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Alpha Team Vanguard
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  1. I really like this direction. The whole process of tracking down unknown signals can be a lot of fun. A little less detailed information for asteroids and little more for wrecks is a great call in my opinion. Looking forward to the livestream and the follow up information on update 1.3
  2. The developer excavation tool Maxium is referring to here was deemed too powerful in its current form to give to players. It is capable of instantly removing all terrain from within a building zone and thus with repeated core redeployments, could effectively be used as a gigantic shovel. Instead players with underground constructs following the Demeter terrain reset in Fall 2021, were asked to submit tickets to NQ support to so they could manually excavate them as per the Demeter Excavation Process. Perhaps in the future a toned down version of this tool could be added to achieve the more precise control you are looking for. Until then I recommend using the dig tool to approximate your wall/edge and then use the smooth tool to clean it up. It is not perfect and takes a lot of effort, but you can achieve fairly good results like this.
  3. The announcement that outlined the recent forum changes, recommended submitting suggestions/feedback on existing features directly to the dedicated forum thread where said feature was introduced. As for new ideas, NQ mentioned that the existing list is already quite long so the idea box will be reopened later on when the development team needs more material. Here is the relevant excerpt for additional context.
  4. I appreciate the kind words everyone but please don't hesitate to point out mistakes if you find them. SHuRuLuNi has raised some interesting points, some of which I agree with, and some that I do not. However the fact I overlooked the gamma setting is a perfect example of why its always great to seek feedback from others. I checked and it seems that the gamma discrepancy has no impact on the charts I provided as all the data presented there was not associated with my client settings. However my overall conclusions were heavily influenced by what I was seeing in game and that was clearly not an accurate reflection of the average player. Now I still would not go so far as to classify lighting in Dual Universe as broken since it is in fact working. However it seems that the difference between day and night is quite significant and if others also share this viewpoint then perhaps that is something that can be tweaked. So what exactly do you guys recommend? Does the moonlight need more potency or is it better to keep the environment dark and instead add intensity and/or effective range to player lighting? If there do happen to be conflicting opinions on all of this then what about the idea of adding another toggle to the settings page?
  5. Yes but you can't do this on an individual construct level. In a universe with player interaction, there has to be some amount of standardization or you end up needing to relearn how to fly every time you pilot a new construct. In the case of Dual Universe that standardization is the action list. Event filters are currently limited to the 32 actions you saw after clicking on the empty onStartAction() field and only these actions are able to serve as control inputs. As a result all constructs and programing boards are using the exact same action set. Lua scripters can still define what these actions do, but it is encouraged that they stick to basic conventions like having the "break action" turn on breaks. Now when it comes to setting custom keyboard controls you can redefine which keys are connected to these actions via your local client settings. Simply press ESC to access settings, go to controls, and scroll down to the Piloting/Control Unit/Lua section. Here you can freely remap the individual hotkeys used to trigger said actions. Thus we end up in the scenario where players can choose their own unique hotkeys without imposing those definitions on others.
  6. Very fair point there, looks like my preferred gamma setting is 1.5 but if I drop it to 1.0 like you suggested then I am able to reproduce the image you provided here. Yes everything is much darker but the light itself is still behaving as I would expect. These square lights project downwards in a cone (like shown below) so it is not surprising that they fail to illuminate the areas you have indicated. In general it would have been better to use a vertical light for this close range indoor setting but none the less I have indeed been assessing things thinking that 1.5 gamma was typical. If 1.0 is the standard then I absolutely agree that either the market areas need better lighting or perhaps lighting intensity in general could use a buff.
  7. No I am not NQ and as I said in the opening, lighting is not my area of expertise. However I would like to obtain a high level understanding of all aspects of DU and hence decided to dive in and try to figure out how this all works. After awhile I had collected a bunch of interesting data so I figured I might as well share it here in the hopes someone would find it useful. I was unable to find any instances of a Square Light L in the market building. It appears that most of the lights being used there are actually white luminescent voxels which as I pointed out in my post have the lowest range and are poorly suited for general illumination. I did however manage to find a pair of Square Light M near the entrance elevator and they seemed to be doing a fine job in my opinion. Perhaps it could be improved but once again this is not because lighting is broken, it is just not being used effectively here. The landing pad only has 4 light elements and they are placed in the far corner. Everything else is once again luminescent voxels. As I said in my post they appear best suited for short range interior lighting. The vertical light L will only illuminate things within ~20m and those illuminated things will only be seen as illuminated from up to 300m away. The long and square lights have less intensity but surfaces illuminated by them will be visible from much further. It seems that I am not able to reproduce this. The ground directly beneath my ship has the same light level as the rest of the terrain. There is however a very faint glow coming from the nearby district which makes sense because there are 4x square light L on that platform. I do agree with you that water has seemingly no impact on lighting. Not sure if that is something that can be easily added but I am certainly not opposed to the idea. Yes the amount of light present during the night was increased and yes that does have a negative impact on immersion but I was there during this period in time and the heavy darkness was often quoted as an major issue by players. Personally I think it is better now but that is just my opinion. Perhaps your right and the majority of players feel it was turned up too high. I would love to hear more people comment on this. Ah the avatar's flashlight. I actually investigated that too but it was an entirely different class of lighting object which was far more complicated. To be honest I still don't fully understand how it works, something about cubemaps and box projections. I will have to look into again when I have time. Personally I find the flashlight works well but I will admit there are times I wish it had a wider FOV.
  8. The following is an examination of the various player lighting options in Dual Universe as of Update 1.1. Please keep in mind this is not my area of expertise and many of the conclusions drawn here are highly subjective. Hopefully you still find it useful and free of errors. Summary of Findings (TLDR) The Headlight XS is uniquely situated as the spotlight of Dual Universe and it does that job exceptionally well Long and Square lights are functionally equivalent and best suited for illuminating surfaces that need to be seen from a distance The Vertical light has the lowest effective range but being omni-directional with high intensity makes it ideal for indoor lighting of complex geometries. Luminescent Voxels are best suited for decorative highlighting rather than general illumination. Physical properties of lighting elements are standardized but be aware that the Vertical light L has increased mass, volume, and health XS light elements are tier 1 + nanocraftable while S, M, and L sized lights are tier 2 with standardized recipes Current fabrication costs for light elements are primarily from schematics and manufacturers are fully capable of supplying consumer needs right now Introduction There are 4 different types of craftable light elements Headlight XS, Long Light, Square Light, and Vertical Light with the last 3 having size variations XS, S, M, and L. Each of these elements can be configured to blink at a regular interval and/or output RGB colors through the right click menu. Note that the RGB values must be scaled between 0 and 1 so if you are referencing integer color values (ie: 1 to 255) simply divide it by 255 before inputting. In addition there are 11 different kinds of Luminescent Voxels creating a fairly diverse color palette that spans the visible spectrum. These lights as shown below are the primary focus of this post, but it is also worth noting there are a large number of alternative sources such as fireworks, deco-lamps, engine VFX, and of course the sun itself. Lighting Characteristics The main objective behind adding lights to a construct is to use them to illuminate surfaces. These are the key parameters that influence this. Field of View (FOV) – The angle centered about an object’s normal within which light is cast Intensity Factor – The relative power of a light source measured in multiples of 100,000 lux Attenuation Distance – The distance between a light source and a surface, beyond which said surface is no longer illuminated Penumbra Factor – A measure of how fast projected/surface light intensity decreases from the epicenter Visible Distance – The distance between an illuminated surface and an observer, beyond which the light on said surface begins to fade out When it comes to FOV all light elements have approximately the same value of 100 degrees with the exception of vertical lights which are omni-directional. The remaining stats are plotted below with reference to element size. Note that gaps in the bar graph represent break points on the y-axis which were added to prevent exceptionally large values from obscuring the rest of the dataset. The headlight XS has the greatest light intensity and attenuation distance which makes it effective at illuminating distant surfaces, but the high penumbra factor causes that intensity to rapidly decrease as the light spreads outwards from the point of incidence. Consequently it functions as a powerful spotlight that is great for lighting up distance objects with a narrow beam. The long and square lights closely mirror each other with the larger variants exhibiting slightly longer range. These lights also have the highest visible distance making them well suited for general illumination of mission critical surfaces like runways and landing pads. Vertical lights on the other hand have the lowest overall range but being omni-directional, with moderate intensity, largely makes up for that. They are well suited for locations that require many nearby surfaces to be irradiated at once such as building interiors or complex voxel geometries. In order to further highlight the differences between these light sources, the following visual reference was created. It showcases the amount of light spread that would occur on a 32x32m (ie: S-core size) flat surface when illuminated by each source from the respective distances listed on the left side. Physical Characteristics When it comes to general properties all light elements are approximately equal with the exception of the vertical light L. It has over three times the mass, four times the storage volume, and triple the amount of functional surface area. It is also the only light with any meaningful amount of health although it is still not recommended that they be utilized for defensive purposes since these decorative type elements do not even have damage resistance. In terms of dimensions each increase in the size category roughly doubles the primary side length of each respective element. Fabrication Costs The production recipes for XS lighting elements are all Tier 1 and can be made in the nanocrafter. All other sizes are Tier 2 and must be crafted in industry units, specifically an Assembler XS for everything except the vertical light L which requires the S sized variant. An overview of the fabrication costs per individual element produced is provided below. From it we can see that if you neglect schematics the only differences between baseline unit costs are associated with an item's tier. However once again the vertical light L proves to be an exception as it also has a substantially longer crafting time, likely due to it being paired with with the Assembler S. Under current market prices these schematics represent upwards of 50% the overall cost expenditure to manufacture said lights. Taking a brief look at public market orders it becomes clear that despite this, there is a moderate surplus of elements available for purchase (note that outliers with absurd +/-1000% prices have been removed). Smaller sized lights in particular appear to have been produced in excess of player demand and are now being listed at or below that of production costs. It is difficult to estimate when the existing supply will be exhausted as player demand for small lights is not easily quantified. However due to the low fabrication costs and crafting times, affluent manufactures will be able to quickly restock this market should the opportunity arise. The situation with larger sized lights is more dynamic right now. The low volume of units that are presently on the market have been listed with profit margins of about 20% which is indicative of a more limited supply and/or a greater demand. To assess supply concerns, the following plot compares the fabrication costs for lights to that of atmospheric engines. From it we can see that the total schematic costs for engines is slightly higher while the requisite ore requirements are substantially higher, particularly for M and L sizes. Despite this, market sell volume for engines is much greater than that of lights while also maintaining above zero profit margins. Thus we can infer that player industries exist which are capable of meeting supply requirements for the large lighting sector but they are instead targeting other items like engines, likely due to even higher consumer demand and hence greater profits. Luminescent Voxels Unlike lighting elements these voxels appear to operate solely as emissive surfaces and produce a highly localized glowing effect. In terms of the ore costs per m3 they are similar to the other Tier 2 light elements but only require about a fourth of the T1 ore (more specifically 11 and 30 litters of T1 and T2 respectively). Schematics cost per m3 is exceptionally low at 172.45 quanta. This would ordinarily make luminescent voxels the cheapest form of Tier 2 lighting but their more limited range also means that a substantial amount is needed to achieve the same level of illumination as the other light elements. They do however have the unique ability to be precisely shaped and seamlessly integrated into other voxel structures. Considering all of this I believe luminescent voxels are best suited for decorative highlighting rather than general illumination. Conclusions and Recommendations Based on the above, it is my determination that Dual Universe currently has adequate lighting options which when employed correctly, will handle the majority of scenarios. There is however plenty of room for expansion and/or further diversification down the road, when time permits. In terms of expansion I recommend adding a secondary element with omni-directional properties such as a sphereical light. Also consider decreasing the overall effectiveness of the headlight XS and instead utilizing its original properties on a larger sized variant (ie: headlight S). In terms of diversification, the most restricted parameter right now is FOV so assess the merits of adding that as a configurable variable or providing more FOV variation across the existing element set. Finally @Aaron Cain your original inquiry was with regards to crafting costs for L sized lights with respect to T2 engines, considering the associated player demand for both (static building vs dynamic construct). Based on market trends alone, it is safe to say that the demand for large engines is presently higher. From a practical standpoint this examination shows that it only takes a couple strategically placed L sized lights to fully illuminate an S core sized surface. I also reason that illuminating a dynamic construct of identical core size will typically require more lights than its static counterpart due to the need to handle both interior and exterior surfaces as well as the more complex geometries associated with piloting elements. So the question becomes why are large lights less popular then large engines? Rationally, it is either because the majority of players are less interested in them and/or are unwilling to invest into them. With regards to baseline costs these lights are already a fraction of the cost of said engines, primarily due to their sparser ore requirements. Perhaps that is still not sufficient, but with engines flying off the proverbial shelves it is difficult to say this conclusively. The only thing I can conclude is that the majority of players place low importance on lighting. The next step would be to reach out, ask why, then determine if anything should be done or if players are satisfied.
  9. Territory Mechanics If you have no existing territories on a given planet/moon then when you go to deploy your territory unit on that body, the deployment fee will be set to zero. If you already have claims then it will cost you a flat fee of 500,000 quanta regardless of how many claims you have. The only restriction applied to inactive territories is that they will be unable to start mining units. You can run industry units on inactive tiles as of Panacea update 0.28 Currently a territory marked as headquarters (HQ) can be left inactive indefinitely. As long as your territory is marked as HQ that red payment reminder can be ignored and will periodically reset itself. Now the reason why you have heard conflicting information here is because concerns have been raised regarding the permanence of HQ tiles for accounts who have unsubscribed and are unlikely to return. Players have proposed that the 90 day inactive asset requisitioning (IAR) rules should apply to HQ territories as well, which would mean they would become abandoned should the owner's account remain unsubscribed for more than 90 days. Please note that this has not actually been implemented by the game designers but it is possible that they could make alterations so be sure to keep up with the news. Gyroscope Control There is no default hotkey for toggling the gyroscope while piloting a construct but you can easily create one by editing the default lua script. The function call required for engaging the gyroscope is slotname.activate() and it can be subsequently deactivated with slotname.deactivate() or directly toggled via slotname.toggle(). Simply link your gyroscope to your control unit (ie: pilot chair) and keep track of which slot number it occupies as you will need to replace slotname in the function call with the exact name given to said slot (note you can also rename them for convenience). Next open the lua editor and click on the predefined system slot. Press add filter at the bottom, then select the onActionStart() event by hovering over the 3 dots. Next click on the blank field within the brackets and choose which hotkey you want to use (note that option 1 = Alt+1 by default but you can also change that under your client settings). Then with your new onActionStart("hotkey") event selected, type slotname.toggle() into the lua editor field and press apply. Now whenever you press that hotkey while piloting, your gyroscope will toggle on and off. Here is a visual of what you need to achieve. Note I am using lshift (ie: left shift) as my hotkey and my gyroscope is plugged into the slot8 which I renamed as gyroscopeSlot.
  10. Yes NQ-Rocketman and all the support staff in general are awesome. Thank you guys for taking the time to investigate all our bug reports and get us out of jams. We will most likely continue to do crazy things in Dual Universe so strap in for a wild wide.
  11. It seems the original topic here as proposed by Snow, was about which style of gameplay is preferred, one of abundant resources and heavy sinks or scarce resources and light sinks. This is actually a very interesting question so perhaps we could get back to it and stop with all the off-topic speculating and non-constructive comments. Personally I prefer something in between because if you venture too far to one side your essentially in creative mode (which gets boring very quickly) and too far to the other side your grinding resources 24/7. The question then becomes where is that healthy midpoint? How much grind is acceptable and how do we quantify it? I suppose one way would be to base it off the time required for a solo player to acquire a decent ship. In which case how about scaling it like so: Tier 1 = 1-2 hours Tier 2 = 1-2 days Tier 3 = 1-2 weeks Tier 4 = 1-2 months Tier 5 = 6-8 months Is that being to generous or is that too grind heavy? How would you structure it?
  12. I do recommend you check out Aegis at some point if you have time, the fact you were not even aware of it makes DBxWanderer concerns all the more valid here. Also SirJohn85 is correct in that NQ has reserved said rights so they can showoff their universe and the player constructs within without needing to dive into legalities. With that said, the real reason why your construct would appear in a promo image is probably because it looks awesome and thus caught the attention of NQ either through other players pointing it out via the old community spotlight submission form or by a staff member happening upon it.
  13. The Aegis Space Market was added to Dual Universe as part of the Athena Update. Said update also happened to include the first iteration of Space Territory Warfare via the alien cores system. These two paired together rather well in beta and I suspect they will do so once again during release. However the next iteration of alien cores is still being developed right now. Your proposal of migrating some missions to Aegis would certainly help in the intern but either way I think Aegis has a lot of potential for growth due to its central location in Helios. Whether or not it ever reaches the same level of popularity as the Alioth markets is hard to say but I wouldn't call it impossible.
  14. The most recent patch also included a launcher update and that refresh is likely what triggered your antivirus software. Unfortunately there is no way to manually trigger integrity checks on the Novaquark client right now. However if you happen to be on steam then you can utilize their validation system to find and correct any installation issues. I am also in support of adding an option to manually initiate integrity checks even if the associated self-repair functionality is not included with that (ie: deferred for later due to being low priority). Just knowing that the game files are free of errors eliminates a lot of uncertainty when it comes to diagnosing other issues. Oh and welcome to the forums MrTenneal!
  15. You are only allowed to sell your DAC for quanta not anything irl but there is currently no method of performing such a transaction with 100% security. As a result there have been several instances of players not following through on what was promised effectively scamming the other party out of their DAC/quanta. Personally I recommend you wait until NQ implements a system which formally backs these kinds transactions or at the very least exercise caution and utilize a trusted third party to help avoid issues. Also keep in mind that advertising DAC transactions here on the forums or on the official discord is currently not allowed. See here details.
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