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Author Topic: Gimbal: MP space shooter with player-built ships (now on Steam!)  (Read 38912 times)

Neonivek

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #90 on: November 10, 2012, 01:28:31 am »

If Anvilfolk keeps changing the title why doesn't he link dirrectly to the game?
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Shadowlord

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #91 on: November 10, 2012, 01:45:38 am »

I've gone to plaid. :V

(I actually hit around 3900 before exploding, but I couldn't see a damn thing besides plaid :P)

Edit: Air brake is too slow! :P
« Last Edit: November 10, 2012, 01:49:25 am by Shadowlord »
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
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Eagleon

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #92 on: November 10, 2012, 03:11:09 am »

Open maps with high level players are beyond irritating. Dogfights disappear, replaced by one-shot sniping from ships that can outrun anything capable of surviving anything at all really. So much fun! >.>
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #93 on: November 10, 2012, 03:16:29 am »

Yeah, there's a few ones, I think Fray is one, that's very close and no objects, so railguns and missiles sweep the field.  There's not much to do then except armor or stealth.

Shadowlord

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #94 on: November 10, 2012, 03:51:38 am »

If you host you can set a rank limit, restricting it to lower-cost ships and lower-rank components. (It's also possible that I could do set up the server I have running to do that, but right now nobody's using it except for bots, probably because of the password)
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Eagleon

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #95 on: November 10, 2012, 04:13:23 am »

I wouldn't mind it if the devs hadn't seen fit to include an aim-bot as one of the components =P I'm sure eventually it'll be possible to ban specific components from servers, though. In the mean-time I'll just play maps with some obstacles to exploit for cover.
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Shadowlord

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #96 on: November 10, 2012, 04:17:37 am »

Testing with it set to cap at rank 2 / 3500, there's no way in the hangar (even while logged into a lower-rank server) to see what parts require what rank once you're ranked up enough to use them, which makes it a bit frustrating to try to make anything lower than rank 3 or 4 without doing a whole lot of guessing, and the 'free budget' in the editor is wrong (it shows it out of $6000 instead of (for instance) $3500).

The other bug is that trying to join while you have a too-high-rank-or-cost ship selected doesn't let you join and doesn't explain why. (It should probably either explain or change your ship)

That aim-bot isn't perfect, btw. And there are two, one that shows you where to point (the robo-sight), and one that does the aiming for you (the ballistic cpu), but for the second one you still have to point it in the general area of the target and wait for the turret to face them before you can fire. The second one seems to have issues with firing at anyone while flying at max speed (or possibly just high speed in general, and can't hit anything while turning either.

The tradeoff for the ballistic CPU is that it is horrifically expensive and you can't have as much of other stuff (like more guns, ammo, thrusters, armor, etc), of course.

I'm not sure what the purpose of the point defense CPU is. I've had it flip out and kill people before, but I wasn't able to get it to do it consistently, or to get it to shoot at "munitions in flight" (except missiles, and then only when it was already too late).

Edit: *turns off the cap, turns on 0 air pressure instead to see how that screws up all my ships :P*
Edit #2: Jet engines are super effective (I was expecting them to not work at all) - I just went plaid with a single jet engine. Fins and rudders don't work, probably airbrakes too. Also, the bots were all getting killed by air defenses.

30000% air pressure: The carriers are spinning violently, and eventually spontaneously exploding. The ships are spinning violently too, none of the bots can move. (Wow. I just went plaid without ever pressing a button.)

Turning off carriers patrol makes them stop spinning, but everything still spontaneously explodes after a couple seconds. :P

Anything above 10000% seems to be broken (or unsupported, one or the other).

(It turns out the config file's air pressure is in a 0-1 rather than 0-100 form.)

200% mostly makes things a bit slower. Maybe 2/3 as fast? Might depend on engines.
1000% is playable but slow without special measures in ship design. It's interesting, although it turns bots into sitting ducks and probably makes aiming easy even without the auto-aim modules.
« Last Edit: November 10, 2012, 05:36:13 am by Shadowlord »
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Shadowlord

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #97 on: November 10, 2012, 04:57:05 am »

You get a stolen copy of the design a person was using when you blow them up.

Edit: I've got a server up currently with a 2000 cash limit and no password (and no bots). It's actually pretty fun, although there doesn't seem to be any way to actually level-restrict it. (I reset my levels and cash, but already got back up to commander or whatever it was, the first one you reach)
« Last Edit: November 10, 2012, 08:09:02 am by Shadowlord »
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
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ThtblovesDF

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #98 on: November 10, 2012, 08:34:46 am »

If you want to level fast, just go to the newb bit and blow up the carrier (120 T) - you can actually stay in there as long as you don't leave the server or upgrade your ship beyond 3000

(Btw, level up steps are
1500
3000
4500
6000

I think at least...
Spoiler (click to show/hide)
« Last Edit: November 10, 2012, 08:54:08 am by ThtblovesDF »
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #99 on: November 10, 2012, 09:35:32 am »

We need to do servers with theme rules.  Like Shotgun Matches where only flak is allowed, or Rave Mode where the only weapon allowed is light lasers and your ship must have some engines angles outwards.  Oh!  Or a Behemoth Model where any given ship must have at least 6 units of armor.

Nighthawk

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #100 on: November 10, 2012, 10:55:56 am »

That Octopus Ship... it is beautiful.

Best thing I have right now is a Louse Platform ship with three engines (one medium, two heavy), and three turrets, each with a weapon. Two of them have Railguns right now, and the third has a Light Laser, but I'll probably change that because Railgun is too ranged-focused, and this platform can take much more punishment than my previous ones.

Also, rudders. How to use them properly. I think I have the idea, but I'm unsure if they're helping my high-speed turns, or just slowing me down. Would any of you experts be kind enough to post a quick guide, possibly with pictures? I really don't want to look like a huge noob online because I'm using the things horribly wrong.
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LordSlowpoke

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #101 on: November 10, 2012, 10:57:39 am »

Two things discovered:

1. The current network issues are certainly fault of the metaserver. I've requested a friend runs a server with a 50v50 bot battle on, considering he has a pretty great rig, and while it lagged, I've been able to connect and be synced using direct IP.
2. If it's allowed serverside, you can essentially build infinite-budget ships. All it takes is a small memory modification clientside and... the craft part leaves much to be researched, actually. Opening a file in notepad++ gives you what I believe is typical .png data and the craft data itself.


There's a lot of A in there, as you can see. I suspect as some kind of anti-tampering measure, you need to have as many A's as you have craft data characters, but the main mystery is whenever there's a good way of decoding that text, since my quick-and-dirty methods have failed me already. What I've found is that universally there are five chunks of coded text:
  • Type
  • Location on-grid
  • To where mounted
  • Parts mounted to
  • Angle
The frame seems peculiar, since from what I've found by text comparison, it's mounted to itself... There's also other bits, I've been able to find the piece defining the controls of a small thruster, and some other things too. Note: items are saved in the order you place them. In case that's not obvious. In the piece of code above I've edited out the description, but left in the name, in case anyone wants to take their chance at figuring out the algorithms. Edit: welp it's base64 i honestly expected something more elaborate yet it's the first thing i should have checked, no luck comprehending what's decoded though

I felt I shouldn't be prying open a game without even a week passing from purchase to crowbar, so I stopped there. Just sharing what I found out with you. Maybe someone else'll pick it up, I don't know.
« Last Edit: November 10, 2012, 06:23:27 pm by LordSlowpoke »
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Girlinhat

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #102 on: November 10, 2012, 11:45:11 am »

I've used rudders well in pairs, one at the front and one at the back.  Just do some testing with them, in the testing range or a private server.  Fiddle with the different left/right options and the front/back placement.  You've basically got 4 options, front/back/left/right, just change them around and see how it handles.

It's also worth noting that a rudder is just a fin on a turret.  If you need some POWERFUL rudders, then set a turret and then set a large fin on it.  If you follow that concept, then a fin's purpose is to turn angular motion into forward motion - that is, if you take a turn and your ship slides, the fin is there to give you "traction" in the air and prevent sliding, ensuring that your direction of movement is the same as your direction of thrust.  Or rather, the direction of movement wants to be the same as the direction of the fins.  That's the real thing about fins and rudders.  All they do is try to face you in their direction, more or less.

Paul

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #103 on: November 10, 2012, 01:21:28 pm »

Do remember that you can put the actual engines on a turret too. Set on a turret with auto return and the range of motion set low you can get some pretty nice maneuverability. I haven't posted any of them, but I have a couple really maneuverable ships just using rotating engines.

I've been toying with having my main engines on a turret in the center of my ship that can be rotated 90 degrees left or right in order to strafe side to side to avoid projectiles from a distance.
« Last Edit: November 10, 2012, 01:23:49 pm by Paul »
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Wayward Device

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Re: Gimbal: MP space shooter with player-built ships ($10 for this + 2 games)
« Reply #104 on: November 10, 2012, 01:37:06 pm »

I've just been fooling with the whole fins on turrets thing, using my little wedge shaped ramship as the base hull, as it's already designed to maneuver with mostly rudders and I've got a solid impression on how it flies normally. Basically, I mounted a large fin on a large turret and bound it to the a and d keys. Simple stuff. The end result was far from brilliant, but it works.  There are a lot of problems with this design, mostly that it really like to straighten out of turn. Next I'll try replacing my three rudders with small fins and turrets, see how that works out. 
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