out of combat.
While ship design is of course going to impact how it performs, this appears to be a separate issue outside the control of design. The ship design has everything it needs in order to strafe well, but it doesn't.
Bottom line: Thrust is even is all available directions. Game physics doesn't see this.