Random battle mode gives me really low fps if I look the enemies. Any ways to make the game looks worst so I get higher fps ? Maybe it's not the gpu but cpu that reach its max though.
About PD targeting missile batteries: even worst, usually the warhead will be damaged first anyway since it's above the battery: if it's destroyed while the battery is still intact, instead of targeting another missile the PD will continue to attack this missile until its battery is destroyed. Anyway, in real life, the warhead should explode when damaged right ?
I wondered if lasers could overkill missiles, that is, if 4 lasers were pointing the same missile with autofire and fire at the same time while only 1 laser was needed, if the 3 other would fire it anyway or shoot another missile: it seems like they don't overkill but I'm not sure, maybe sometime there is 1 or 2 laser hit too much or maybe those were needed. Did you code something to prevent overkill or with perfect symmetry etc they would theoretically overkill ?
When lh2 is empty, in stats window you can see instead like "lox: 97% lox: 97%", no problem, but sometime this appears while I still have some lh2 left.
That may be your planet avoidance system but: in random battle mode, at the end I could warp to the last enemy but my ship went the opposite way first.
And if fact after its 180° it did another one: straight to the planet it tried to avoid while the enemy moved on the left anyway.
Do dead ships with warp disruptor intact (dead because no weapon/thrusters) still prevent warps ?
When game is paused there is no way to know if it will start to warp when the game is unpaused, if you forgot a command you gave etc.
I may have found a way to defeat "easily" the pirate station (which indeed does attack, I may have messed up things with "take control"), well not easily at all so don't fix it, at least for now: a speeder moved just bellow it can't be shot except by missiles that lasers may be able to destroy. With current interface it's very hard to do unless I missed something. What surprised me is the fact that despite the 2 warp disruptors I could warp as close as I wanted. The quite absurd thing is that the turret at the bottom does see half the ship, but since it aims the powerplant which is in the hidden half it doesn't even try to destroy the 2 weapons it could attack.
More important, it does mean that the same is true for speeder vs speeder: with autofire, if the ship is tilted enough that a weapon can't fire the powerplant while it could fire something else of the ship it won't, which may be good to get more money once the ship is disabled but bad otherwise.
Otherwise there is a truly easy way to destroy the pirate station but that is most likely not intended at all: a kamikaze ship with game slowed down a lot, with warp both ships explode.
I want to make sure: there is no way to manually control a turret rotation ?
Sometime leaving Solar view to C view leaves the circles of planets.
Now, something more about the core gameplay of the game: with speeder vs speeder I always use 6/7 lasers and 1/2 missile pods, I never use bullets weapons because on fast/small/far targets they do next to nothing, they are probably way more interesting with big ships battle though (like "katarelva vs katarelva" which crash when you launch it by the way but I guess it's quite the same as spawning them with debug window). Bullets weapons may be useful by getting closer but thus enemy bullets wouldn't be avoidable anymore too. So my strategy is always the same: destroy all weapons, destroy PD missile pods, launch missiles. What annoys me is how seemingly random it is to destroy some weapons, basically weapons are either damaged on first hit or after like 1 minute. Reasons to this:
- sometime the weapon is simply behind the enemy ship, but it's actually rare
- weapon is too far, but usually not because other weapons of the same ship can be destroyed easily, thus I guess it's mainly this 3rd reason:
- angle, with an angle not ortogonale enough it only generate heat and maybe damaged the hull slightly, but I guess you agree that observing the enemy ship often and checking all the time when one weapon is inclined enough so it can be damaged, is quite annoying, and it's even worst with multiple enemy ships like in random battle mode.
So instead of something quite complex to code which would be about that the game keep checking the angle of all enemy weapons and fire the best one, I think there is something simple to do: custom autofire. If I could customize autofire, instead of priority of something like "powerplant, battery..." I would put "lasers, railgun, "etc from fastest to slowest, and if first hit doesn't change a weapon from green to another color, it skips it, once it destroyed/skipped all weapons it does the same for the next ship in the list if there is one (unless specified that it attacks lasers of all ships, then railguns of all ships etc) and once it's at the bottom of the list it restart from the beginning.
When is next update coming, what can we expect inside ? By the way please allow to make custom list of what's in navigation/weapons list, mainly to remove dead ships and dead missiles when "missiles" is checked.