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Mayumi

Alpha Tester
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Posts posted by Mayumi

  1. 11 hours ago, Flammable said:

    my ship hit a random object in space close to jago and blew up

     

    I built another ship and flew next to my old ship in space but i could not move in space and my body fell to the planet ?

     

    Why does my ship not fall to the planet ?

     

    How do i recover the ship ?

     

    this game is very broken if gravity does not apply to all objects ?

     

    Dynamic construct physics simulation requires someone to be on board to make the physics tick, none of those calculations are done on the server.

     

    The easiest way to recover the ship is to fly a smaller ship close to it and dock. The harder way is to get someone to fly you there, position yourself on top of it so you fall on it instead of the planet, and jump on it. This can be fairly difficult if it's close to a planet where gravity is fairly high.

     

    Not very fun to say the least.

  2. 18 hours ago, Shredder said:

    Does anyone know what will happen to dynamic constructs that are in underground bases when the patch hits? Will they be destroyed? Will they pop to the surface? Or will they have to be dug out (but remain in damaged)?

     

    My corp has like 30 of them in our large base but I don’t have access to fly all of them, and drag moving from deep underground will take an absolute age.

     

    Dynamic constructs are static until you either activate a control unit on it, or use the maneuver tool on it. Elements are immune to damage when using the maneuver tool. If you try to fly it while it's partly underground, the behavior isn't set in stone and depends on how deep the construct is in the ground. So you can dig them out without worrying about element damage.

  3. 5 hours ago, Snipey said:

    Having people pay a sub and having beta codes while calling it a beta when CLEARLY its barely and ALPHA is quite the joke.

     

    If you are going to make sweeping changes like this and you tell ALL of your players they know nothing when we all can see the disaster headed towards the game the death of your game will be the result. I have seen many players come and check in on the update and have packed up all their stuff or straight gave up their whole accounts because of this.

     

    I agree that the beta tag is an issue when a new player comes and sets expectations based on it, doesn't know what happened and why it's like this. But there's not much to be done about it, NQ can't just freeze the feature set right now and call the game ready.

  4. Wow this got derailed fast :D

    DU is alright, Demeter has it's problems sure, but it's not a complete trainwreck as the vocal ppl make it sound like. Won't stop me from playing, I actually hadn't played in a few months, but came back when I heard about the coming changes. We'll see how it ends up like, but I see more good than bad in it. Not everyone is mad about it, there's players like me who are actually waiting for the patch silently while the forums burn down with hate.

  5. We need more info on what the new system is really like. The small video and code snippets don't really tell enough to judge how it is.

     

    What worries me is that if the script file size limit isn't increased, the Saga HUD will have serious issues. Even if it would be possible to recreate the UI elements with the new system, it will require new code to do, and we don't have the space for new code...

  6. In eve I didn't produce anything, everything was bought from the markets. I understand what the devs are aspiring for, it was better done now rather than 6 months later when players are even more used. For new players the current way will be the norm.

     

    There will just be this weird adjustment period when the markers aren't mature yet, availability poor, not a lot of demand for ores, money making methods limited etc. If you don't have a money making method you enjoy, don't force the unwanted gameplay on yourself, wait for other methods to be implemented.

  7. 6 hours ago, Gilgarmesh said:

    A mission system like that game your trying to copy, you know, EVE online that allows players to follow alternate progression paths. A mission system that allows a basic player with minimal skills to create wealth to buy ships and craft meaningful player engagement.

     

    Been playing 2 1/2 months. Cancelled my subscription today after I saw the message about 0.23 tomorrow. No interest in loosing everything I have built because i never bothered to create money, I just had fun building a factory, making my own ships and exploring.

     

    6 hours ago, Mordgier said:

    You can talk all day about planned features, planned player roles, and things that players could do in the game - but if you actually truly take an honest look at what the players really do in the game  - it's a distinctly different game.

     

    If you talk about the mythical vision of building a society in space and all that - you get lost in the hopes and dreams. Do not make this mistake. Look at the game as it is today and how it works today, with the player options available today, and tell me that you still think that the patch tomorrow is the right patch at the right time.

    I think the problem is that the game went in to beta too early, players flocked in and are now disappointed when NQ changes things to be more in line what they envision for the game. The game right now is not ready for casual players, as JC has said now is the time to build the foundations for the society, the average player doesn't have the time or interest to be that invested in a game.

     

    If it's too hard now, come back in a couple years and give it another try when the features and playerbase is more mature. It's alright to wait. Being frustrated that the game isn't complete is understandable.

     

    There might also be a disconnect with what some people want the game to be and what the game tries to be. It's trying to be an alternative reality, with all the hardships that entails, not a theme park. At least right now, maybe there'll be theme parks some day who knows. It's impossible to please the creative (in the infinite resources sense) crowd who just want to build a cool deathstar in a week that everyone will visit and be in awe, and the 15h/day "I live in this world more than the real world and want the deathstar to be a real achievement requiring months of work" players.

     

    The game being incomplete is probably the reason why there's almost zero advertising for the game.

  8. On 12/7/2020 at 7:02 PM, Bobbie said:

    It's been a while for me, I don't remember exactly how DU sets all the variables. But what I always did is collect everything I need into a table, and pass it on to my actual script during initialization (which I do in unit.start).

     

    You can use xpcall to catch and report errors any way you like. You'll find examples of this in the code emitted by hdparm's wrap.lua. That's another area where DU is the last thing you'd want to depend on for your sanity... ?

    Thanks for all the tips! LUA is new to me so it's been a learning process, with all the DU quirks added and documentation a bit lacking, not the easiest thing. Maybe with a global table and xpcall I'll get it working like I want, I'll try this in the next project, refactoring the current one would be a lot of work. I'm using a clipboard manager now so at least the whole thing won't be erased if the board happens to reset again.

  9. On 12/2/2020 at 2:44 PM, Bobbie said:

    There is, you can use require() to load local files

    I've been playing with this and the two showstoppers seem to be

    1) No error reporting

    2) No access to unit or system from within the local script

     

    Maybe I'm doing something wrong and these can be remedied, but I couldn't figure it out.

  10. 4 hours ago, GraXXoR said:

    I often right click and export the config to clipboard.  
     

    And I have an open source windows clipboard manager running in the background that saves clipboard history...so that way, I can roll back my board’s previous code if things go south. 

    I did this for a while, but then I accidentally clicked paste config instead of copy.. Maybe if I got in to the habit of doing it really often it wouldn't be a big deal ? I'll have to take a look at the clipboard manager, also found out win10 has it's own (win + v), not sure if it's as good though.

  11. Have you ever come back to a working board and opened the LUA interface, just to find it completely empty? I already made a ticket and all, I'm just interested in hearing if anyone else has run in to this issue. And maybe if someone has, is there some way to avoid it in the future? What causes it?

     

    I wish there was an easy way to work the boards with local files like the seat autoconf, since after this debacle I'm afraid of doing any work on the board itself, if it happened once, why wouldn't it happen again. No way to do automatic backups in-game. Especially when I had a backup board, but it got wiped as well, so I guess it was something to do with the code itself.

  12. DU never gives you the option to assign all cores to voxel calculations. That wouldn't make any sense, there's other processing to do as well, like physics, game logic, networking etc. Pretty much everyone sees 50% of their cores assignable to voxels.

  13. On 5/20/2020 at 4:44 PM, Flatulent Ferret said:

    That's disappointing. ED's combat is more like a sim, whether the flight physics is "true" or not I don't know but it is actually fun. Eve's combat is "Executive Control" and not my thing really. Oh well.

    Ship movement is physics based like in ED, but weapons lock on like in EvE, so I guess I'd describe more as a hybrid.

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