Probably not. The experimentals tend to be slower every time something new is added, because it isn’t optimized yet. It’s to be expected to be slower at the moment, considering that they played around with the Vehicle Construction Menu, vehicles in general and the dirty clothes system…and probably several other things i don’t recall.
You either have to wait till they optimized everything (which could take quite a few experimentals) or you have to wait for 0.D.
A new feature is that the game redraws every 100 ticks even when you have no movement, so that slows it down some when you are doing things like climbing into a car
I have my first ever animal companion, Dogfriend.
I found a LMOE shelter, and he followed me into it. Since he stuck around, and I slept with him in the room without him trying to tear out my throat, I decided transform the feral creature into Dogfriend.
He is lightly injured, though. That makes me sad for Dogfriend. Can I heal him? Will he heal himself? If I get a Catfriend, will they fight? I can apply survivor armor or a kevlar dog harness to him, and make him Dogfriend M.K. II? How do I make him stay so that he will live a long, happy life–likely longer than my survivor.
Also, what does the cable charger system CBM do? My understanding is that you can either obtain or give power to a vehicle battery. Which one is it, or is it both?
A new feature is that the game redraws every 100 ticks even when you have no movement, so that slows it down some when you are doing things like climbing into a car[/quote]
Like when you turn automatic zombie advancement on? Why in Yog-Sothoth’s name would they mainline that? What purpose does it serve?
(I may be misunderstanding this as I’m still back on version 5070 before the massive bugfest and haven’t seen it in action.)
Zombie auto advance means that the monsters/npc all take a turn if you wait x-seconds to input. Essentially youll be perioded and wait in place if you dont input.
The zero turn redraw will draw the game again every x-ticks of game time if you have all your movement points consumed. So if you climb into a window you use up 450 movement points or something.
The game will redraw the hud every 100 points, meaning that you get to see the monsters move instead of the game freezing up and suddenly they are in new spots.
the issue is performance wise, some computers cant realtime that and slow down because of it. Also it prevents queuing up inputs.
The inputs is what gets my gears, not the slowdown.
No Old Ones, Outer Gods, Elder Gods or Great Ones were involved in mainlining automatic zombie advancement.
At least it’s fully optional.
Actually, it’s a different feature. It’s more like forced redraw every turn.
Good intentions, but it turned out rather unwieldy in some configurations.
I think someone PRed an option to turn it off, but it was closed (or just not merged?) for some reason.
“sort armor” or “+” by default, how does it effect my character? It just kind of seems to be there and I have no clue why. Also NPC’s and feeding. Is this how theyre supposed to be or is it something to be worked on? I really dont want to micromanage their hunger and thirst and nutrition levels so if its just a “use this for now” mechanic then I can justify debugging their needs to 0 and not feel like Ive been cheating, y’know?
I can receive power from a vehicle, but I cannot give power to a vehicle.
With “sort armor” you can control in which order the clothing items get damaged. But still, you can’t for example pull socks over your boots (shoes always reside on “outer” layer, socks on “close to skin” layer). If your feet take damage, it’s your shoes that suffer first most likely (check shoe coverage percentage - it’s possible damage can bypass shoes entirely if coverage is less than 100%). But if you wore two pairs of socks, it’s more likely the outer pair would get wrecked first over time. And that’s what you CAN control, the order of the socks. Or t-shirts. Or if you choose to wear multiple shirts or jackets. It’s about the order of the clothes on each separate layer… and for all of our great convience, they’re shown all at once, jumbled together. Handy, no? Heh. (Seriously though, I wouldn’t know how else to present the system, it just might be as good as it can get)
So clothes exists on at least 3 layers, which aren’t really shown - close to skin, normal, and outer. And you can control the order of the clothes on each layer. Check each clothing item’s description to determine the layer they fall into.
As for the food, I don’t know what you’re doing but I always give or sell them like a week’s supply of food and water at once, and not like feed them one cookie at a time and force them to do tricks
Personally I wouldn’t blame anyone who debugs NPCs to not ever become hungry or thirsty… There always more than enough food to go around, but it’s the management that’s clunky.
that redrawing every 100 points sounds like they are working on fixing some things to make working multiplayer in far future
[quote=“BeerBeer, post:14850, topic:42”]With “sort armor” you can control in which order the clothing items get damaged. But still, you can’t for example pull socks over your boots (shoes always reside on “outer” layer, socks on “close to skin” layer). If your feet take damage, it’s your shoes that suffer first most likely (check shoe coverage percentage - it’s possible damage can bypass shoes entirely if coverage is less than 100%). But if you wore two pairs of socks, it’s more likely the outer pair would get wrecked first over time. And that’s what you CAN control, the order of the socks. Or t-shirts. Or if you choose to wear multiple shirts or jackets. It’s about the order of the clothes on each separate layer… and for all of our great convience, they’re shown all at once, jumbled together. Handy, no? Heh. (Seriously though, I wouldn’t know how else to present the system, it just might be as good as it can get)
So clothes exists on at least 3 layers, which aren’t really shown - close to skin, normal, and outer. And you can control the order of the clothes on each layer. Check each clothing item’s description to determine the layer they fall into.[/quote]
Are you sure you really can’t put your socks on over your shoes (that’s the perfect example, by the way, so thanks)? I’ve changed the order of stuff on different layers before, and it definitely seems to help the stuff take less damage, even if its layer is supposed to be higher.
As to layers, I know of at least 5: close to skin, normal, outer, strapped, and “waist” (which only the legs and the torso have).
I’ve always assumed “strapped” was outside the “outer” layer, but I don’t know where “waist” would fit in that - above “normal” but below “outer” would make the most sense, I think, but… ?
No Old Ones, Outer Gods, Elder Gods or Great Ones were involved in mainlining automatic zombie advancement.
At least it’s fully optional.
Actually, it’s a different feature. It’s more like forced redraw every turn.
Good intentions, but it turned out rather unwieldy in some configurations.
I think someone PRed an option to turn it off, but it was closed (or just not merged?) for some reason.[/quote]
Ah, thanks for clarifying. That doesn’t sound too bad. I mean, the optimization sucks, but I understand the purpose behind the feature itself.
[quote=“deoxy, post:14852, topic:42”][quote=“BeerBeer, post:14850, topic:42”]With “sort armor” you can control in which order the clothing items get damaged. But still, you can’t for example pull socks over your boots (shoes always reside on “outer” layer, socks on “close to skin” layer). If your feet take damage, it’s your shoes that suffer first most likely (check shoe coverage percentage - it’s possible damage can bypass shoes entirely if coverage is less than 100%). But if you wore two pairs of socks, it’s more likely the outer pair would get wrecked first over time. And that’s what you CAN control, the order of the socks. Or t-shirts. Or if you choose to wear multiple shirts or jackets. It’s about the order of the clothes on each separate layer… and for all of our great convience, they’re shown all at once, jumbled together. Handy, no? Heh. (Seriously though, I wouldn’t know how else to present the system, it just might be as good as it can get)
So clothes exists on at least 3 layers, which aren’t really shown - close to skin, normal, and outer. And you can control the order of the clothes on each layer. Check each clothing item’s description to determine the layer they fall into.[/quote]
Are you sure you really can’t put your socks on over your shoes (that’s the perfect example, by the way, so thanks)? I’ve changed the order of stuff on different layers before, and it definitely seems to help the stuff take less damage, even if its layer is supposed to be higher.
As to layers, I know of at least 5: close to skin, normal, outer, strapped, and “waist” (which only the legs and the torso have).
I’ve always assumed “strapped” was outside the “outer” layer, but I don’t know where “waist” would fit in that - above “normal” but below “outer” would make the most sense, I think, but… ?[/quote]
I’m not 100% sure about anything. Coolthulhu is probably going to set us all straight about this.
I’ve assumed that ‘waist’ and ‘strapped’ are on par with the ‘outer’ layer. There’s no particular reason for those three layers to have an internal ranking or priority, although ‘strapped’ being on top of ‘outer’ may or may not make sense. And the reason why socks (‘close to skin’ layer item) aren’t allowed to go over shoes (‘outer’ layer item) is because we would often and inadvertently wear items in “wrong” order, and we’d then have to often check that we aren’t wearing socks over our shoes, which would quickly become quite annoying. Not to mention those precious ‘close to skin’ items are often fragile, and it’d be nasty to just suddenly see your socks get wrecked simply because one forgot to meticulously tweak the order. And more importantly, same goes for all the other layers.
But, that is all just guesswork that I’ve quietly done over the course of months of playing. Oddly I can’t find actual info about how the damage passes through the various layers. All I find is the encumbrance stuff in relation to layering.
I’m guessing the phenomenon you’ve witnessed is due to false assumptions of layer rankings, OR because I’m wrong and you’re right, but you would have to present detailed cases before we could even begin to guess and argue what has happened.
But, just for kicks, and to demonstrate the complexity of the damage filtering vs. apparel degradation, let’s study a case of a coat (100% coverage) being worn on top of a vest (60% coverage), and then switch them around. Both items have equal protection (let’s say 5 cut & bash) and equal resistance to tearing. Both reside on the same layer. Both are in peak condition. All incoming hits deal same damage.
In the first case, the coat would get torn and eventually be destroyed pretty fast due to high coverage and rather low protection. Presumably a 5-prot coat is not very tear-resistant (quite frankly I don’t know how tearing resistance is determined - material related or purely protection value related?). Anyway, as the coat degrades, it starts to let more and more damage through, giving the vest a 60% chance to catch the coat-filtered damage, while still allowing the coat-filtered damage pass 40% of the time.
Now let’s see if the vest had resided over the coat. 40% of the hits end up on the coat unfiltered, which the coat is sure to catch. Meanwhile the vest degrades, but far slower than the coat in the previous case due to the vest having lower coverage. Statistically and mathematically, the vest would get destroyed first, followed closely by the coat, since the vest collects 60% of the hits (above 50%).
If the vest had only 50% coverage, both would get destroyed nearly at the same time. I do have to admit that what I can’t figure out, is that due to the vest degradation, does it mean that the destruction of both items is statistically simultaneous, or is the math more complex, and there is significantly more deviation (while using the vest 50% coverage value).
Finally, the math problem I’m facing is that what vest coverage percentage is required in order to see both items destroyed either at the same time, or by consequtive hits. Is it A) exactly 50% or B) 45-50% or C) less than 45%
Oh, for sure on that last bit - I’m just passing on the way it has seemed to me. I play a good bit, but even still, I doubt that my experience is statistically significant, so I may just have experienced slightly abnormal results.
As to your conjectures on the coat and vest… yeah, that is exactly WHY it matters, as you may well have a vest that offers good protection (say, a kevlar vest or light survivor body armor) and a coat that you want to protect (say, a raincoat, so you don’t get morale penalties). Does it help to switch them?
In my experience, it does. I could be wrong, of course. The layering system (close to skin, normal, outer, etc) seems to only matter for encumbrance purposes, which seems a little odd when you can re-order them for protection purposes (and put, say, the raincoat at the bottom of the list to protect it from abuse while it protects you from the rain), but it works OK.
[quote=“deoxy, post:14852, topic:42”]As to layers, I know of at least 5: close to skin, normal, outer, strapped, and “waist” (which only the legs and the torso have).
I’ve always assumed “strapped” was outside the “outer” layer, but I don’t know where “waist” would fit in that - above “normal” but below “outer” would make the most sense, I think, but… ?[/quote]
Layers with different names are different layers.
You can check this by putting on 2 items with at least 1 shared body part and shared layer. If they don’t collide, your encumbrance (in ‘@’ menu) will look like x+0. If they do, it will be x+y.
Enforcing the layering with penalties or hard restrictions is planned, though not a high priority since it is a restriction on a feature people are used to (relayering everything to protect valuable gear).
So back to the original question, whats the purpose for “sort armor”? So far is it just to control which article of clothing is damaged first?
I think waterproofing only works if it is on the outermost layer.
When you’re on fire, only outermost items can burn.
Actually the logic for a reload of a gun with a partially-loaded removable magazine is eject magazine, insert more rounds, re-insert magazine, what you’d call a non-tactical reload. It’s just that due to game balance this operation is much shorter than in reality (about 18 seconds for a Glock 19 instead of something like a minute).
The only way to get a tactical reload is to obtain a “spare magazine” gunmod and have it loaded. When your gun has 0 rounds and you reload, the spare magazine is swapped in and it’s 10x faster than a manual reload.
I’m still pondering making reloads take a more “realistic” amount of time, and balancing it by making spare magazine gunmods more common, and possibly allowing more than 4 gunmods to be applied to a gun. Other mitigating factors would be a separate speedloader item and allowing multiple spare magazines on a single gun.
If reload times were adjusted, non-tactical reloads would be, well, like the name says, non-tactical, you can’t do them in combat because they take a prohibitively long time. This would also serve to widen the variation between removable-magazine guns and single-round reload guns. From a realism POV it’s a clear win, but I’m on the fence from a gameplay POV, I’m still debating it with myself.[/quote]
Wait, so what you’re saying is (since I haven’t played since magazines were implemented because my last laptop took a flaming shite with the mod I’d been working on and I got seriously pissed off but that’s besides the point) that carrying around 4 extra mags for my gun doesn’t make a lick of difference in reload time? Well. Crap.
If the mags are in your inventory, then reloading is slow, as you basically take them from your backpack.
If the mags are in worn ammo pouches or in a vest, then reloading is quite fast.
To put mags in certain vests or ammo pouches, you have to 'a’ctivate the vest (or any appropriate clothing item), and then choose a mag.
And no, you can’t see at a glance which clothing items can hold mags, but their descriptions usually hint of the mag-carrying ability.
Some mag-compatible clothing:
- chest rig
- tactical vest/rig
- various ammo pouches
…aaaand that’s all I can remember
Someone please continue that list.
If the mags are in your inventory, then reloading is slow, as you basically take them from your backpack.
If the mags are in worn ammo pouches or in a vest, then reloading is quite fast.
To put mags in certain vests or ammo pouches, you have to 'a’ctivate the vest (or any appropriate clothing item), and then choose a mag.
And no, you can’t see at a glance which clothing items can hold mags, but their descriptions usually hint of the mag-carrying ability.
Some mag-compatible clothing:
- chest rig
- tactical vest/rig
- various ammo pouches
…aaaand that’s all I can remember
Someone please continue that list.[/quote]
Leg pouch
ankle pouch