-
Posts
131 -
Joined
-
Last visited
Everything posted by ADCOne
-
Yes I am the one person who voted for the 'glowey' rocks to stay the same and I make no apologies. I quite like them at night if anything I would make the colours more vibrant in the day since they get a bit same in colour making it a tiny bit harder to tell them apart. That said if people are not fond of them maybe make it a game setting, with options and then everyone can be happy - since why not make everyone happy on something easy .
-
When I think about the notion of a wipe being debated in NQ. I would speculate the discussion would centre around keeping the creations made by players that service other players like market areas etc. Since, from NQ's perspective I image these kind of creations are a game asset. I know I'd like to keep all of my creations instead of having to build them all again (though I would not need to go through a design faze), I would not mind doing things slightly differently to save on active cores and thus allow me to build in more places. rebuilding them just now would take an age and cause a stoppage in my production and potentially cause me tax issues (lol never thought I say that about a game ).
-
DEVBLOG: TERRITORY UPKEEP - Discussion Thread
ADCOne replied to NQ-Deckard's topic in General Discussions
True but its still a slap in the face if you survive an illness and then return to a game you were enjoying to find everything was lost. I only mention it since it would be nice to have the possibility considered especially in a game that takes so much effort to accomplish anything (to me it makes it more fun / satisfying to make things so I am not suggesting a nurf). -
DEVBLOG: TERRITORY UPKEEP - Discussion Thread
ADCOne replied to NQ-Deckard's topic in General Discussions
Ok telling people to join a group or go play another game is 'unimaginative, inflexible', also typing a lot for people to read is being the 'biggest loudmouths screaming'. I also notice that you basically repeat your first post and no one really wants that in a discussion (Saying: 'I disagree - see my first post', would have done). I do however accept you points can be valid however, there are many caveats to this, the most important of these is how available are the mining spikes. Since if they have to built and / or sold it can still be an issue. As for people going on holiday or heaven forbid being on long term sick, you basically wipe anyone who has the fortune to survive their illness, which while not life threatening is a slap in the face. As for peoples concerns about anything new they should all be voiced to allow the developer to consider them so people should post all of their concerns (Preferably once) and discuss as needed. As for me I judge all games on their single player since if they are not fun then their is no point in playing. Multiplayer experience changes based on who is online and if they are drunk (or whatever..), not to mention if their is politics or 'underhanded ness'. So to be clear playing a game to pay tax does not equals fun. I have a job I have no intention of playing a game to pay taxes. Though I will say I have played since Alpha (Tried twice but it was too low a frame rate to play) and been very happy with the creations I have been able to make so far, as a result, I will be giving the update a go no matter how it works at the time of release. -
DEVBLOG: TERRITORY UPKEEP - Discussion Thread
ADCOne replied to NQ-Deckard's topic in General Discussions
Clearly you have no idea about the amount of effort from a solo perspective, the game might be very different for group play but from a solo perspective, trying to try everything while we are in beta, these taxes are too much work for one person unless perhaps they are a streamer and their is no way I would do it if I was a streamer. As for worrying about industry you have plenty of space in one tile to do all the industry. So this tax is nothing to do with industry. I know this because I have been doing all my industry in one tile on sanctuary moon and I have one small building and one slightly larger building and I have no issues with space for the bits I am making myself. -
DEVBLOG: TERRITORY UPKEEP - Discussion Thread
ADCOne replied to NQ-Deckard's topic in General Discussions
I do agree it seem a bit steep, I am single player at the moment and I have 12 Territories at the moment and their is no way I am going to make 12 Million each week even if I quit my job and did this all the time. I probably could - assuming I was just selling and mining ore - but its feels really harsh and I would really struggle once the ore ran out. I mostly have these territories for trying things out and I'd actually like 1 to 3 more to try claiming an area in the PVP zone to see what that is like (Probably loose it in 10 seconds or something). I could probably cut down a few of my territories since I picked adjoining tiles (three or two together for some of them to see what worked) and mainly they are for making my own fuel and trying out some manufacture. This does feel like some thing that was more aimed at corporations since I can imagine every individual could have more like 3 or 4 tiles per planet or something similar before you'd start running out of tiles (Since everyone has a sanctuary tile anyway). That that I am suggesting 3 or 4 tiles per planet limit. But maybe a better way would be only having to pay taxes for tiles still containing ore, might be a better balance - Not so much for me since I not managed to drain any of my tiles dry yet, but for single players who have just started could then be able to work their way through tiles in slow progress. Anyway that is my first thoughts without any idea of how it will actually play. Addendum: Also you could have lower taxes for tiles with only low tier ores in place. -
I am daunted about the wipe out of all I have done however, the one thing that I have noticed needs a wipe is the Achievements mainly because some are not happening when they should (I am fairly sure I have collected all Tier 1 ore's) and also some actually trigger when you standing near other peoples industry like the Trouble Maker achievement which I received while looking around someone else building / shop. I guess some ammunition must have been made while I was near by but anyway I have not actually made any ammunition of any kind yet..
-
@NQ-Naunet So I have not figured out how to turn the engines off but I can turn them on and today was the first time I needed to use them. I overloaded my ship in 1G when stationary while carrying one of the NPC Hauling mission packages (from Madis). It took me a minute to realise once I touched down that my Hover engines could not produce the lift needed to lift the 2.47 KT of ship and cargo so Turned on the engines with the key and the worked perfectly to get me the rest of the way to the destination. Which is almost exactly what I planned to use them for (I probably should give the turning off another go) Anyway below is an image of them working and the weight load being carried by my small ship.
-
Still playing and enjoying the experience but I am more casual - not part of a Corp but might join one when the game actually releases. I tried alfa but frame rate was too low for me to actually try it more than twice. When Beta released I played a lot and look at beta really as a test everything I can, build some ships and attempt self sufficiency. I must admit I was not fond of schematics when they came out since it felt like a slow down, someone posted before its 'gated now' and if I had not already built a space ship, made and stored enough fuel along with acquiring some mines on various planets already I certainly thing I would have felt a bit imprisoned and frustrated. I think it might have been wise to give people an easing in or some of the lower schematics for free to get us to try them out, which might have stopped some people leaving. I do miss that you loose that you could have made anything yourself and now you have to use the market to buy the schematics so the, one thing I would change about this is have an invention process that allows players to discover them without the need of the market (and copy) - making the time for this long if balance required it. Personally I really love the clouds, random but I do. I know nothing about the NQ issues or JC gossip but reading this topic and looking at the video posted it looks like it was a JC video (The name of one of the corps). So I am not sure it still relevant to the 'now' of things. I would also like to say, I personally and am happy with the how the game is at the present time I am not on a lot but that is because I am mainly interested in can I make the stuff I need and do it well but I also like Space Engineers for that too. I guess well see if I can be coxed into other aspects like PVP if / when I join a corp. I think auto mining (assuming I can get it to work) will make the game more enjoyable for me as a player since I do not mind finding some ore but these days I am carrying about 1KT of ore in my ship and its just me doing it so it takes about something link 5 or so hours to fill. I tend to do in 30 minute batches unless I have decided to go to a new planet for some special ore in which case I will spend the hours flying there and land mine and fly back (All my ships work without warp drive). Hope you all enjoy your time no mater if you are spending it in DU or not ?
-
I like the idea of a centralised element for these however, I think the one you are suggesting is already taken and trying to use it in DU might be problematic.
-
With the talk of release and a potential wipe I have been making videos of the buildings, stations and ships I have built through alfa/beta, really only beta alfa was too low a frame rate on my computer. In addition to that task I have also been sorting out the screenshots I have taken and though I would share some of the better images. Sorry if this is not the place for this but I did not see anywhere else for it. Hopefully others will do the same so we can all see them
-
Thanks again sHuRuLuNi, I just tried it and its worked fine (Moved the folder to my SSD and it loads much quicker now too )
-
Thank you Haunty and sHuRuLuNi, I will give it a go.
-
Hopefully a quick question, who's answer is not reinstall... I have noticed that when loading the game uses 100% of the hard disk I put the game cache onto and I was wondering if there is way to move this without reinstalling the game if possible? The current disk is an older disk and not really one would have picked to load up a game from (Loading can take form 5 to 10 minutes before it starts the actual % load in screens - I assumed incorrectly the cache folder would be for downloads etc that would then be installed in the game install folder, which is how I got into this mess. Thanks in Advance
-
Ok so I managed to die to one of these Voxels today (traveling about 60KPH) I was just trying to get to a new part to the take off strip I have been making, fortunately I have a respawn point on my ship so I did not have far to travel. The good news is I could see the Voxel I hit and removed it when I found it (really quickly) and I assume this is due to the changes they have made to Voxels recently and its working well, I found every Voxel blocking my ship today and it looks like I have found all them that affect my ship on the take off strip. (have swung my ship around to test). So I am pleased with the changes to Voxels today. Also on a side note I have found a better way to remove Voxels so there are less random tiny Voxels left behind. They way I have been doing it is to use the levelling tool at the level I want the floor to be first, then I use it just above the bottom of Voxels above, which makes a floor of voxels at that level. I repeat making floors of Voxels until there are only Voxel floors left. At this point I simply use the mining tool to remove these floors of Voxels (Going round the outside) and it seems to produce far less tiny Voxels to find. It also leaves none of the vegetation floating in the air, which is am improvement and certainly makes me feel more confident that I have not missed any tiny Voxels (Unlike my previous works). My last thoughts on this is regarding the moving tool for the ships. It just seems wrong that I swing my ship around my head a couple of times and when its almost exactly where it start I get the message it's moved too far form its starting position. I certainly feel it would be better to have the game record the position where I actually started moving the ship form and allow up to 200 Meters (based on how wide my take off area's are) of distance before this message shows up (Then a longer timer might be needed to prevent abuse of this before you can do it again).
-
So I have tried again today with this and the best I can manage is to have the engines I want to control turned off when I start the ship and then I can turn them on any time I want but what I cannot do is turn them off again. Also weirdly the engines seem to turn on when my engine group is set to false (super weird). Anyway the details of what I have added to the LUA is below and I called my engine group DTHE (The custom engine tag). If anyone has any ideas why this is not quite working and turning on when it is false that would be helpful. (Obviously I have no idea what I am doing in LUA) I did these lines of LUA based on the YouTube video supplied: Slots -> Unit & Filters -> Start() DTHE = True Slots -> System & Filters -> ActionStart(Option1) DTHE = not DTHE Slots -> System & Filters -> Flush() if not DTHE then Nav:setEngineCommand('DTHE', vec3.zero, vec3.zero) end Thanks in Advance
-
Also the new Maneuver tool limitation does not help trying to find these Voxels, I assume this was designed to stop abuse of the tool. Though I am not sure how you'd abuse it since it took so long to move anything any real distance, with this tool.
-
I would have reported this as a bug but I feel this is actually working as intended and so I putting this here as a suggestion instead. (sorry if this should have been a bug) So I have started making my second take off strip on a mountain (I seem to be able to land easily enough without a landing strip) and the issue I have with these is: Once you flatten the desired area, and 'dig out' the mountain left above this I am finding quite a few tiny specs of voxel's left over and I cannot really see them on my screen at all, which makes finding them an issue. I only need to remove them because hitting these in a ship is like hitting the planet surface (which will obviously cause me issues if I leave them). Currently I am using my ship and the move tool and basically waving my ship around until it hits one of these bits of dust and then I know I need to keep moving around until I can see it and remove it (Can take ages). Essentially I think this is not the most fun job and based on the fact realistically dust should just fall to the ground: it would be nice if these could be removed when they get to silly sizes or changed to not affect ships when they hit them (Ship would pass straight through them). I'd never know they were there as it is if they did not affect the ship, since I cannot see them except on the random occasions they are shown. I have uploaded a private link video to YouTube to show what I am talking about (Sorry no audio I forgot to check it was working when started recording): https://youtu.be/zn7oBBWlxZs Thanks for considering this one :) ADC
-
Thanks for the reply and sorry I have not tried the scripting again yet. I am actually trying to turn on an off atmospheric engines and to give you an idea of the ship design I have short video of the ship (Unlisted link) and this shows the engines located at the sides of the ship pointing downwards in an always on state. This is a recording I did of my first 1G transition from space to Atmosphere and its a good build for a ship, it needs two more engines at the back and two more hover engines to cope with the full load (over 2,200 tones total weight). I have found a work around by giving these engines a fuel container per side (two engines per one of the second smallest fuel containers and there are four engines), and all I do is put fuel into these containers when I want them active. You can see that the fuel consumption is really quick since it shows about 7 minutes for 2240 tones of fuel to be used up (4480 tones total of fuel when considering the other side of the ship too) and it gets over halfway through the tank in the video.
-
I did give this a try based on the video but the scripts seem to have changed a bit since that was posted. I did get it kind of working to start with in that I could start piloting the ship and the engines were off then I pressed the option 1 key and they would go on but I could not get these to go off again unless I stopped flying the ship and then started flying again (the engines would start on their own) and then I could use the option 1 key to turn them off. I am sure it will be something I have done incorrectly due to the changes made since the video especially since I tried some other places for the code and it stopped working altogether (the engines were on all the time). I will have to revisit this again when I have had some time to learn more about the LUA code.
-
Thanks for these replies I will give it a go as soon as I can
-
Simply put I would like the ability to turn off specific engines to save fuel either by specific engines only working at specific heights or allowing engines to be controlled by manual buttons (I have tried this with atmospheric engines and they do not turn the engines off and on). To explain what I want this for please read the below: I realise that the atmospheric flight in this game uses gliding/aerodynamics for lift so the downward atmospheric engines is probably not a thing for most players. However, I would like to use atmospheric engines to aid lift off and landings especially with heavy loads allowing for slower landing speeds. This could be done by setting downward atmospheric engines as active only between something like 90 (start when the hover engines turn off) to 500 meters from the ground or with manual buttons to control the engines. Currently downwards atmospheric engines are always on and burn through fuel really quickly, hence why I want the off most the time.
-
I built my first space station the other day and since it was 65 KM from the planet, I decided to put many windows in. I also decided to put a few industry units in, which make a lot of noise and I think it would be nice to be able to make quite zones (look at the view in peace).This could also be done with another wall type (called soundproofing) to cancel out sounds not inside the room or it could be an inherent property with all material types used to make walls. I kind of like both ideas since they allow for different uses but if I had to choose one I'd pick the new wall type that offers soundproofing since there are times you need to hear what is happening (burning up in an atmosphere, etc.). Ideally, this new wall type would need to be very light with almost no-hit points.We would also need a soundproof door.Hope others agree with this one and have fun in Game
-
I am unsure if there will be missions but no reason they could not be part of this if they do end up being added to the game. I think a Tutorial/Mission Manager, would be a good idea since it would allow people to pick the currently active tutorial etc. and potentially allow people to pick up where they left off a tutorial (instead of having to restart). The reason I would like this added is due to the fact I accidently ended the after tutorial, tutorial and when I restarted, I am now stuck at deploying the ‘Sanctuary Territory Claim unit’. I think adding this would remove some issues and make tutorial/mission management easier. This could also be used by corporations to provide instructions to their members like Tasks/missions/rewards etc. and in fact this could even be expanded into a system for player interaction however, that is beyond the scope of what I am suggesting here. Thank you and have fun in game
-
So I have heard of orbital bombardment as an Idea and I think the game should go one step further with Meteor shows, I am not suggesting a lot of them possibly one a day in one system. These meteor shows should be hazards in space to ships, stations and to ground facilities. This should add some extra risk to the game and to offset that they should drop some ores and possibly an occasional artefact (I saw on a stream that the game will have these). Asides from that the mechanics could be: - Meteor shows would enter a system at the outer edge and head to a planet and essentially bombard it. Ideally using gravitational physics and be intractable throughout their journey. (Anyone will to try mining a meteor shower before it hits a planet!) - Mining the meteor shower before it hits a planet should provide more ore etc than after it lands. (There should be risk of meteors hitting one another though and as a result the miners too) - The meteor showers should be trackable once in system and within the atmosphere of a planet (Though it would be nice to see some fancy fireball effects too) - People should be able to shot the meteors to dust both in space and heading towards their outpost etc. (Might be interesting to be able to knock them off course too....or possibly into a specific direction) - To add a piece of realism, outer planets should 'soak up' most meteor showers, thus making meteor showers less likely on inner planets, so it pays to spread out (Risking a meteor in the face). It would also explain why the shield(s) planet never gets one of these. I am sure there are variants of this idea that could be used, but this was the majority of factors that could conceive of. Have fun in game