Ok after messing around, viable KEW sizes are as follows: radius 200 - 3 engines, radius 300 - 25(!) engines and 400 - impossible. EDIT: fixed the 300 mark
Just got back home with a computer, so didn't had time to check the whole thread yet, but i observed that if you got a problem with the Beta Youtube video, the UI crash. Small explanation : my FAI and Youtube don't like each other, so youtube limit the available bandwidh. This usually translate in numerous problems with every youtube content. When i try to watch the video, either it start and then stop because no more data is send by youtube, or don't start at all. In game, the first case usually result in a crash of the UI (coherent UI crash), the second in huge slowness. This problem will be very common in France at least, as my FAI (Free) is very popular there.
Telling a group of engineers to move on another side of the planet ended up having them facing the wall and not doing anything else. I guess pathfinding needs some work
I don't follow you. What is under a build tree? Halley/engine is advanced tech. system tray is what you see in the top right corner when you zoom out of a planet and get the solar system grid.
Yeah I experienced longer loading times both with initial simulation startup and upon returning to the game after changing the screen edge-scroll option. Everything has worked for me thus far though I haven't played for more than 20 min... at work :/
A bit disappointing to see that the planet survived after an impact with an asteroid. There was a huge explosion and a massive crater left at the impact site, but no "ultimate annihilation". I hope exploding/cracking planets gets implemented at some point.
The new fullscreen is nice, but it somehow doesnt seem to work like the fullscreen scripts previously used by myself and others. The difference is that it flickers massively when I clickoutside of the PA window. So my setup has 3 screens and PA is in the middle. When I leave the PA screen and click somewhere outside of it all 3 screens turn black for maybe 500ms or so. It's kind of annoying in my eyes. With my fullscreenscript (which sets the window to have a small border and sizes it to "fullscreen", so borders are outside of the visible area, it did not happen.
Yeah, probably they will. Could have been that I used the smallest planet size. If someone would kindly test how the explosion works with planets between radius sizes 200 - 300 (please note: 300 takes a whoopping 25 engines to get moving so I can't really recommend anyone to try this).
How do you turn them thrusters on? I built two of em but couldn't do anything with them. Will there be a way to navigate them around the system or is it all done by eye and lining them up? Cheers.
It seems you can now build adv mex over basic mexs and debris. However when building over basic mexs you end up with an adv and a basic mex on the same spot.
Hi there, first off, great build, huge performance improvement ! second .. got already two games (one just about 5 mins ago) where everything stops .. u are able to move the camera around but everything is like paused and the game won*t recover from this pausemode :-( in one game earlier today I got an error with selecting units .. I was not able to get rid of the selectionbox on my cursor .. couldn`t select anything with it either so I had to close PA with the taskmanager.. naval units face in the wrong direction while firing (again .. think this was fixed already) pathfinding seems to be a little worse than before keep up your great work .. and get some sleep sometime ;-) greetz, moldez
Zoom out to the system display, look for the moon on the system tab, if you have all the thrusters required for annihilation it'll say "Ready". You click on ready, select a target, and boom. Side note, I believe this is a (probably known) bug: If planets are close to the sun, Astraeus units cannot navigate to them. Also, they will attempt to navigate to the planet by going *through* the sun.