I wonder what percentage of the planet tiles have either been scanned or had at least one node mined from them. This week I've scanned over 100 contiguous tiles on Jago in the middle of the oceans, as far from any markets or obvious settled bases (multiple tiles claimed) as I could. Barely any high end resources and I've mined through at least 6 mega node empty caverns (and those are the ones I've randomly encountered). I kept going further and further to see if I'd get into an untapped area and just fell into another mega node cavern.
The problem with this mining experience is not only is it RNG to get the high end resource you might need, but the odds of finding them continue to decrease with time. We are barely into the launch of the beta here and great swaths of the planets are scanned and cleared of the best resources. Yes, I'm sure there are "many" untapped tiles out there but the odds of finding one are continuing to decline. This is not a good experience and will only get worse over time.
Yes, new planets might help, leaving this system a resource desert. I really think some kind of ground healing, random resource respawn system is needed.
One thing to understand - neighbouring voxels share grid points. When you change the shape of a voxel, you are actually moving the grid points, so it effects ALL voxels that share that grid point. It would be impossible to deform one voxel without effecting its neighbours.
Do we really need to have all the different honeycombs, divided by different textures? Having to keep so many different kinds of honeycombs on hand in order to give our creations different colors & textures is kind of a PITA.
I DO enjoy the varied statistics of the different honeycomb materials. (pure & products) Would it not be easier on both the players and the servers if we limited the honeycomb down to one block based on it's material, and offer the players a "paint & texture tool" instead?
This is a basic autopilot script that can accelerate your construct towards a planet and later apply brakes to stop. Vertical space engines are used to control drift.
Space brakes, 1.5+ g.
Vertical space engines (pointing down), 0.3+ g.
A remote controller or a separate hovercraft seat.
No manual piloting. Use another script to get to space and to land.
No collision avoidance. Make sure there are no planets, moons, asteroids, space stations or pirates between you and the destination.
Planet positions are stored in the script. If NQ moves the planets, the script will have to be updated.
With an auto-configuration schema (recommended)
Download this file to Game\data\lua\autoconf\custom in your Dual Universe installation directory. By default it's C:\ProgramData\Dual Universe\Game\data\lua\autoconf\custom
Right-click the control unit (a remote controller or a hovercraft seat) and select "Update custom autoconf list". This needs to be done only once.
Right-click the control unit and select "Actions for this element", "Run custom autoconfigure", "Basic Space Autopilot".
With a pasteable script configuration
Open this link and copy everything to clipboard.
Right-click the control unit (a remote control or a hover seat) and select "Actions for this element", "Paste Lua configuration from clipboard".
The game should display a "Lua script loaded" message. If it did not, restart the game and copy the script configuration again.
Link the core (required) and fuel tanks (optional) to the control unit.
Many planet positions were provided by @meigrafd from Hyperion.
The script was bundled (amalgamated from multiple .lua files) using amalg.
2020-09-23. Fixed heavy constructs not accelerating past 29997 km/h. A radar widget will be displayed if a PVP radar is linked (not available on remote controllers). Tested in r0.22.2.
2020-09-16. Posted the first version outside the NDA forums section. Tested in r0.21.6.
Once you're at max speed, you can get out of the pilot seat; you won't just stop (that only happens if you disconnect). And you'll stay with your ship so long as you remain close to it.
If you've hit max speed, though, you probably don't want to bother refuelling until you *need* to. Which, at least for a few transits is going to mean "once you've braked back to zero so you can correct your course". Stopping from max speed just to refuel is counterproductive as you have to use fuel to get back up to cruising speed. Space brakes don't use fuel and can kill all your vectors.
I think the advice about draining your fuel tanks was meant to be that you only put enough space fuel in to get to orbit or a bit faster. Once you're coasting in space at any speed, transfer the mass of the space fuel out of your mass-cancelling backpack into the tanks and set your transit burn going.
so today after building another fighter i decided id try to figure out how to move the cockpit UI in the options menu because having it sit right in the middle of my view is very poor oversight buy the devs only to be told u can not and must use lua to Program it in and was directed to a 2017 vid that shows how to make a panel turn on a switch and bugger all else
Now i know the devs have LUA exp and a lot of the alfa backers have as well but most people like me look at the info provided buy NQ and the wikki which dont even have the commands list at all and think i just paid 30$ to look at this mess of a ui and be told learn to program to fix it when the captin's chair fills the same task and has the UI placed to the right out of center view angle so why not at least do the same for the cockpit
im not salty i spent 14 hours tring to even find information relevent to DU and how to do what i was asking thinking it would be simple but its not and it was the most frustrating thing ive gone through
first impressions last and the ui you have in place for people without scripting ability is garbage misplaced and looks nothing like the alfa vids you show the public
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