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Forum URL: http://www.eyrie-productions.com/Forum/dcboard.cgi
Forum Name: Games
Topic ID: 162
Message ID: 37
#37, RE: Hardspace: Shipbreaker
Posted by Sofaspud on Oct-29-20 at 12:52 PM
In response to message #35
So I've been taking notes as I experiment with this salvage runner variant and I've come to the conclusion that it's bugged (even after the hotfix they put in)
I shall explain!

Hardbreaker Shipspace uses procedurally-generated ships, all following a basic template. During the load phase it 'fills in' all the detail bits. So a Gecko is going to have the same basic hull shape no matter the variant, and a, for example, cargo hauler is going to be kitted out as a cargo hauler, regardless, but the RNG can and does throw little custom bits in there, but nothing *structural*. The ships are basically constructed like Lego sets -- all use the same pieces, they're just snapped together slightly differently.

The thing is, though, that on the Salvage Runner, I *always* find at least one piece that isn't aligned properly. A frame spar is overlapping with its neighbor, or a little interstitial cube (I don't know what else to call them) is floating free a few inches away from the surface, though the game thinks it's still attached. Little bits like that. And it seems the physics engine treats them as though they're where they are rather than where they're supposed to be, because when you release the tension via a otherwise-innocent cut -- boom! Suddenly the panel is flying by at warp six. Or as happened last night, the ship itself began spinning like a top when I cut away a six-foot section of lightweight coolant pipe.

No other ships have had this problem, so I think it's this variant that is buggy.


--sofaspud
--nothing like slicing one cut point and watching half a dozen hull pieces go flying in all directions