Search found 5 matches
- Sun Nov 10, 2024 8:28 am
- Forum: Bug Reports
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 3
- Views: 167
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
ok i managed to get the spikes to go away by deleting every collector and every turret on the ship and undoing that, deleting any group of them individually doesn't work (all gun turrets but nothing else, etc) so maybe a bugged interaction with turrets and collectors in close proximity?
- Sun Nov 10, 2024 7:36 am
- Forum: Bug Reports
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 3
- Views: 167
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
i have narrowed it down to the ship "Rocinante" in my save, if i just delete the whole ship with commands (and just this ship, which doesn't have that many turrets or turret priorities) the UPS spikes just go away. Just trimming stuff off however i cant seem to fix it, the fact that this s...
- Sun Nov 10, 2024 6:39 am
- Forum: Bug Reports
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 3
- Views: 167
Re: [2.015-2.016]Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
yea so some more testing, i cant really seem to find some thing weird im doing that seems to be outside the norm, i tried first deleting my biter jail, then deleting biters in general on nauvis, then i deleted enemies on gleba, still no dice still having the issue, it does go away if i delete litera...
- Sat Nov 09, 2024 11:17 pm
- Forum: Bug Reports
- Topic: [2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
- Replies: 3
- Views: 167
[2.0.16] Turret entities have spiky UPS impact with many activating/deactivating turrets across surfaces
11-09-2024, 18-09-08.png name on the tin, i have 9 ships constantly moving back and forth, with at least 4 always active, plus my nauvis turrets and gleba turrets (plus a biter jail on nauvis where biters still spawn but are instantly killed by laser turrets), the spikes happen every 5-20 seconds a...
- Fri Oct 25, 2024 4:26 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 33
- Views: 5824
Re: Auto-launching of mixed rockets
You can set a custom rocket load out on the space platform, there is a option for that. But I think it's still only a single type of item that gets send, so the rocket is mostly empty. You're supposed to automate that with the circuit network. And honestly I think it's fine that way, it's still eas...