Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

it is common unfortunately, the engine has an issue with moving colliders at higher speeds, I am prototyping a custom physics engine that doesn't have this issue. 
In the meantime try to reduce the number of colliders (the cockpit has a lot of colliders for buttons), especially blocks that have an outside part like gatlings, boosters or rcs

(1 edit)

I guess I’ll never quite make it to a dreadnought... In short, I’ve equipped the ship with 4 boosters, about 30 RCS units, around 24 mega missile launchers, and 6 mega gatling guns.

Perhaps the ship's size matters, since I was previously satisfied with a Heavy Cruiser and it was relatively comfortable. But after expanding the hull and increasing the armament to Battlecruiser level, these issues have emerged.

UPD: It was strange, however, to decide to install two additional pairs of boosters. Removing them resolved the issue. Without your explanation, I wouldn’t have realized that this was the key to the problem...

Thank you for your reply!

You are welcome. It was the boosters? I usually have a small ship with 64 boosters and cruise at 4km/s in the early game without issues before I can upgrade to mega boosters. I guess my speed threshold after which the fps drops is a bit higher.

Yes. Before that, I redesigned the ship, and it turned out to be a massive vessel. To accelerate it, I built an additional 8 pairs of boosters (I made a mistake about the number in my previous post): 4 pairs for forward movement and 4 for reverse. Then I started experiencing lag during acceleration with the boosters, which I tried to fix by reverting to the ship’s previous design, though I kept the number of boosters the same. But the problem I described earlier seems to be solved.