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At 170% engineer workforce, a deceleration rate of 48.4m/s2, and a boosted speed of 3934m/s I got an estimated 159.92km stopping distance but stopped in about 34km.
I also tested the workforce by taking the same ship and cutting down to 100% workforce. Deceleration still 48.4m/s2, boosted speed was 2316m/s, mod said I'd need 55.43km to stop and I stopped in a bit under 13km.
I do think the low brake force is contributing though - I slapped on a huge inertial dampener and tested again and got a much better result. At a speed of 2315m/s and a deceleration rate of 254.4m/s2, the mod said I'd need 10.54km to stop and I stopped in about 9km. Still not *exact* but close enough that I'd never notice outside of specifically testing things.
My ship has been edited a bit since last night but I did another test. I have engineers at 194% workforce, and with a velocity of 4216m/s (boosted to max) and a deceleration of 50.4m/s2 listed in the build menu, this mod claim a braking distance of 176.36km. Actual braking distance was closer to 38km.
Without boosting I had a velocity of 1053m/s (which fits the build menu's max velocity of 542m/s and my engineers at 194%), deceleration still 50.4m/s2, and the mod showed a braking distance of 11km when I braked in about 8km. So it looks like it gets dramatically worse while boosting or traveling at higher speeds.
150km sounds like a lot. I haven't tested the mod with Velocity Security Control Bypass Systems. What was your velocity and what is your decceleration? Are you using mods that increase velocity/accelleration/decceleration or add systems that do? Or were you using vanilla Systems that alter these values? Do you have more Engineers, i.e. >100% efficiency?
Now the mod is loaded from //G//Steam//steamapps//workshop//content//445220//2615158540 (I guess the // are for escaping purposes) so only / is used.
To test this, you could try /save or /run Player():secure() and see if my mod stays
2021-10-03 18-53-34| Error while securing script values of "C:\Users\****\AppData\Roaming\Avorion\galaxies\****\workshop\content\445220\2615158540\data/scripts/player/client/braking_distance_display.lua": boost::filesystem::weakly_canonical: Die Anforderung wird nicht unterstützt; Skipping.
This might be linked to me moving the galaxies folder via softlink (it is really on my G: drive). Not sure why it would cause this issue though.
I hopefully solved it by starting a new game (with the mod) and copying the modconfig.lua from that one...I did that manually before which referenced the script files in a different way (putting them into the galaxy itself instead of loading them from the steam workshop folder).
I can re-validate my Avorion installation though.
This time the Xsotan entering the sector made it disappear...the second warning didn't though.
* check your avorion installation/reinstall
* unsubscribe my mod, delete the files if they havn't and resubscribe
my mod should be in \Steam\steamapps\workshop\content\445220\2615158540
where 445220 is the id of avorion and 2615158540 is the id of this mod in case you need to delete it manually
After re-attaching it via the ~dev console it also disappeared after another alert - this time it was my trader being done with his job.
Entering a sector with pirates attacking somehow didn't remove it though. I would have thought it would have the same effect but didn't.
btw. the 2 pixels are much appreciated :)
The musiccoordinator is in there but your script isn't.
/run Entity():addScript("lib/entitydbg.lua")
when it happens again. This probably disables achievements, dunno if my/any mod disables them too.
select your craft
interact with it
select ~dev
select the second tab (Player commands) and open player scripts
look for data/scripts/player/client/musiccoordinator.lua
and for data/scripts/player/client/braking_distance_display.lua
I am curious if is just my script not being added
Everything else (sector switch, ship switch, build mode, pause/unpause game) didn't trigger it.
I am pretty sure I am not doing anything weird...so I am unsure as for why I seem to be the only one mentioning the disappearance problem. Setup is the same as before: vanilla 2.0.7 (except for this mod), galaxy started with 2.0.6, difficulty veteran and (because it could be related) my game pauses when I TAB out of it.
Btw. it may be useful to link the now required Azimuth mod in the description - it didn't download it for me by itself so I had to figure out which one it is based on the mod id.
I love the mod but being yelled at by the game that I'm gonna collide with an object is annoying af every 5 seconds with a little noise.
Quote:
Register a callback in the player. The callback will be removed when the sector is changed or the receiver, if it's an entity, is destroyed. [...]
2. I also saw that. But maybe the BrakeThrust is not the correct value to use (especially when boosting). I saw that there is also a value called driftDecrease available in Physics/ReadOnlyPhysics - not sure it is the correct value either though. As I said the documentation is not that great regarding what value is what.
3. Please no sound (or optional only) - a color indicator is probably visible enough ;)
1. I didn't have the time to thoroughly test the mod unforunately. I'll try to see if I can observe the same behaviour/replicate it. Have you noticed when it happens? Does a restart fix it? What mods are you using?
2. I am using the physically correct formula to calculate the braking distance however it is a game with discrete time, so I would have to calculate the braking distance differently. As I don't know how velocity/acceleration is handled, I don't think an accurate formula is possible, but I think the formula used is sufficiently accurate to be useful.
3. Yeah, during testing I noticed it isn't as useful as I had hoped. Having to look up and forward is bad. I've already thought about multiple things throughout last week to improve it like adding sound similar to the parking assistant of cars or adding one of the pop ups you get for low morale/energy/hyperdrive recharging/etc.
1. it randomly stops working for me (display gone completely and doesn't pop up again later either)
2. I tested it by just drifting towards a station when the brake distance was close to the distance (which was ~20km) - I was boosting full speed before which was ~2000 something: my ship stopped 3km in front of it. So somehow the braking speed is wrong it seems.
3. It would be really great if you could add an indicator for if the ship will stop before reaching the selected entity (brakeDistance vs distance between ship and entity, like color the background of the brake distance green = ok, yellow = <2km, red < 500m) - I tired myself but I couldn't really figure out the correct entities...the documentation about this isn't as good as I had hoped