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Alpha Tester
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About Hagbard

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    Novark Citizen

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    Germany, NRW
  • Interests
    Making stuff, 3d printing, openscad,arduino, raspbery Pi, RC, etc.....
    and of course DU
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  1. I would take a different approach. A capital ship powered with rockets/atmo engines shouldn't be able to easily land on a planet Espceialy if they only use normal atmo engines. We do actually have better engine types: AGG's. The AGG's used to be really useful when we've been able to operate them at higher speed. and honestly they are the most expensive engine tech in this game currently, but became basically useless with the slow ascend/descend speed they now have. If they are that expensive and high tier, why not make them useful? Why have an altitude limit on them of 1000m which leads
  2. well. my fastest atmo only ship went up to 6130kmh and did not have any voxels.. landed safely at my base after getting to that speed.
  3. well the other workaround is: do not use any voxel material on your construct. without honeycomb, the cross secrion calculation is always right.
  4. Only very temporary workaround is going to build mode, waiting for better values to display, and directly activating the control unit. but it does not even last the full flight. i got contacted by NQ every now and then about my ticket on this sisue, but always just standard replies. nothing resolved till today. no big red error message on screen, not a lot of people relize the bug even exists, so no priority on it
  5. Thanks a lot! a step in the right direction! some problems just can be resolved so much quicker and it does not make sense to always create a ticket just to get your ship out if the terrain loaded after landing and fetch is not working or whatever..
  6. a standard hover engine detects water, so hovering above 0 meters is still possible there. a telemeter though displays ground surface (thorugh water) not sure if something has changed, but works as expected for me.
  7. OK, so Schematics cost for T1 stuff will be reduced. everybody in game will be able again to build their own stuff. Even though i appreciate the change, i personally spent most my money since 0.23 in T1 Schematics to set up an industry to create those mainly T1 parts affeccted by the element destruction mechanics ( which oops.. won't happen) i assume no refund will happen... so all for nothing .. let's start over ( yet again)
  8. the problem basically occurs as sometimes when the pilot quickly presses any of the buttons for the roll/pitch/yaw axis, one of the Filters/Events when releasing the key is not gettting executed. this leads to that axis constantly firing the adjustors. The change above fixes this and works great for any default autoconfig. If you use another HUD/flight control script, this might work, but might as well break other stuff.. so try at your own risk if you use something else then the default autoconfigs
  9. **Fixing the "Roll of death" aka "Stuck Adjustor" bug in DU** Since almost forever there is a bug in the default autoconfigure scripts that causes adjustors to behave like they are "stuck". This leads to a lot of crashes. So here is the fix. Open the LUA Editor of your control unit (hoverseat, commandchair, remote control, whatever) click on "system" In here we have to change 6 different "actions" for the 3 axis. they are the "ActionStop" actions for the following keys: -left -right -forward -backward -yawleft -yawright Each of these actions is trying to chang
  10. they are since an update last week.. they haven't been really usefull anyway ( except maybe for repairing voxel damage from PvP), as they only replaced elements instead of repairing them with scrap. so just wait a bit for them and hopefully have NQ make them usefull finally...
  11. here is a quick video demonstrating the bug in build mode. This constructs has 0.81m² and 0.38m² being displayed.. if you would finish this build, usually the 0.81 would get applied when flying, resulting in a much reduced top speed. ( unless you use the build mode steps i documented in the top post in this thread, to make the physiscs use the 0.38)
  12. here ya go.. xs core & basic l atmo with my main account talents.. and same with engine lvl 5 talents: Regarding the cross section bug, you'll probably only see it if you are working on xs elements with an ultra small cross section( like the hagboard)
  13. Flying Faster with less or ...Dual Universe and the cross section calculation I quite enjoy building small efficient atmo flyers (you probably know the Hagboard) The key to the fun factor of these little ships is keeping the Frontal Cross section as low as possible. For the Hagboard it is usually 0.38 which is the smallest value that is possible if you still want to have the comfort of a hover engine on your construct. But since some months, DU is not making it easy for these little ships. There is a bad bug with the cross section calculation which usually leads to a wrong
  14. alt click with the tool you used to place it..
  15. Thx Helediron.. waiting desperately for those as well 😉
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