The Praedian Records

J.G. Phoenix

Current Projects

Riaz Royals

Yamato 90%
Yorktown 80%
Essex 50%
Cleveland 90%
Blücher 95%
Prinz Eugen 50%
Seydlitz (Redux) 40%
Lützow 80%
Type 34 Destroyer 99%
Type 36 Destroyer (Redux) 50%

Wrapping Up November

I’m a day late on this one but I kind of just crashed yesterday right after work. I’m thinking of flipping my sleep schedule around to accommodate that post-work fatigue I’m always getting. It would also help me get more writing done. I don’t know why, but I’m much, much more effective, energetic, and creative in the AM hours.

Another thing I want to address (for posterity) is the lack of daily posts. I’m not working from home anymore, at least not for money, so my schedule’s been condensed. My adjustment period has been pretty rough, too, but I’m at the tail end of it. All that to say I’ll be working my way back into my daily posting routine, probably starting next week. That’s assuming I can get my sleep schedule just the way I want it so I’m up from at least 10PM to 4 or 5PM. The more morning hours I can claw back for myself, the better things will be.

Anyway, time for some updates.

The Site

I’ve been poking around with the mobile view for PR, since that’s never looked good and I’m getting sick and tired of it. Testing isn’t easy since I have to use my actual phone and updates don’t propagate quite in real time, at least not consistently. Relying on Divi’s previews isn’t consistent either, so changes that look good from my PC (in mobile viewing mode) look hilariously bad on my phone and vice versa. I’ll figure this crap out, but I’m not even going to pretend this isn’t a frustrating process.

This is one of the big reasons I don’t actively draw traffic to the blog. An audience deserves your best and as far as presentation goes, I’m just not there yet. I’m not going to heap all the blame on Divi; I could probably fix most of this in a few sessions if I focused solely on that, but I haven’t.

That’s something I’m aiming to fix this month.

Space Engineers

For the time being I’m putting pretty much all of the Kaiser projects on hold, including the entire Admiral Hipper class, the Magdeburg, and anything else related to them. The goal is to wait for three specific releases for Space Engineers and then incorporate them. The first is Grid AI, from Keen, Space Engineer’s dev team, the second is Cheerkin’s general use Autopillock script (the newer one), and the third is Ribera’s SBY thruster mod. I need to see how each of these can be incorporated before I’ll be ready to release them.

I am considering some WIP releases just to get some traction on the workshop, but all three of these are releasing relatively soon, so it probably won’t be more than a couple of months before I’m fully back to work on the Kaiser faction ships. I doubt I’ll have another small grid ready for the workshop unless it’s the Cosmo Messer F2 or maybe the EQ Drone Messer, and the latter would really benefit from the Autopillock script and Grid AI anyway.

Writing

I’m breaking this into multiple sections and addressing the current writing projects in each one.

Lydia’s Golden Treasury

The purpose of this new Chapter 2 was to expound on Enya’s backstory before her regrets started cropping up in Chapter 3, but as the B plot, it wasn’t designed to completely carry the chapter on its own. I wanted a conflict to run alongside Enya’s past coming up and to prompt the use of the titular item, the Lyre of Binding. For that I initially had a medical emergency in mind, but I’ve been rethinking things.

Originally Lydia’s Golden Treasury was going to have a male lead. I changed it to a female lead to completely eliminate a small issue coming up that would get in the way of the story right around Chapter 4 or so. Making the lead female also let me have a little fun with the rest of the cast. That’s something I’ll explain someday, but for now I just want to say that I’d like to include that original male character even if it’s just for this one chapter, essentially as the driver of the A plot.

So the medical emergency plot I had in mind is getting shelved. Maybe I can use it somewhere else in the future, but the Lyre of Binding is now going to focus solely on these two characters.

Artorius

There are a couple of battles in the middle of the story I have to figure out technologically, given how the Aeon setting is with space battles. In a nutshell, it’s very similar to real life. In some circumstances, it’s actually stupidly easy to take out a large warship in one go. In others, it’s next to impossible.

Since Artorius is going to be one of if not the first Aeon stories to feature space battles, I desperately need to get these depictions right. That said, with the rest of the outline done, I just need to start cranking out the story scene by scene. It’s on the horizon.

Remnants of the Elders

There’s less development here on the story I’m trying to write, but like the rest of the things I’ve got ‘queued up’ I am going to be doing at least some work on RotE in December. I want to round out the year by putting down at least a few pages for all of my current writing projects, not just one or two. Everything I want to have released by the end of next year is getting some due attention here and now, and RotE is included in that.

Frame Ops and Riaz Royals

Frame Ops and Riaz Royals have a slight overlap in cast and chronology, but FO is more self contained, while RR affects the Aeon setting as a whole, so while I’m lumping them in together, RR is quickly becoming the higher priority. The first chapter, A Fond Farewell, is about 80% finished. Frame Ops is coming along a lot slower, but I think the further I get into RR, the easier writing FO will be.

We’ll see. At the end of the day, Riaz Royals is about some very important clones making their way in the Jovian Sphere, and Frame Ops is about a team of professional e-sports players rising to prominence.

Fleeing Victory

I’m not adding any new chapters yet. I’m actually going through everything that’s been written so far and doing so major editing to try to clean up the story, trim down some of the more verbose areas, and update the narrative style so it’s more consistent throughout. There might be a few changes thrown in to make the story ‘better’ but in general I’m just cleaning things up and tying things together more closely.

Closing

That’s everything for now. I doubt anything substantial is getting finished this month, but I’ll keep chipping away. ‘Write and rewrite … until it is done.’ If I can reclaim my mornings, things will go a lot more quickly, so that’s priority #2, after survival.

M.A.S.S. Builder: 0.9.0 Afterwords

VD’s no happier with the multiplayer release than the rest of us, but I personally don’t think it’s that big of a deal. This was their first attempt and it actually works. PvP’s going to be an absolute nightmare to get right, but at least the basic concept works.

I got around to trying out the multiplayer coop the other day and though the boss had way too much health (that and we didn’t have enough players for a 4vE) it was still alright. This is just the beginning, so I expected bugs and iffy balance, and I got bugs and iffy balance. My biggest complaint is that the M.A.S.S. units themselves are easy to miss at a distance. Sometimes it felt like I was fighting alone and I’d really have to lean back and take in the whole arena to find my teammates. They should be marked on the HUD for convenience.

Anyway, I think it’s better if I just quote VD from here. All of this is in the linked article.

Now! Let’s us use this time to explain how and why it took… almost 10 months to work on 0.9.0. We might have mentioned this before but as 0.9.0 was the update we worked on Multiplayer; the development process was us basically rewriting 50% of the whole game. Before this time, M.A.S.S. Builder was an “offline only game” where every part, every piece of information was calculated and stored within a player’s own PC. They could take that save anywhere, played it offline, and modify things however they like. We still wanted players to be able to do that, but now there’s a catch where multiplayers must not be affected by anyone’s modification of the game.

This made us scoured through every line of code in the game to see if it can be used maliciously. Doing so, we’ve discovered a lot of work that can be optimized, works that our past inexperienced selves have found to be worthy before looks to be something that hinders optimization nowadays, and we just cannot allow ourselves to overlook them. Thus began the optimization. The first few months after we started working on 0.9.0 are all about rewriting codes, optimizing them, merging some parts together, and planning we would structure multiplayer codes alongside every part of the game we did in the past.

But hey! Doing so allowed us to perform a much-needed upgrade to the game. Optimizations we never thought we could do, new systems in place such as the boosting curve, new features and functions that were created to further support tech nodes creation, and much more to come (just like that combo attack curve that faced a last-minute cut, we’ll finish it in the near future we promise).

Now, towards the main feature of 0.9.0 itself, multiplayer. We first wanted to just release a non-playable showroom with no endpoint in playing just for players to show off their units. However, with the rewriting of codes taking that long and speculated to take many more months, we discussed among ourselves if it would be worth the wait to just have a mode like that, and decided it was not. We assigned one of our six to start working on more aspects towards multiplayer immediately, and the best solution was to create a co-op mission that we might use to fully test out our features.

Well, the results are as expected, a buggy mess that took months to finish, an unoptimized mode of play, but at least, a playable multiplayer in the most basic sense. The problems stemmed from using P2P networking, but as we deemed this is the best method for us as an indie developer, it required much more countermeasures in place to make it a good system. Currently, players are mostly being kicked out of a session left and right, mostly because we did not have any locks or thresholds on pings, thus players from regions across the world can still connect to each other with extremely high ping, resulting in the network being faulty enough to disconnect players from each other, kicking people into the lobby itself. Looking at every bug, every complaint, every suggestion, and every discussion made by you, we know this is a long road to walk towards and that it cannot be done within a few weeks to fix for sure, so we’ll leave 0.9.1. in the state it is. We’re sorry how our anticipated update turned out to be, but we’ll strive to make it better by the next major update. There will be systems to better match players into each other, there’ll be more features in the multiplayer system, there will be many things coming to our game.

On one final note, we know that game balance is something that’s controversial in a game like this where we wanted to have a fun game where anyone could just take any build to play in any mission. We still stand by that mission of ours and will be turning easy and normal mode difficulty into some sort of a story mode where it’s almost impossible to fail. We’ll keep hard and very hard where it’s at that players making a mistake can cost a life immediately. Basically, easy and normal will be easier, hard and very hard must achieve what they set out to be, an aspiring content where one can aim for. Everyone must be able to have fun in some kind of way. That’s what our game will be.

Next week, we’ll talk about what’s coming next in 0.10.0. Please have fun with what 0.9.1 can provide for now and as always, feel free to send in your suggestions and discuss the game with us through the official discord channel.

Vermillion Digital Team

M.A.S.S. Builder: Patch 0.9.0 Released

Oh man, I just flat out assumed this would be coming on a Saturday, not a Monday. Overall it’s been a good day, though. I’ll probably have to make another post about that tomorrow, though.

I already posted the patch notes for 0.9.0 on Saturday so for the rest of the week I’m going to be doing some work on M.A.S.S. Builder every day until I finish the Bronze Bullet (a mech from my Frame Ops story). I’ll be posting progress notes and the like.

This week is turning out to be overwhelming and it’s only the start, but it’s pretty exciting. I’m going to make the most of it.

M.A.S.S. Builder: 0.9.0 Updates Roundup

This is more of a look back over all the previous previews slated for update 0.9.0, but it illustrates just how much is going to change.

We’ve got new customization options coming, from the new accessories and ‘base weapon’ parts, to new poses for photograph mode. We’re also getting more story missions, a new hunt mission, tier 6 node unlocks, the new weak point system for bosses, as well as some tweaks to their attacks to make life a little easier for melee playstyles.

There are also a lot of QoL updates to be happy about.

I’m a bit busier than I’d like but I do want to get more M.A.S.S. Builder content going around the time 0.9.0 releases, so I’ll up that on my list of priorities until I find the right balance between that and my other projects.

M.A.S.S. Builder: 0.9.0 CO-OP Missions Preview

As someone who generally likes cooperative gameplay, the addition of coop missions in M.A.S.S. Builder has always been exciting for me. This may only be in alpha, but you’ve got to start somewhere, and I’m looking forward to it.

M.A.S.S. Builder: Introducing Weak Point System

This one is painfully self explanatory. Shoot glowy spot, make hurt more, etc. That said, given how tanky the bosses in this game can be, a weak point system is a more than welcome addition. My biggest issue as a shooting focused player is always running out of ammo and having to focus entirely on killing mobs to rearm. It shouldn’t be as big of an issue if I can get more damage in.

There are some particulars with the system, though. First off, the weak points aren’t something you can just lock onto, so ranged players will have to use the manual aim for a change. Fine by me. Melee also has better damage versus weak points, so while they probably won’t hit them as often, the burst damage should be higher. Ranged meanwhile, will just be able to consistently target weak points. It sounds balanced enough on paper, but I’m sure there’ll be some tweaks down the road.

VD also mentioned that they’re disabling all special movement openers for the players in 0.9.0. It’s a bit weird, but I’ve got enough good faith saved up with them to just roll with it and see how they try to balance things going forward.

Cosmo Messer F Release

Description

The next entry in the Cosmo Messer line. The F series serves as a branching point for all of the remaining variants. This is an ‘aesthetics first’ type of design, so it’s almost completely reliant on internal thrusters. Compared to the E, the internals have been revised: One medium battery, along with all up and downward facing ion thrusters were removed. It’s also noticeably heavier due to having a bit more heavy armor and some subgrids. It’s still vanilla, though.

Once Grid AI releases I’ll be branching out to the Messer F2 (a no subgrids printable version of the Messer F), the Messer T (unit for fleet carriers), and the Messer QF (drone variant). I might also make a QE since the original Messer is pretty nimble.

That’ll be it for the unmodded Messers. The G and K variants will be using one or two mods that fit with the Kaiser faction’s future developments.

I’m also fiddling around with some modules for these planes. The ones that didn’t give me too many problems can be found here:

Kaiser H2 Pod (Type 1)
Kaiser Boost Pod (Type 1)

Lore

The next phase in the development of the Cosmo Messer, the F series made several trade offs to improve the craft’s performance and versatility while keeping the original frame. Due to the Kaiser faction’s increased terrestrial presence, the Cosmo Messer F had to be nimble in both space and under high gravity. On top of receiving retractable landing gears for ground use, the F series also received hardpoints and new software for controlling external modules.

Before the outbreak of hostilities between the Kaisers and several other factions, the F series were greenlit for mass production, becoming the fleet’s primary fighter. Kaiser infrastructure and support facilities grew to match. The KCV Admiral Hipper was among the first capital ships in the fleet to receive the new fighters, helping to establish their presence in the system.

Specifications

Primary Mission: Short Range Fighter
Crew: 1 Pilot
Armament: 4x Gatling Guns, 2x Rocket Launchers, 1x Autocannon
Power Plant: 1x Hydrogen Engine (500kw), 3x Medium Warfare Batteries (9Mw)
Thrusters: 40x Hydrogen, 18x Ion, 58 Total
Hardpoints: 2x Hinges
Wingspan: 42ft (13.1m)
Length: 69ft (21)
Height: 18.4ft (5.6m)
Grid Mass: 77,971
PCU: 7,722

Notes

  • Messer F uses more heavy armor than the Messer E, so it’s less maneuverable going down or strafing.
  • Page 2 is set up for weaponcore and vanilla, so delete the toolbar set you don’t need.
  • Ship has multiple subgrids: 2x for rockets, 3x for landing gears.
  • The landing gears can let out those little puffs of contact smoke while retracted; not sure if it’s fixable.
  • Can use connector with landing gears deployed; doesn’t make it any more stable, just looks cool.
  • The third monitor (index 2) doesn’t work with weaponcore; change to whatever you want.
  • Final version was tested mostly in Pertam’s 1.2Gs and can get to space easily. (Costs around 50% internal H2 stores going full manual)

Scripts

Controls

(This info is taken from the Messer cockpit)

PAGE 1:
THROTTLE CONTROLS
Num1 – Flight Mode Normal
Num2 – Flight Mode Cruise+
Num3 – Flight Mode Governor
EMOTES
Num4 – Check Wrist
Num5 – Salute
CAMERAS
Num6 – Electro Optical Sensor
Num7 – Tailfin Camera
Num8 – Rearview Camera
Num9 – Ventral Camera

PAGE 2:
WEAPON CONTROLS – WEAPONCORE
Num1 – Toggle Gatling Gun Group Mouse Control
Num2 – Toggle Autocannon Mouse Control
Num3 – Toggle Rocket Launcher Deployment
Num4 – Toggle Rocket Launcher Mouse Control
WEAPON CONTROLS – VANILLA
Num5 – Toggle Gatling Guns
Num6 – Toggle Autocannon
Num7 – Toggle Rocket Launchers
CAMERAS – COMBAT
Num8 – Tailfin Camera
Num9 – Rearview Camera

PAGE 3:
CONNECTOR/MAG PLATE/LANDING GEARS
Num1 – Connector Switch Lock
Num2 – Toggle Mag Plate Lock/Unlock Sequence
Num3 – Toggle Landing Gears Sequence
CAMERAS – LAUNCH/LANDING
Num4 – Tailfin Camera
Num5 – Rearview Camera
Num6 – Ventral Camera
ADDITIONAL SYSTEMS
Num7 – Toggle Gyroscopes On/Off
Num8 – Toggle Thrusters On/Off
Num9 – Toggle Landing Guide Projector On/Off

PAGE 4:
AUX SYSTEMS
Num1 – Toggle Maintenance Projector On/Off
Num2 – Wing Pylons Attach
Num3 – Wing Pylons Detach
Num4 – Run Pylon alignment Sequence
Num5 – Toggle Antenna On/Off
Num6 – Toggle Emergency Beacon On/Off
Num7 – Toggle Remote Autopilot On/Off
Num8 – Toggle Hydrogen Engine On/Off
Num9 – Toggle O2/H2 Generator On/Off

Page 9: Connector/Mag Plate Extended Functions
ADDITIONAL FUNCTIONS
Num1 – Toggle Connector On/Off
Num2 – Connector Lock
Num3 – Connector Unlock
Num4 – Toggle Connector Collect All On/Off
Num5 – Toggle Connector Throw Out On/Off
Num6 – Toggle Mag Plate On/Off
Num7 – Mag Plate Lock
Num8 – Mag Plate Unlock
Num9 – Toggle Mag Plate Autolock On/Off

Piloting Notes

1: It is not advised to turn off the Cosmo Messer F’s hydrogen thrusters separately; ship has no up or down facing ion thrusters. Use Governor flight mode (Page 1 Num3) for taxiing and landing. Only maneuver in one direction at a time in Governor mode for easier handling.
2: Use the landing guide for landing in unfamiliar spaces. Activate the landing guide (Page 3 Num9) and keep the red areas from clipping through walls or objects. This will prevent lateral collisions.
3: For high speed braking, point the bottom of the ship in the intended braking direction. Additionally, flipping the ship can stop it much more quickly than relying on the reverse thrusters.
4: Follow a target’s movements carefully while firing the gatling guns; the Messer’s nose can catch rounds from them with steep yaw turns. Alternatively, lean more on pitch control for target leading.
5: To prevent toggling the systems of other Messer Fs, move the ship into position on the connector, then turn off the gyroscopes and thrusters before switching the lock state on. Disconnect before toggling systems for takeoffs.

Acknowledgements
Admiral Hipper is launching soon

Recent Pinned Posts

February Goals

First, a quick review of January. January Goals Lydia’s Golden Treasury: Chapter 5 1st Draft (Rolled over) Fleeing Victory #16-17 Read 1 novel 2 Blog Articles for the site Upgrade the Prinz Heinrich (Revised and Finished) Could be worse, but I'm surprised more by what...

read more

My Struggle

The blog, the stories, long term projects, addressing myself and old wounds, even writing this. All of it is one big struggle in my transition from one life to the next. The Site Starting with the base of operations, I like the way the site looks, but there have been...

read more