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WijkagentAdrie

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Everything posted by WijkagentAdrie

  1. WijkagentAdrie

    combine harvester

    Unfortunately not, I wish it did
  2. WijkagentAdrie

    combine harvester

    Speak no more! 0.7 fixes finally allowed me to finish this It's got rear wheel steering so the turning circle is really tight Adrie
  3. WijkagentAdrie

    0.7: Cheerful Characters (14/02/2018)

    You've absolutely made my day, and I've heard from other players that this is exactly what we were waiting for All my top priority bugs that made playing nearly impossible are fixed, and on top of that there's some very nice new content! Well done and thanks for the hard work everyone! Adrie
  4. WijkagentAdrie

    Tech Talk, Server/MP Theory Performance

    I'm all against automated clean ups. I'm not really sure how having items laying about should increase lag as the amount of objects (trees, dozens of different types of plants, seashells, sea plants etc.) are already present. The total amount of rubbish items only accounts for up to roughly 5-10% of the loaded game items in my experience. Unless there is a difference between pre-spawned objects and dropped objects (how would human planted plants be seen?), I don't really feel this is a problem. Adrie
  5. WijkagentAdrie

    Steamer Tug Boat

    Nice details, I really like the anchor chain! In my first ship ever I've used the same storage/door system, but instead of using iron doors I used the powered Iron doors so you can unlock/lock all storage with the flick of 1 lever instead of having to lock/unlock every hatch individually
  6. Hello everyone! [tl;dr with raw numbers is below the pictures] As one of my 2 new upcoming ships I'm working on will be a fast sail yacht, I've been doing loads of tests on the sail engine mechanics. One of the developers that was at Gamescom told me that for cars, there is a maximum amount of engines per car. After that any additional engines won't make the car faster. Based on that I did tests and found out that this is also true for ships. My test setup consists of a barrier, a blocked wall to see relative distances and a targetplate. Shooting the targetplate will move the barrier blocks 500 units towards the sky. So when I first put both ships against the barriers with full throttle, I can get a fair start to get accurate measurements. For accuracy I also did the tests in multiple directions to see if the wind was of any influence. Anyway, the tests I've ran and their conclusions: Small masts vs. Large masts: Small masts only give 60% of the speed of a large mast. To count your total "amount of sails" you have to multiply the amount of small masts times 0,6 and then add the amount of large masts. For example, 3 small masts + 2 large masts will give me 3 * 0,6 + 2 = 1,8 + 2 = 3,8. Small ship vs. Large ship: Small ships and large ships both have the same speed with an equal amount of masts. The top speed for large ships is however higher. On the other hand, the small ship accelerates way faster than the large ship with an equal amount of masts. The maximum amount of masts: Assuming large masts count for 1 and small masts only count for 0,6, small ships reach top speed with 4,6 and large ships reach top speed with 5,6 masts. Any more than this will not make your ship any faster. Although the large ship's top speed is higher, even with the extra masts it still takes maximum view distance for the large ship to catch up with the small ship due to the small ship accelerating a lot faster. Mast placement: It doesn't matter where your mast is placed and with what rotation. Even flat on the deck it will work. Wind direction: Wind direction penalty is the same for both small and large masts. Weight: Only the ship size will determine the weight. Even if you build a massive marble cube on your ship, it will not be any slower than a ship that's only a mast, a hull and a helm. Engines: Steam and Ylandium have the same power output, The maximum amount of engines: For the small ship the maximum amount of engines is 4, for the large ship it is 5. Engine top speed is higher, even if the sail ship has the wind in it's back, both with maximum engines. It is fairly close though with ideal wind. I hope these numbers can help you guys make your ships more useful and economic to sail When you want to go fast on coal it's gonna be expensive in the long run, whereas if you're just running one engine vs one sail I think I would go for the engine instead as you will be faster in all directions. If there was a way to control the wind I could measure top speeds and accelerations more accurate, but until we can I guess this is as accurate as it gets Adrie
  7. WijkagentAdrie

    [SPOILER ALERT] Numbers on ship sails and engines

    If you go into the helm(steering wheel) and you hold right mouse button, it will switch all the engines on, and if you hold it again it will switch them all off and go back to sail mode (if you have sails). If you have an engine for other things, you can use the sails to sail and the engine for the other stuff. You can't combine this with the method of switching them on because if you go back to sailing mode the engines will switch off automatically. You're welcome! Adrie
  8. WijkagentAdrie

    Server frustrations

    Do you fancy testing out how the current barriers actually work in a MP game we can set up quick, just for the purpose of testing? If so, you can add me on steam (wijkagentadrie / Wijkagent Adrie) I also probably know which fort you mean
  9. WijkagentAdrie

    Server frustrations

    I've built this little house here, and I've built a Maunsell fort (a UK WW2 air defense fortress). The Maunsell fortress was constructed out of steel blocks, so survival wise not economical at all. The house you see in the screenshot fits in the 30x30 range that was confirmed by the devs for the barrier size. However I found out that the actual size is 30x30 units, and one block is 0.375. There for this house could be expanded in all directions, maybe have a pier like construction attached to a manmade island? Also, I believe that at the moment ships aren't protected, even when inside your barrier. It's sad that we can't make massive gates ourselves as building a dock still leaves your ship partially exposed. Maybe if you place lockable doors on the sides that need to open for the ship to get out, you can make it safe
  10. WijkagentAdrie

    Server frustrations

    Wanna be my neighbor?
  11. WijkagentAdrie

    Server frustrations

    My strategy exactly, I just tend to build far away from any island so nobody will accidentally find me and I build on wooden poles instead of make my island I'm also looking for a server to join as soon as the server/community gameplay becomes fun
  12. WijkagentAdrie

    Server frustrations

    As soon as MP is working reliable I think this game is gonna get so much more players and communities I can't wait! Regarding the problems, for the players it's mainly resources (including space, as there's not much space for a larger playerbase), griefing and performance. Hosting wise being an admin isn't easy now, it's all manual labour to get everything sorted.
  13. WijkagentAdrie

    Shovel to flatten terrain tiles at non horizontal

    I believe a smoothing tool was already confirmed, however this could be nice as well
  14. WijkagentAdrie

    Sneak Peek #44

    Cheers for the answers! Got any sneak preview/info/rumors about flying vehicles?
  15. WijkagentAdrie

    Shipbug

    When copy pasting any vehicle, any unpainted blocks will turn white I've noticed!
  16. WijkagentAdrie

    Sneak Peek #44

    Any updates in 0.7 for the barrier, and any new larger doors/other new blocks?
  17. The oriental roof slope 2x2x1 has a wrong hitbox/collider model. It currently thinks it's a 1x1x1 sized block in the editor. You can place them into eachother (without freeplace), and because of this it's really hard to make good roofs because there's no blocks to place against.
  18. Hello, Already posted this in the 0.6 bugs thread, but this is apparently still persistent. I thought it had to do with my old map being from a few patches ago so I started from scratch on a new map. What happens: I'm building a ship. Save the game, close the entire game, start the game, load up my map, and certain blocks are moved/clipped into eachother, others have lost their paint. This happens mainly to blocks whose movement/placement I have undone (using ctrl+z), which i have deleted or which I have moved using the move tool. This all happens in the editor by the way. The end result is again a lot of lost time Here's my savegame + logs: NEW_SHIPTEST.txt output_log.txt output_log_clean.txt
  19. WijkagentAdrie

    RESOLVED [YLD-8038] Corrupted save/ship

    Thanks a lot! This is gonna make my life so much easier
  20. WijkagentAdrie

    Dev Diary #26

    I use doors on their side for that! Works really well!
  21. WijkagentAdrie

    Engine Power?

  22. WijkagentAdrie

    Editor is almost unusable at the moment

    Is this specifically with cars and ships? I've never had this happen on anything else than ships or cars (where it happens all the time).
  23. WijkagentAdrie

    Adrie's server

    Hello guys! I've decided to host a dedicated server so we can start trying and enjoy the multiplayer experience. You can find the server in the list, it's called EXPLORE and the host is Wijkagent Adrie THE BOTTOMLINE IS TO HAVE FUN TOGETHER AND TEST THE GAME! PASSWORD IS HIDDEN IN THIS POST, IT'S 7 LETTERS WHICH ARE BOLD, UNDERLINED. THEY ARE IN THE RULES SECTION. https://discord.gg/a2NxZqG As there is a finite amount of space and people tend to destroy nature we will start with a fresh map every now and then - I will announce this. This will likely be whenever new updates require us Like in Dayz, please don't get too attached to your gear and the stuff you have built, there will be bugs, problems, accidents and the occasional fresh map change. There will be events (pvp? boatrace?) every now and then, also I'm looking for people to do tests with, for example comparing speeds for different sail setups on boats. Server hosted in Germany. Because I can't be on 24/7 policing the server and because there is a finite amount of space there will be a few rules and a password which you can find in this post (Find all bold letters, it's 8 in total!). I hate serverrules and admins as much as you do, yet to keep it fun for everyone they are necessary. Server rules: SPAWN ISLAND BELONGS TO ALL OF US, PLEASE KEEP IT NICE Please put signs at your place! This prevents confusion as to what is yours and what isn't. Don't destroy all trees/crops of a certain type, especially on spawn island, Don't build too close to other people, if you want to do so ask the neighbors first, Don't claim large plots of land, discuss this with me first, Don't do large "terraforming", No stealing, but please don't leave your stuff for grabs, Mild swearing allowed, don't get personal, Explosives: I understand you need these for weapons or to destroy parts of your own buildings since there won't be an annihilator. Please use the appropriate power for the task and don't stockpile too much explosives as you'll end up on my terrorism suspect list PVP only on/around the PVP island. PVP includes, cannons, players etc. Don't shoot INTO the PVP area, also don't shoot OUT of the PVP area. PVP area is fair game, griefing, "terraforming", swearing etc. allowed. Wanna try to stresstest my server with 1000 tnt? Go ahead! Keep it there however. PVP island is the island which is 2 islands east from the spawn islands. I've surrounded it with pirate flags to let you know you're there. Picture of PVP island: This is my server, all rules & decisions I make are final. I intentionally left the rules vague, common sense should prevail. Always remember we are just testing the game! That's it for the rules! I hope to see you all soon!
  24. WijkagentAdrie

    Adrie's server

    I'm expecting to go online in 0.7 again, or as soon as there's an improved barrier so the people who want to can have some fun
  25. WijkagentAdrie

    Dev Diary #25

    Brilliant, one of the worst bugs of the moment fixed
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