I guess i’ll just post this here, where it might be of some use:
Worth knowing about triangles:
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A normal 6 sided box-block generates 12 triangles in a blueprint (It seems like both the outside and the inside is counted).
Looking at the “corner” found in the top left corner of the block size selector, it only generates 4 triangles. So it has the same amount of HP, but 1/3 as many triangles as the box-block, which should make it perfect if you want to add “layers” to your ship for extra protection. It also has the extra advantage that you can walk around in that area afterwards. The full block size will count when something tries to destroy it, so missiles or projectiles can’t pass “thru” it.
correction This is simply not true! If there’s a hole, missiles and projectiles will pass thru, my bad!
Use a block that fully cover one side instead!
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Devices like windows dont have triangles at all, i guess it’s enough that they they count towards devices. Same goes for light blocks.
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The “Walkway and railing”-block has a double feature, where when places as a walkway it counts as a block and generates triangle, but when placed as a “glass railing” (not normal railing) if counts as a device, and presumably don’t generate triangles.
Worth knowing about blocks:
- When using the right click meny to select the shape of a block, the lower half of the blocks have half the amount of hitpoints compared to the top half. They also have half the mass, which in theory should require less [engine] power to move around.
the mass and hitpoint number can be seen when hovering over each block.
Worth knowing about devices:
Even tho most devices is only for decoration and has no function, the “Tech Equipment”-blocks cane be used as containers with 7 or 9 slots. This is useful when you only need a small about of storage, or dont have enough space to place a full size container since some of the deco-blocks are small. Just remember that they will still occupy a full sized block.
Blueprints and size class:
- This is the formula used to calculate the size class:
SIZE CLASS = (DeviceFactor3 + LightsFactor2 + TriFactor) / 6
DeviceFactor = #Devices * 0.01
LightsFactor = #Lights * 0.05
TriFactor = #Tris * 0.0001
It’s pretty straight forward: multiply each value found in the blueprint with a value, add the new 3 values together and divide by 6 and round to the nearest digit.
- Right now it’s not possible to see the triangles of a ship/base already spawned by looking in the control panel info screen. Just resave it as a blueprint and look at that.
- If you can’t see the number of triangles in a blueprint, it probably means it’s been saved in an old version. Re-save it and the triangle count should turn up.
Example:
A ship with 500 devices, 500 lights and 500 triangles, will be calculated like this:
500 * 0,01 = 5
500 * 0,05 = 25
500 * 0,0001 = 0,05
Add the sums together
1 + 5 + 0,01 = 30,05
Divide by 6 and round to the nearest digit
30,05 / 6 = 5.08333333 -> 5
So the ship class size is 5
Even by having 25000 triangles instead of 500, the new sum would be 5,416666667 and the size class would still be 5
To put it a different way this is how much impact devices, lights and triangles each have on the size class:
- Each Device make up 0,0016 parts (not percent) of the final size class figure
- Each Light 0,00833 parts (not percent) of the final size class figure
- Each Triangle 0,000016 parts (not percent) of the final size class figure
So by looking at the blueprint, it should be possible to determine what the easiest way would be to reduce size class.
Hunting first for lights is the fastest. After that it makes sense to try and reduce the number of devices and eventually you might have to start replacing blocks.