Tenryuta
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Posts posted by Tenryuta
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easy answer(little to no math), put 5-7 L engines, a chair, m tank, 3 hovers(to cover everything elses weight), some wings, set cruise to 100.
now at 2 L pushing 200-300t, my report says 850~kmh, so the above should be good enough to find max atmo in a minute at most(do at own risk)
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its just a hologram(not augmented reality graft/skeleton), the real fun(pain/nightmare) is making each copyable shape needed to make it kinda good, then voxelmancy strikes with horrifying results on parts that shouldnt be 'ruined', then hollowing out the cylinders, chopping spheres, finagling with 'mancied triangles AND making it flyable under the size listed without stuffing more than half the ship with ugly bits(yaya, you can hide every unwanted thing behind voxels til they add them to the obstruction list)
my nightmare is a true to size krait(the one by the guy on discord is very... custom, and too elaborate for me), constellation variant(possibly with a s ship dock if i figure it out), and the scary voxelmancy horror:x70b phantom, maybe even the tie reaper lander from squadrons resized to m, to carry planet/moon mining ships<_<
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On 9/28/2020 at 1:57 PM, CoyoteNZ said:
At least drop the 180 cube meter minimum build requirement ?
how many copy and pastes do you need at that sizeO_o
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when medium airbrakes can be mirrored maybe itll make sense(skinnier end faces forward and points... DOWN?!?!?!!, but doing the exact same on the opposite side it faces up-_-), based on the image in inventory it shows the thicker end flaps out to increase drag, so both are wrongXD, good thing those windflap-armor Ls have proper direction or do they, dun dun dun<_<
on the other hand ships would look like frankenbots if you had to put 4 of every brake in every direction(including down, which would be suicide since hover reaction height is crap
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yup building an s or m size carrier is the way to go<_<
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use this, that one above is 'access denied' to me(is it set to private?), the covers all the zany numbers the build helper doesnt.
On 9/24/2020 at 4:12 AM, pogopvp said:Here's the full math
1g (gravity) = 9.81 m/s2 (acceleration)
Force = mass * acceleration
if your ship weighs 1000kg that means its gravitational Force (F) on a planet with 1g = .
F=m*a
F=1000 * 9.81
F= 9810 Newton
If you have 9810 of force exactly opposed (straight into the sky), you would neither fall or climb. you need your acceleration (a) to be more than that 9.81 which means either "F" has to go up, or "m" has to come down.
On planets with a gravity less than 1g, just use this formula : Force (N) = mass (kg) * gravity (g) * 9.81
doesnt include the whole lift conversion, or is that a linear 1:1 ratio, which cant be since ailerons have little drag and wings/stabs have ummm, more, its really vague not saying anything about that(or is that derpy flavor text to push people who wouldnt use buttflaps to use both?). like i have 14g/mn in HA just on airfoils, .01n from engine.
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needing basics to make uncommons to advanced to rares to exotics is the worst part of the game
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picture please
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3 hours ago, BaconofWar said:
Most cargo boxes have about 50k hp so.. yeah.. no use for boxing them in...
and then slap a hub in the middle of a mostly sealed cargo armor ship for center of mass... im sure some crazy person will do it:P(not me)
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1 minute ago, Kezzle said:
I checked with people who use one and you have to leave the atmosphere "and a bit more" to get out of the "influence" of the planet before you can warp. So, no, getting a warp drive would emphatically not have helpd, only hindered by adding more mass to lift past the air/vacuum interface.
i intend to use it for looks?(along with jumps), and if the ship isnt specced to atleast max cargo, then it shouldnt be leaving the planet/moon(my bus got me killed at 50% of 1 m cargo, it was an experimental ship, now i go all out countering max cargo, with brakes/engines/useless deco), sucks force fields obstruct anything it covers<_<
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hitting 4(scanner) then running toward the direction, then 3(detector) is easy, pressing tab then mousing to the scanner ui, to fiddle with short/long and filters is... not intuitive(and how often is short range useful really when detector has similar range with lvl 3+ talents, and without territory scanner, you should farm anything you see in range anyway, unless your going t5 ore with xs containers... which is...)
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11 hours ago, Kezzle said:
You still have to get out of atmo to use a Warp Drive, don't you? Or is that an assumption rather than something I've learned and then forgotten where I learned it? It's not crossing the gulf between the worlds that the OP was having issues with, it was crossing the Interface.
would make sense because of gravitational forces, but then whats the altitude that most get out of warp.
saw this guy with a wd on a skeleton of ship upside down on market pad, so i assumed off that, that you keep your angle from a jump, if not able to do market or house to market jumps with a minimum of 1 cells worth of fuel.
now, in scam citizen you have to leave atmo due to grav fields, in elite you need to be at escape vector, i think, its been a while since i played ED and attempted a planet side jump
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On 9/12/2020 at 3:56 AM, Valygaroddik said:
Hi guys,
so i built a cargo ship on Mantis with an M container on a S dynamic core. On Mantis i could leave easly the atmosfere, but now i'm on Alioth with 100t of materials on Alioth and i can't leave the atmosfere.
I have a L atmosfere engine and 7 M atmo engines. Do you have any advice to help me to leave the Alioth atmo?
Thank you!
get a warp drive?
or do those have restrictions as well, besides the 7~mil and change for cells
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drag and drop like with talent training
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how do you land them without feet:P
or are you waiting for placeable hydraulics?
force field L's with a delay on landing gear Ls should do the trick<_<
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particle accelerators smashing photons into each other to make new matter. though few people could make this work without a super massive multi-L-cored ring(underground or in space). add some particle physics voodoo(or is molecular chemistry?) to change carbon into vanadium(or is it gold)
the above first sentence is more or less working as we speak at the PA in europe, or particle, cant get my head around most of it<_<
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On 9/18/2020 at 3:00 PM, Dodgin said:
The meta is punch as hard as you can with as little as you need. Risk v Reward will always demand this. I think the L radar reach on xs is absolutely silly though. Currently, M+ are just loot pinatas
so i shouldnt make a 40 billion quanta ship with no guns?!?!?!!?(gold voxels, enough deco to break the arkship, and one xs cargo:P)
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4 layers of gold voxel(12k hp)
5 layers of marble voxel(8k hp)...
steel panel:800 layers i think(...50...hp)
no talents on rails or voxels(40k daumage)
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7 minutes ago, Iorail said:
Holy mother of conspiracy thread people!
This could be a test area
This could be a future site been built up to store whatever
This could whatever the hell the dev’s want it to be and they don’t have to explain why they have it
........
?♂️
test servers are usually located on the left or right of the public server, please fasten your seatbelts before take off
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make one with a hologram and some glass... if only we had more glass shapes than square a, b, or c<_<(though if its placed on ground you wont see the other half of the 4 glass panels)
now for me to make this weirdo into a reality... how do you make ultra slim voxels now?(like at the material museum)
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or NQ could integrate these programming stuffs instead<_<
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On 9/16/2020 at 6:50 AM, Moosegun said:
The other solution is to remove any alloys T2 from Alioth / Madis / Thades and there moons. So players that are scared of losing pixels can potter about in safe zone, and those of us who dont mind heading out into space can bring back the good stuff from them.
I am an industrialist trader but I am 100% for open pvp in as many areas a possible but ONLY when NQ gives us the tools we need to combat it- RDMS to include shared KOS / Friendly lists of other orgs players
- The ability to store information on player who attacked org assets
PvP is vital as a means to add risk to a game that has none, it add values to products and gameplay. Without any NPC's there needs to be pvp to create a sink for all the wealth being created. NQ are clearly in no rush though, development to date 100% suggests that they are happy for us to keep building up civilisation before we start to knock some of it down and I think that is a good thing. The fact that PvP updates arent even in the first part of the roadmap suggests how important NQ place it in the big scheme of things. Think we are a good 3-6 months of relaxing of safe zones / atmos pvp.
*goes toward a hill with 50%+ cargo in a uef turd... explodes
hill:"railguns aint got nothin on me~!!!!"
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*whips out forcefield wall... dies anyway(or do these do anything besides be glorified stairs for ships)
increase voxel/parts hp to talent max level(removing the talents at the same time, why do these talents even exist>:( ), and if forcefields dont do anything combat wise, make shield generators
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and a hide d core(ship/cargo bum), despawn when on another planet or offline.
make sections of cities solid objects(no furniture prefabs on their end, removes excess loading on our end of useless per voxel block coordinate vs solid with a solid model with less invisible lines)
Automatic mining = dead game [for me]
in The Gameplay Mechanics Assembly
Posted
itll likely be another industry that takes 3-5 minutes for far less than what you can mine by hand/space wizard gun thingy, and how it works is more important, is it a small consumable that you have limit time/distance, does it link to anything or does it need to be picked up. lots of vague possibilities.