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JayleBreak

Alpha Tester
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Posts posted by JayleBreak

  1. Where I live, deer are  not just a nuisance but a hazard, and to cull them there are (on occasion and in restricted areas) hunts arranged.
    What if DU had advertised events (well in advance) that permit "hunting" of constructs in a randomly selected district at a defined time (the chosen district is revealed 30 minutes in advance). Safe status at the market would be temporarily recinded and any destroyed cores could be immediately looted.

  2. As I recall, in Minecraft a voxel is defined by its position in space (x,yz) and a material - it is of fixed size and shape.
    In DU, a voxel is defined by a position in space (x,y,z), a material, and a (1) vertex whose position relative to the voxel position can vary within a restricted range.

    (Note: this explains why a core is seen to have one less "voxel" than advertised - it takes two voxels to define 1 edge [3 to define 2 edges etc.]).
    What we see in voxel systems is defined (in part) by the vertices whose voxels have a material defined and also border those that have no material (sometimes called air voxels) - so interior voxels (those surrounded by voxels with a material) are never rendered.
    The primary reason for using voxels is that they allow "real-time" modification (changing the material or vertex position) of a voxel which is readily rendered. In particular it allows "destructability" used in terraforming (mining) and PvP.

  3. No, you can't since voxels share vertices. To get familiar with the resulting constraints, try things out first in 2 dimensions  using the 2D Voxel Planner at: https://dual.sh/voxelplanner/

     

    Let me amend this by saying that if you leave a gap of one voxel between the original voxel and the placed voxel than they will both retain their original form. . If you play with the 2D Voxel Planner you will soon realize that vertices can be "pushed" up to 1.5 voxel widths from their original position. This leads to the possibility of using an "offset" voxel instead of the voxel you placed to get the result you desired. Creating this kind of voxel is often called "voxelmancy" and requires a voxel board to create (the voxel place tool cannot create them). There are tutorials on how to do this on youtube, but as you are just starting out you should avoid this technique to start, and see what the voxel place and voxel line tools can do.

  4. 31 minutes ago, Kezzle said:

    Because it's a stupid arbitrary limitation.

    It doesn't become arbitrary if it results from the size, mass, and power  that these weapons should/could have in correspondance to their damage potential.  What we have now is the equivalent of an 16in Naval guns on a speed boat (speaking about arbitrary).

     

  5. There is a new element I've never seen before (on a ship with a small space engine but its NOT the small engine): 
    Element class: SpaceEngineSmallGroup
    getFuelRate : function: 000001AEB273EEA0
    getSignalIn : function: 000001AEB273EC00
    toggle : function: 000001AFD57776A0
    isOutOfFuel : function: 000001AEB273EBD0
    getObstructionFactor : function: 000001AEB273F2C0
    getDataId : function: 000001AFD576FF00
    getMass : function: 000001AFD57716D0
    activate : function: 000001AFD5771E20
    unit : table: 000001AEF8256710
    distance : function: 000001AEB273EDE0
    setThrust : function: 000001AFD5777580
    getMaxThrust : function: 000001AFD57777F0
    getMinThrust : function: 000001AFD57794A0
    getIntegrity : function: 000001AFD5770260
    show : function: 000001AFD576FC30
    hide : function: 000001AFD576FE70
    torqueAxis : function: 000001AEB273F200
    getThrust : function: 000001AEB273F110
    getData : function: 000001AFD5770110
    load : function: 000001AEB273F230
    getMaxHitPoints : function: 000001AFD57702F0
    setSignalIn : function: 000001AEB273F1D0
    getFuelConsumption : function: 000001AEB273F1A0
    setTags : function: 000001AEB273ED50
    hasBrokenFuelTank : function: 000001AEB273F3E0
    getElementClass : function: 000001AFD57718B0
    getT50 : function: 000001AEB273EE40
    export : table: 000001AEF82561D0
    getTags : function: 000001AEB273F170
    getState : function: 000001AFD5777430
    isObstructed : function: 000001AEB273F140
    getFuelRateEfficiency : function: 000001AEB273F380
    thrustAxis : function: 000001AEB273F320
    getHitPoints : function: 000001AFD5770290
    getId : function: 000001AFD5771640
    getWidgetType : function: 000001AFD5770590
    getCurrentFuelRate : function: 000001AEB273ED20
    getMaxThrustEfficiency : function: 000001AFD5779D40
    getMaxThrustBase : function: 000001AFD57777C0
    deactivate : function: 000001AFD5777E50
    I'm guessing this is an aggregate of all space engines (my setup had only one). Sadly, it disappears if there is no link to the engine.

  6. The (IMHO) idiotic thread about PTW, did raise a question in my mind. What defines "winning" in DU?  In chess, you lose if you are checkmated or decide to resign. In poker, you are a winner if you walk away with more money than you came in with (even if you were "down" for most of the time you played). In a FPS, you "win" if you are the last man standing, or with the most "kills" at the end of the game.  But what about a game with no end? Perhaps its being at the top of the "leader" board in kills, have the most money, most territories owned, rank in your organisation, builder of the biggest construct etc? Frankly, I don't see any of those as defining a winner.
    The only way I can see myself as a winner in DU is if I have fun playing and participating in the community.  I start by not defining my self worth on the basis of games won, rank in leader boards etc. More people should try this, they might find they like it.

  7. Sounds to me like they will follow the well worn trail: go to release as PvE (and continue working on PvP) wait until that peaks, then introduce PvP servers as mid-life kicker until that fades. In the end, all is well if the players have fun and the company returns a profit to its investors.
    Its important for games to die in order to make room for new games. Kind of the circle-of-life.

  8. 9 hours ago, Daphne Jones said:

    I'm thinking the limited CVC in A3 is going to be boring for the PVP crowd.

    What I really like about how NQ is developing this game is that they are treating alpha much more like the way it should be treated, as opposed to some games that are released with "alpha" (or "early access") label. NQ reinforces the meaning of "alpha" with both the NDA and limited server availability as constant reminders that the game is very much under development. So I advise anyone who is looking to join the alpha with the intention that they are getting access to a game they can play just for fun to wait at least until DU enters the the "beta" phase (see: https://www.dualthegame.com/en/news/2019/12/04/roadmap-update/) .
    If you are like me, and want to both help in the development of the game while learning a game with some depth then by all means join in.

  9. 11 hours ago, Eternal said:

    Fiat money in real-life has no intrinsic value

    Of course it does. The same government that issues it requires that you use it to pay taxes. And if you don't pay taxes there are serious real-life consequences (thus the intrinsic value).

  10. I think the computation overhead caused by user designed oddly shaped ships, and large number of potential objects (and other contributions to server lag -e.g. internet) makes anything involving collision detection in combat a losing proposition. And as mentioned in one of NQ videos, orbital strikes were rejected because it wouldn't be "fair" - meaning people shouldn't be subject to death without any warning that danger is near or was inescapable.

  11. 2 hours ago, gerrylix said:

    Amazing in singleplayer but in multiplayer we sadly have no way to sync that kinda physics reliable.

     

    I wouldn't say no way. A distributed datacenter based server based system (doing the physics) with high speed interconnects would work. Google is coming out with Stadia and frankly the only reason I can see for a PC gamer to subscribe would be if it offered big machines (say 1TB main memory) for use by multiplayer games specifically designed to take advantage of them.

  12. This is great for single player games, but in multiplayer games the lost of synchronisation between multiple players observing (and acting on) the same scene brings nasty issues (I saw my enemy get crushed by a falling wall, but he saw the wall and dodged) which in today's games can often be ignored (no falling walls).  So synchronisation cost and effectiveness is a much more important issue than more realistic physics to a multiplayer game.

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