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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by nuclearslurpee on Yesterday at 11:54:28 PM »
Trying a new layout for galaxy map this time. As you can see, Terran Confederation has not ventured outside of Sol yet, except for survey operations. I thought this would make jump paths easier to see, with them on the "same" level but it is getting really crowded. I'll probably have to go back to the usual spiderweb style.



A very visually interesting approach, though sadly like you say I don't think it would be viable for much longer. Even leaving aside that the galactic map tends to expand as 2^N as you get N jumps from Sol, at some point you're going to have to deal with things like a closed warp point from 116 Herculis to 61 Hydrae, or some such.

I've always rather liked how Steve's maps turn out, somehow he has a nice balance of the default map placement settings and just enough human adjustment as new loops and nexus systems are discovered.

Quote
This is my "time-waster" campaign while waiting for 2.0 as I don't want to make the situation in my Aurora 1890 campaign any more complicated as I will have to manually recreate it in Aurora 2.0 once that comes out.

Since you're still in one system that's probably reasonable, but personally my plan for Duranium Legion is to keep it in 1.12 - updates are slow but I do intend to keep it updated even if/when I start a 2.0 AAR.
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I've noticed it in the past only because I would zoom in to 3k or 6k scale for waypoint placement.

So if Steve cannot solve the bug the solution is to give us better waypoint placement.  ;D
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Garfunkel on Yesterday at 06:45:56 PM »
Trying a new layout for galaxy map this time. As you can see, Terran Confederation has not ventured outside of Sol yet, except for survey operations. I thought this would make jump paths easier to see, with them on the "same" level but it is getting really crowded. I'll probably have to go back to the usual spiderweb style.



Sol itself is a pretty busy place even with civilians hidden! There's a big mining operation strip-mining Oumuamua bare and Jupiter is providing fuel. Cloud City floating just above Venus is a prime tourist spot. Jump Stations monitor the outgoing JPs while construction ships are stabilizing inter-system jump points to make the outer system more accessible. Jupiter and Saturnus already have their LPs, and Uranus and Neptune will soon have theirs. It will take a couple of year before Venus and Earth get theirs.



With a new generation of engines on the horizon, the TCN will soon have to go through a series of upgrades. I'm also trying a new method of organizing the navy, using class-specific divisions and then, as needed, swapping ships from these to the two Task Groups for detachment if necessary. Otherwise, the Task Force of course operates as a single entity.



Colonization of Sol is about to enter its final phase with Titan being terraformed. With humans living on Mars and in the clouds of Venus, plus large colonies on the moons Luna, Europa, Io, Ganymede and Callisto, the large moon of Saturn will be the last body to be terraformed in Sol. The first target for extra-Solar expansion has been identified as Barnard's Star system with two planets and four moons as promising candidates. This operation will start once Titan colony is up and running and the Terran Confederation Navy is confident of being able to defend the colonists.



This is my "time-waster" campaign while waiting for 2.0 as I don't want to make the situation in my Aurora 1890 campaign any more complicated as I will have to manually recreate it in Aurora 2.0 once that comes out.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 06:33:06 PM »
I just tested on 1.13 version with two fleets at Jupiter and encountered no lag at all despite zooming down to 0 km and back. Moving map at 0 km also had no lag.

Do the fleets need to be in motion?

EDIT: tested again with 7 fleets on Earth and okay now I see it. Only hits when I got down to under 20k km but for sure, the lag at 0 km got so bad I couldn't zoom out. Unticking fleets box on Display tab fixed the problem and yeah, no lag at higher zooms. I wonder if Steve has even noticed this problem because I hadn't!

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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by boolybooly on Yesterday at 12:35:55 PM »
I am having trouble with zoom related slowdown.
Does anyone know why this happens?

I have noticed this slowdown as well, though not quite as bad as you are describing.
It's not yet been bad enough for me to consider workarounds, but here are a few thoughts:

1) Have you tried unticking the Fleets box on the Display tab before zooming in?

2) You can insert the new waypoint directly in the database.
For this to work, you have to save and close the game, then do the insert, then open the game again.
Depending on your save/load time, this could take longer than the slowdown itself.
If you want to try this out, I'll gladly write a script for the insert, so that all you have to do is plug in two (maybe three) values. Doing it manually would take too many steps to be a reasonable workaround.

3) Before zooming in, SM-move any fleets present to another location. Then do your work, zoom back out, and move the fleets back.
This is probably the easiest answer if you don't have a large number of fleets in one place.


Thanks for your kind offer re 2) skoormit but don't worry. I have not got round to database editing for Aurora yet so not equipped, may try one day. I used to compact my SotS2 saves, I think that was sqlite so should be able to do it. Its just me being OCD anyway.

For now the fleet untick option looks like a good workaround as it does seem to help, so thanks, I hadn't thought of that.

Not really sure. It seems pretty well-known that once you zoom in to very small scales (in my experience, less than 10,000 or 20,000 km scale bar) there is a lot of lag. If I had to guess, I'd say there is some unoptimized rendering code, so the game is trying to draw features at high resolution which are not actually displayed to the screen, but I really don't know.

Thanks for answering and reflecting on the causes. Its a bit of an unexpected problem because I would have thought that if the display area was reduced as you zoom in then it ought to have less to display and so be quicker to render but isnt, as it gets worse the smaller the scale value, so very puzzling.

For some reason the presence of fleets at the same location makes it worse, but if they are displaced enough to go off the screen as you zoom in then it gets better the moment they vanish.

And it is specifically fleets, if you zoom on a planet or survey location or JP without a fleet present its OK, if you zoom on a fleet alone in mid space its pretty bad, if you zoom on 6 fleets at the same location e.g. a survey fleet splitting up to run surveys at a JP, it is almost impossible to get to 0km scale and back out again, it actually gets stuck as the lag is so bad, which suggests it is something about the way it is plotting fleet data. But as you say I don't know why that is, just working around it.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 09:29:18 AM »
I am having trouble with zoom related slowdown.

If I zoom in to add a waypoint to a planet or JP on its own it is a bit slow but playable but if there are any fleets at the same location it becomes unplayably slow. Its a particular proble with JPs because the waypoint does not snap to the JP as it does with planets so if I want to have my marker dead centre (for reasons of OCD neatness) I have to zoom to 0km scale and this can create a serious problem with non responsiveness if ships are present.

I guess this is a known thing, I was wondering if there are any tips or tricks for working around it? Apart obviously from not  zooming in to 0km on fleets.

One workaround I found was to add a random waypoint elsewhere away from the fleet, as you can use that to snap the POV away from the slowdown over the fleet to the clear space WP and zoom out again more easily, though that requires a little foresight.

Does anyone know why this happens?

I have noticed this slowdown as well, though not quite as bad as you are describing.
It's not yet been bad enough for me to consider workarounds, but here are a few thoughts:

1) Have you tried unticking the Fleets box on the Display tab before zooming in?

2) You can insert the new waypoint directly in the database.
For this to work, you have to save and close the game, then do the insert, then open the game again.
Depending on your save/load time, this could take longer than the slowdown itself.
If you want to try this out, I'll gladly write a script for the insert, so that all you have to do is plug in two (maybe three) values. Doing it manually would take too many steps to be a reasonable workaround.

3) Before zooming in, SM-move any fleets present to another location. Then do your work, zoom back out, and move the fleets back.
This is probably the easiest answer if you don't have a large number of fleets in one place.

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I am having trouble with zoom related slowdown.
[...]
Does anyone know why this happens?

Not really sure. It seems pretty well-known that once you zoom in to very small scales (in my experience, less than 10,000 or 20,000 km scale bar) there is a lot of lag. If I had to guess, I'd say there is some unoptimized rendering code, so the game is trying to draw features at high resolution which are not actually displayed to the screen, but I really don't know.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by boolybooly on Yesterday at 03:52:33 AM »
I am having trouble with zoom related slowdown.

If I zoom in to add a waypoint to a planet or JP on its own it is a bit slow but playable but if there are any fleets at the same location it becomes unplayably slow. Its a particular proble with JPs because the waypoint does not snap to the JP as it does with planets so if I want to have my marker dead centre (for reasons of OCD neatness) I have to zoom to 0km scale and this can create a serious problem with non responsiveness if ships are present.

I guess this is a known thing, I was wondering if there are any tips or tricks for working around it? Apart obviously from not  zooming in to 0km on fleets.

One workaround I found was to add a random waypoint elsewhere away from the fleet, as you can use that to snap the POV away from the slowdown over the fleet to the clear space WP and zoom out again more easily, though that requires a little foresight.

Does anyone know why this happens?
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C# Installation / Re: C# Full Installation v1.00 (updated to 1.13.0)
« Last post by minaev_lukav3 on Yesterday at 12:41:40 AM »
For those having problem downloading i found out that avast blocks the DL. hope it helps
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on June 23, 2022, 10:37:31 PM »
Yes. Turn SM on and then switch the race in Event window to "All races". It's only visible if you have SM mode on.
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