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This is very troublesome. As it is impossible to plan this way how much hyperfuel the player has, how much jump is left. (The hyperjumps available on the "map screen" is also not working. I had 25 shown. I jumped 5, then i had 12 left. And from there on... 12 jumps remained, after i performed 21 jumps. The last 4 without any hyperfuel available or in the hyperdrive)
Just checked this also affects the normal hyperdrive.
I filled the hyperdrive. Initiated a jump, it consumed before even jumping away ~0.5 hyperium. Then i powered down the hyperdrive. The 0.5 hyperium is now lost.
Checked your bug reports.
Regarding Hyperfuel it's because the hyperdrive has a set amount loaded into it, which is not shown anywhere. Once that last amount runs out the hyperdrive will be truly out of fuel.
Regarding turn lengths. When the game is loaded the turn line is updated to the right spot once the game is resumed. This causes an immediate jump of the line but it's just updating the line to where it should be.
Did you notice these jumps during loading of games or? That could explain the effect. Otherwise we have not seen them be random in some way, at least so far. =)
The yellow bars show the hour of the day and the blue line the turn. If looked at it carefully sometimes the turn jumps from evening to the early hours of next day. In this case the blue line will be in the beginning and the yellow bars going up in the end. This might look like a long "distance", which could cause confusion.
That's one way I saw that could cause confusion but indeed the blue line jumped from end of day to early hours back to the left side of the bar. =)
So the hyperdrive has a hidden compartment?
And the actual amount stored in a hyperdrive is inventory(overview)+loaded into the drive itself(which is invisible)? -> because this seems to be a very annoying mechanism.
But even this explanation does not explain, that if i have 25 hyperjumps available, how come after completing a series of jumps i have only 12 left(as per the hyperjump info about jumps remaining) and then can perform 21 jumps, and could still go on? If i dont have any hyperfuel left at all. (edit) So perhaps if possible it would be better to show the overall hyperfuel present, both the one currently in drive, and the one next to its store compartment.
Regarding the random turn lenght no.
It does not happen only after loading a save.
It happens continuesly. One turn is 7 hour long, the other 30 hours long, then 9, 8, 12,16,24... whatever the random generator drops.
Just monitored for 3 days. A turn length was anything from 6 hours to 9 hours.
Whereas it should be 7 hours? (Though i had one 14 hour spike as well.) The long "blue line" jumping does not really matter, because i can see the number that in which hour we are at. As it shows on the right side in european format (00-24).
(edit: i though i hit the post button here. But since i did not i started to perform a bit of testing.)
Gonna write down a pattern. First blue line at 01:00.(when it reaches 01:00 start it shifts to next one). Second blue line at 08:00-> 15:00->22:00(initiated jump and saved game before jump, did not load)->10:00->15:00->22:00->05:00->should be12:00(is present, initiating jump at 10:00)-> but instead it is 17:00->now it is 24:00 again.->07:00->14:00->initiating jump at 15:00->jumped 2 systems now the turn counter is at 24:00.
Now did a jump 10-> turn timer advanced to 01:00
Now did a jump 8 -> turn timer advanced to 04:00
Did a jump of 4 ->turn timer still at 04:00
Did a jump 2 -> turn timer advanced to 08:00
Did a jump 3 -> turn timer further advanced to 10:00(or 11:00 this is hard to decide).
So the turn random length seems to be tied to not just loading but to also jumps.
As jumps have different distances(graph line wise) i am likely unable to figure out how the "new turn" adjusts itself after each jump.
But technically this means, that when i jump between multiple systems, and only take a short stop, like trade once or twice it is entirely possible (to shorten or) to lengthen a turn.
edit: So just to clarifcy, i actually thought i hit "post" and that is why there is two different approaches about the random turn length.
I did a bit of a testing and as i mention it seems that not just loading, but performing jumps also changes when a turn is supposed to end. Not sure if this is normal/expected behaviour or is an anomaly.
I'm not sure if the first turn after landing may be a bit shorter or longer but I don't think it can be 20 hours or something like that. Could be wrong but haven't noticed it.
I do not know the algorythm you use regarding these things, so i cannot tell all i can tell is about my experiences.
For most of the time for me it is not shorter, turn wise but longer. As in it seems as if a turn was "skipped". Like like you can see in the above, where wrote down how the "next turn" times get usually pushed further and further back. So most of the time it does not get shorter but actually longer. (Very rarely i see a 4 or 6 hour turn.)
The extremely long turns (which actually can be benefitting later in the game) was not that common, interestingly i just encountered this during the start of the game. Where i had the ominous 32 hour long turn. Funny thing with that was i was not even able to jump yet. (I was waiting for a ship to jump in so i can buy hyperfuel.) It was also thereafter not long later i got the 24 hour long turn as well. At this time it was definetly a major hindrance, since whereas ships move based on turns, my people consume food and O2, and the ship consumes energy based on hours:)
I did an AMS start. But it is also entirely possible something bugged out somewhere around the start. The shuttle i liberated form my AMS mining station, has been carrying a dead body for a long while. Considering that i have not taken any prisoners, no refuggees, nor crew members died, this seems really strange. (The dead body is in the passenger compartment.)