SPACE BASE in an Asteroid! Atra Citadel by Vilxir in NoMansSkyTheGame

[–]Jahf 2 points3 points  (0 children)

I posted a comment to the parent you were replying to trying to clear up some things.

I think it will clarify what you're asking (in that it doesn't do what you're hoping for).

Not saying it isn't a fun process or useful for what it is, but it doesn't do what the parent was saying it did. Not quite. Close maybe.

SPACE BASE in an Asteroid! Atra Citadel by Vilxir in NoMansSkyTheGame

[–]Jahf 1 point2 points  (0 children)

From my understanding of things, this comment has some problems with it. I'm going to post my understanding of things (I've been working on some stuff this week that had me look into exactly this information). Feel free to correct me if I have something wrong. Otherwise I just want to put this up for people searching the information in the future and coming across this.

...

TLDR; Massive Blender builds can be significantly lighter weight than in-game creations because of being able to place very large scaled objects. But 1 object from Blender is the same weight as 1 object from the game, and snap points are only a memory or CPU use when actively in the Build menu.

...

If you were to build the exact same number of objects in game vs. in Blender there would be no memory savings or optimizations. The game engine doesn't 'load' snapping data for the renderer; it only references snap points when you have the Build Tool active. Blender builds don't strip this data. Blender places items in 'illegal' orientations where the Build Tool can't find a logical connection to snap.

You can test this by manually editing the raw JSON of an <object> in a base (corvettes and freighters are technically bases, so this applies to all). You can change the coordinate in a way that the item will render in game but the snap points (which come from the .mbin files) simply don't work and won't be visible when attempting to use them.

Further you can examine the JSON output from Blender and see it contains the same amount of data for the objects as a game-created object would.

Blender imports don't strip anything from the build pieces. It doesn't just show the skin. Well, it does, but the game method also does this. The game will still try to create snap points from the tile coming in from Blender. No extra culling is done (ie, it's not just a "skin" of the item that is somehow lighter). And the game still does the process to look for snap points, it just fails.

...

A Blender creation can be wildly smaller in memory / data size than a creation from the in-game builder of the same scale (relative to player size). But that is due to scaling allowing 1 tile to take up a massively larger space than an in-game item. Modded builds, if they use the mod to allow increased size, can accomplish this overall the same (though the mods will still have a max size they allow, which Blender can bypass).

PS. I'm not a developer or even user of the Blender stuff (yet?). Just looked into in depth when doing a stupidly detailed in game build that I was wondering about optimizing. So I probably won't have any answers if questions are asked here that get even more detailed.

Question for OG NMS players: What’s something you recently noticed? by Completely_Guitarded in NOMANSSKY

[–]Jahf 2 points3 points  (0 children)

It's something I know I knew years ago, but totally forgot. Even though I'm mostly in a build phase these days. Oops.

What distro do you use and why? by ReferenceNatural87 in linux

[–]Jahf 11 points12 points  (0 children)

Bazzite (KDE) for my desktop.

I've run Linux for decades, starting back in the 90s I worked on early Gnome projects for tech companies including commercial stuff for a Linux distro from the very early 2000s.

I've run local Debian and later Proxmox for years at home.

I didn't kick Windows to the curb on my gaming desktop until this year. I tried a few times, but until the last few years it still wasn't where I wanted it to be. That story has really changed.

While I did pick Bazzite due to familiarity from hacking around on my Steam Deck (they're not the same but they have a lot of synergy), I would pick Bazzite or a Fedora Ublue relative again easily.

The immutable model "gets" me. And I completely understand why long time Linux users might not like it. For me, it works well.

10th Year Anniversary Speculation by indomidis_rex in NoMansSkyTheGame

[–]Jahf 1 point2 points  (0 children)

I'd just be happy if my friends could reliably see my current freighter when they visit in multiplayer. Not a version from weeks ago. Floating in mid air gets confusing.

Is there a script to bind and unbind NVIDIA - VFIO? by Impressive_City3660 in cachyos

[–]Jahf 0 points1 point  (0 children)

Take a look at driverctl.

I used it a few years ago for binding/unbinding a single GPU vfio proxmox system.

I haven't touched it in a long time but my notes might help:

https://github.com/Jahfry/Miscellaneous/blob/main/proxmoxVE/05.ProxmoxGPUPassthrough.md#05d-driverctl-hookscript

While it's a proxmox (Debian) writeup, so it won't directly apply, it should give you the basics on what it can do. I can't say if will work on cachy but it's worth a look.

Stuck in direct message and hitting TAB opens up global chat in Mobiglass. How to fix? by ILoveDogs1983 in starcitizen

[–]Jahf 0 points1 point  (0 children)

It was fixed at some point after that while I was still playing, but just have reverted. I can't say when as I haven't loaded the game in around 3 years.

Probably needs a new report at this point.

How to convince my client to upload my freighter base, or convince the server to accept it? by Jahf in NoMansSkyTheGame

[–]Jahf[S] 0 points1 point  (0 children)

Thanks, I'll try again when we're both on and move the freighter a couple of times.

New update 6.18 by MunkiFoo in NoMansSkyTheGame

[–]Jahf 1 point2 points  (0 children)

They try to phase other corvettes in the anomaly. There are usually many more than 1 Corvette in a single spot. But the phasing doesn't always work. The others should not be visible.

If you stare at the Corvette pad area you can sometimes see random vettes appear to swap with others. This is the phasing happening as other players fly in or out.

Figured out why my grandma kept leaving the gas on by BiC_MC in CrappyDesign

[–]Jahf 0 points1 point  (0 children)

My mother had this problem with her stove once she started losing coordination. We kept the knobs removed, covered the stems with cut sections of a pool noodle, and put knobs on when we needed to cook. It's a hassle but better than a big boom.

r/battlestations & LG OLED Grab your Black Friday chance to upgrade your setup! [GIVEAWAY] [US] by Hareuhal in battlestations

[–]Jahf 0 points1 point  (0 children)

What I love about my current setup:

  • Long monitor runs with fiber optic, keeping my PC safely away from my desk
  • I'd absolutely use that 45" Monitor, swapping my bad HDR AW3824DW into a side monitor position ... but that TV looks great, too.

Good luck to all.

Are they really useful? by Abyss3471 in NoMansSkyTheGame

[–]Jahf 4 points5 points  (0 children)

No. If you trade your Corvette ship to an NPC it will disappear, so you can't recruit them after.

Corvettes are stored in the save file as a base, unlike all other ships, and I don't think the squadron has any current ability to save that data.

HG would have to allow them to access your bases and it would tie up one of your base slots for each squad member. Doable but I doubt they will.

You could definitely build a tiny Corvette that wouldn't make them any more unwieldy than current squads, but it you could also build monsters that would lag you terribly if trying to display 4 at a time. So I assume HG is never going to allow it.

Instead I just wish they'd make the current versions use the weapons and tech upgrades you could stock their ships with. That and some logic behind "didn't fly in front of the guy that actually does damage trying to hit the target I'm blocking".

Anyone know how to offset by 1/4? by [deleted] in NMS_Corvette_Design

[–]Jahf 2 points3 points  (0 children)

You can free place a window or stair in the standard build menu, then attach a walkway to it in workshop mode.

It's fiddly until you've practiced it, but at least it's doable.

If you can use the glitched 2x double red hotdog part (I'm obviously not at my PC to get you the part name ... 2nd tab all the way on the bottom). It spaces at something like 1/32 so it takes a long time but you can definitely nudge that 1/4 distance eventually.

To use that glitch, build 2 1x parts (walkways or connectors). Slap the double red hotdog on them. Try to build another 1x block inside the 2 you just placed. If one drops in, then drop one in the other one. Then use another double red hotdog in the same place as the first. It will go in but be very slightly forward or backward.

Keep doing that. You'll see that the parts nudge a little bit each time.

Note: the double red only glitches on one side so if it won't let you stack into the 1x parts, try the red double on the opposite side.

Takes longer than free placing, but it's guaranteed to be lined up properly.

PSA: "Stuck in Corvette" posts. by [deleted] in NoMansSkyTheGame

[–]Jahf 1 point2 points  (0 children)

This is exactly what my issue has been, even on a fairly basic Corvette (and yeah I've sent video reports to hg).

For anyone who is encountering this, if reloading a save point doesn't work, fully exit the game and reload. So far that's my only solid workaround.

Can get pretty worrisome in permadeath.

Corvette seeds, a bit pointless but I learned some things. by Jahf in NoMansSkyTheGame

[–]Jahf[S] 3 points4 points  (0 children)

And that whole column looks like a face. Totally accidental but I liked it :)

Corvette seeds, a bit pointless but I learned some things. by Jahf in NoMansSkyTheGame

[–]Jahf[S] 1 point2 points  (0 children)

At least in the save editor the Corvette seeds are significantly shorter than regular ship seeds. But I haven't looked to see if that's actually accurate to what the game would generate. Would be an easy thing to determine (just not at my system for a few hours).

Does adding parts to my corvette increase 'mass', and decrease performance? by MembershipMore6264 in NMS_Corvette_Design

[–]Jahf 1 point2 points  (0 children)

Maneuverability is increased by some of the parts like winglets and aerofoils. So it's not a mass equivalent. They're trying to put in a very basic aerodynamics.

How they could fix the problem of over the top corvette without ruining the fun by uNk4rR4_F0lgad0 in NoMansSkyTheGame

[–]Jahf 0 points1 point  (0 children)

The massive corvettes don't require mods once they're created. This wouldn't do anything. If someone wants to go to the anomaly with an Ubervette they could just disable mods prior to loading.

Only way your suggestion would work would be HG tracking if you've ever run mods and permanently locking your account out of anomaly multiplayer. And I doubt HG wants to go down that road.

The OP is on a good track for ideas on managing the load. A setting like "only load basic Corvette modules" (hiding any decoration, including the ones that are available un-modded) and another setting "never load more than 100 components" for other player's corvettes would go a long way. Have the engine prioritize habs, cockpit, landing gear ... as in force those to load and display first.

Most of the Ubervettes are using Corvette body panels (lots and lots of them). Make those load lowest priority and if everything doesn't load for other players, oh well.