"KnoWhere" - Player-HQ Variation
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- Posts: 530
- Joined: Mon, 26. Jul 04, 19:56
"KnoWhere" - Player-HQ Variation
Hey guys,
first of all, thank you for your comments on steam for this project.
I received many requests for sharing the construction plans - so here we are:
Pictures:
https://steamuserimages-a.akamaihd.net/ ... D37B896BD/
https://steamuserimages-a.akamaihd.net/ ... FCFE6265B/
https://steamuserimages-a.akamaihd.net/ ... 342F73F87/
I planned and built it a long time ago, but tested today again with 3.3.
In my latest playtrough, i did not built it again because it is a performance-killer.
Therefore I take no responsibilty for exploding hardware or gamebraking performance
The huge amount of defence-platforms seems to be a big reason for performance-issues.
It consists of nearly 1300 modules and as far as I remember, every (but venture-modules) buildable modul is included. It is complete functional (as far as I know), but I am really not sure about the balancing of production modules anymore.
Probably you will have overproduction of some wares. The shipyards are self-sufficient.
Population is around 35k.
Edit: maybe some pathing-problems occur while in sector, didn't oberserved it actively.
The xml-file is larger than the allowed 512 kilobyte, so I attached a compressed file. If there are any problems with it, please report.
Have fun!
first of all, thank you for your comments on steam for this project.
I received many requests for sharing the construction plans - so here we are:
Pictures:
https://steamuserimages-a.akamaihd.net/ ... D37B896BD/
https://steamuserimages-a.akamaihd.net/ ... FCFE6265B/
https://steamuserimages-a.akamaihd.net/ ... 342F73F87/
I planned and built it a long time ago, but tested today again with 3.3.
In my latest playtrough, i did not built it again because it is a performance-killer.
Therefore I take no responsibilty for exploding hardware or gamebraking performance
The huge amount of defence-platforms seems to be a big reason for performance-issues.
It consists of nearly 1300 modules and as far as I remember, every (but venture-modules) buildable modul is included. It is complete functional (as far as I know), but I am really not sure about the balancing of production modules anymore.
Probably you will have overproduction of some wares. The shipyards are self-sufficient.
Population is around 35k.
Edit: maybe some pathing-problems occur while in sector, didn't oberserved it actively.
The xml-file is larger than the allowed 512 kilobyte, so I attached a compressed file. If there are any problems with it, please report.
Have fun!
You do not have the required permissions to view the files attached to this post.
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- Posts: 13
- Joined: Sun, 2. Dec 18, 06:15
Re: "KnoWhere" - Player-HQ Variation
Wow....that is a massive complex. It's alot of space to work with but not much my hardware can do with it lol.
Really job well done.
Really job well done.
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- Posts: 61
- Joined: Wed, 19. Sep 18, 16:37
Re: "KnoWhere" - Player-HQ Variation
Mega nice build but, i dont like the Player HQ and i hope the Hq get a upgrade in the new DLC in 2021.
So i have replace the HQ in the xml, load ist delete the replace ingame and exportet it.
here is your Mega nice Creation without the Player HQ to place it everywere.
I call it The City.
So i have replace the HQ in the xml, load ist delete the replace ingame and exportet it.
here is your Mega nice Creation without the Player HQ to place it everywere.
I call it The City.
You do not have the required permissions to view the files attached to this post.
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Re: "KnoWhere" - Player-HQ Variation
Gorgeous.
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- Posts: 29
- Joined: Mon, 28. Dec 15, 10:41
Re: "KnoWhere" - Player-HQ Variation
After building this, every time when Dal Busta is trying to contact me from HQ Science module, the game lags terribly (about 7 to 10 second freeze) =)
But I guess it's normal for this size.
But I guess it's normal for this size.
AMD Ryzen 5950x @ 4.7 GHz / 32 GB DDR4 3600 MHz RAM / Gigabyte Radeon 7900 XT 20GB / Windows 11
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- Posts: 190
- Joined: Sun, 22. Aug 21, 17:23
Re: "KnoWhere" - Player-HQ Variation
Very cool looking station!!! Thank you for sharing your work.
Fo anyone who has Fps problems: You might be able to reduce the lagging a bit by removing unnecessary modules.
If you take a closer look, there are many modules, that overlap and clip to each other. Even modules that are twice in the same location and rotation, meaning they completely lay on top of each other. There are also modules, that serve no other purpose than filling up space to trick you into thinking, that the station is one solid platform. On the other hand there are production modules floating around, that aren't connected at all. The entire station also goes "out of bounds", because the exploit of dragging entire sequences in and then out was used for the entire station.
Additionally, the docks and wharf modules for the L- and XL ships cause pathing problems, propably because of aforementioned trickery with placing modules like that. Even under normal circumstances, the AI is already stupid enough. Now I observe them crashing into each other and rotating endlessly. Keep the station running for a while and you'll notice that it's almost exlusively M-Miners, that contribute ot the station, since L-ships cannot dock effectively. Even on Version 4.00. You should therfore remove them, or drag them farther out of the station.
Instead of the single piers, which are too close to each other and clip through the station from the "middle ring section", you could use the 3-pier E-Docks. Is more legit in my opinion. And who knows: Egosoft is adding explosion damage in the next patch. In the future they could decide to patch the exploit of placing modules in places you normally are not allowed. Maybe the station then explodes...
You also don't need the many defensive platforms. Remove them or if you have the DLC, replace them with the terran ring-defence module. As far as I know the only defence module with vertical mount points.
After doing all this, I removed around 400 modules and gained about 12-16 FPS more.
Again, thank you for your awesome looking station. I didn't mean to criticize you. It's the opposite, I quite like the hexagon look of this space city!!!
Fo anyone who has Fps problems: You might be able to reduce the lagging a bit by removing unnecessary modules.
If you take a closer look, there are many modules, that overlap and clip to each other. Even modules that are twice in the same location and rotation, meaning they completely lay on top of each other. There are also modules, that serve no other purpose than filling up space to trick you into thinking, that the station is one solid platform. On the other hand there are production modules floating around, that aren't connected at all. The entire station also goes "out of bounds", because the exploit of dragging entire sequences in and then out was used for the entire station.
Additionally, the docks and wharf modules for the L- and XL ships cause pathing problems, propably because of aforementioned trickery with placing modules like that. Even under normal circumstances, the AI is already stupid enough. Now I observe them crashing into each other and rotating endlessly. Keep the station running for a while and you'll notice that it's almost exlusively M-Miners, that contribute ot the station, since L-ships cannot dock effectively. Even on Version 4.00. You should therfore remove them, or drag them farther out of the station.
Instead of the single piers, which are too close to each other and clip through the station from the "middle ring section", you could use the 3-pier E-Docks. Is more legit in my opinion. And who knows: Egosoft is adding explosion damage in the next patch. In the future they could decide to patch the exploit of placing modules in places you normally are not allowed. Maybe the station then explodes...
You also don't need the many defensive platforms. Remove them or if you have the DLC, replace them with the terran ring-defence module. As far as I know the only defence module with vertical mount points.
After doing all this, I removed around 400 modules and gained about 12-16 FPS more.
Again, thank you for your awesome looking station. I didn't mean to criticize you. It's the opposite, I quite like the hexagon look of this space city!!!
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- Posts: 5
- Joined: Wed, 4. Dec 13, 10:11
Re: "KnoWhere" - Player-HQ Variation
hi can you just attach the html as for some reason the rar wont open without an errorRepli wrote: ↑Fri, 16. Oct 20, 18:06Hey guys,
first of all, thank you for your comments on steam for this project.
I received many requests for sharing the construction plans - so here we are:
Pictures:
https://steamuserimages-a.akamaihd.net/ ... D37B896BD/
https://steamuserimages-a.akamaihd.net/ ... FCFE6265B/
https://steamuserimages-a.akamaihd.net/ ... 342F73F87/
I planned and built it a long time ago, but tested today again with 3.3.
In my latest playtrough, i did not built it again because it is a performance-killer.
Therefore I take no responsibilty for exploding hardware or gamebraking performance
The huge amount of defence-platforms seems to be a big reason for performance-issues.
It consists of nearly 1300 modules and as far as I remember, every (but venture-modules) buildable modul is included. It is complete functional (as far as I know), but I am really not sure about the balancing of production modules anymore.
Probably you will have overproduction of some wares. The shipyards are self-sufficient.
Population is around 35k.
Edit: maybe some pathing-problems occur while in sector, didn't oberserved it actively.
The xml-file is larger than the allowed 512 kilobyte, so I attached a compressed file. If there are any problems with it, please report.
Have fun!
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- Posts: 530
- Joined: Mon, 26. Jul 04, 19:56
Re: "KnoWhere" - Player-HQ Variation
Hey, tried the download again by myself, unpacked with "7zip" and there is the xml-File without error. What exactly do you mean with "html" ? Is it helpful to convert the xml-file to html-file? Sorry but I do not understand what you want me to dojaspericus wrote: ↑Sat, 18. Sep 21, 19:32hi can you just attach the html as for some reason the rar wont open without an errorRepli wrote: ↑Fri, 16. Oct 20, 18:06Hey guys,
first of all, thank you for your comments on steam for this project.
I received many requests for sharing the construction plans - so here we are:
Pictures:
https://steamuserimages-a.akamaihd.net/ ... D37B896BD/
https://steamuserimages-a.akamaihd.net/ ... FCFE6265B/
https://steamuserimages-a.akamaihd.net/ ... 342F73F87/
I planned and built it a long time ago, but tested today again with 3.3.
In my latest playtrough, i did not built it again because it is a performance-killer.
Therefore I take no responsibilty for exploding hardware or gamebraking performance
The huge amount of defence-platforms seems to be a big reason for performance-issues.
It consists of nearly 1300 modules and as far as I remember, every (but venture-modules) buildable modul is included. It is complete functional (as far as I know), but I am really not sure about the balancing of production modules anymore.
Probably you will have overproduction of some wares. The shipyards are self-sufficient.
Population is around 35k.
Edit: maybe some pathing-problems occur while in sector, didn't oberserved it actively.
The xml-file is larger than the allowed 512 kilobyte, so I attached a compressed file. If there are any problems with it, please report.
Have fun!
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- Posts: 3
- Joined: Fri, 8. Oct 21, 01:48
Re: "KnoWhere" - Player-HQ Variation
I LOVE your design! My only feedback is the actual construction modules aren't till almost the very end of the construction queue. It looks great and is every growing, but even with full supplies to the build storage...it's taking days of game play to complete. The reason this is a bit frustrating is that without construction modules of some kind you can't make terraforming drones and I'm eager to start that process.
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- Posts: 530
- Joined: Mon, 26. Jul 04, 19:56
Re: "KnoWhere" - Player-HQ Variation
Hey,
thanks for the feedback. Yes, fair point indeed.
The whole thing was planned with game-version 1.5. So it was a "just for fun" project at this time, because of terraforming was not even thought about
For perfomance reasons I think it might be good to reduce the amount of defense-modules. Unfortunately you can not alter the queue.
With 1.5. it was possible to build in the hitboxes of wharfes and docks with a trick, I do not know if this would cause trouble on 4.1, because the hitboxes are now considered in any circumstances
Sadly you can not spawn the whole thing in the custom game start, because of the "unknown" HQ module, as far as I see.
thanks for the feedback. Yes, fair point indeed.
The whole thing was planned with game-version 1.5. So it was a "just for fun" project at this time, because of terraforming was not even thought about
For perfomance reasons I think it might be good to reduce the amount of defense-modules. Unfortunately you can not alter the queue.
With 1.5. it was possible to build in the hitboxes of wharfes and docks with a trick, I do not know if this would cause trouble on 4.1, because the hitboxes are now considered in any circumstances
Sadly you can not spawn the whole thing in the custom game start, because of the "unknown" HQ module, as far as I see.