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ADCOne

Alpha Tester
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Posts posted by ADCOne

  1. On 1/5/2021 at 6:29 PM, NQ-Naunet said:

    Hey @ADCOne! If you try what @fiddlybits suggested, I'd love to hear how it turns out. :) 

    @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.

    dualuniverse_2021-09-18_19h59m04s.png

  2. 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 ?

  3. 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 :)

    dualuniverse_2020-09-26t12h27m56s.png

    dualuniverse_2020-09-28t18h49m31s.png

    dualuniverse_2020-10-11t15h15m28s.png

    dualuniverse_2020-10-31t16h29m41s.png

    dualuniverse_2020-11-01t12h15m07s.png

    dualuniverse_2020-11-01t12h17m27s.png

    dualuniverse_2020-11-01t12h17m36s.png

    dualuniverse_2020-11-07t15h48m52s.png

    dualuniverse_2020-11-07t15h55m53s.png

    dualuniverse_2020-11-08t01h43m55s.png

    dualuniverse_2020-11-10t20h13m52s.png

    dualuniverse_2020-11-11t21h13m12s.png

    dualuniverse_2020-11-13t21h27m33s.png

    dualuniverse_2020-11-14t00h06m01s.png

    dualuniverse_2020-11-15t00h02m59s.png

    dualuniverse_2020-11-15t00h03m04s.png

    dualuniverse_2020-12-13_12h58m50s.png

    dualuniverse_2020-12-17_20h35m51s.png

    dualuniverse_2021-01-16_13h05m46s.png

    dualuniverse_2021-01-16_13h06m00s.png

    dualuniverse_2021-09-11_14h47m04s.png

    dualuniverse_2021-09-12_14h49m39s.png

  4. 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 :)

  5. 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).

  6. 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

  7. 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

  8. 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.

     

     

  9. 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.

  10. 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.

  11. 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

  12. 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 :)

  13. 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 :)

  14. I was going to suggest just four player name colours however, I realised this idea could go beyond just that simple use. Therefore, the suggestion is:

     

    Basic idea is Player Name Colours to indicate factions, the actual colours used are not important to me however, I have picked colours to make the suggestion clear (Though on a personal note I would rather not be pink or Purple!). So the player names could be set to colour as follows:

     

    Red: Enemies (factions your faction is at war with, people who have shot at you, people who you have shot at, people who have stolen from you, people you have stolen from, etc.)

    Green: Allies/Friendlies (factions your faction is friendly with, people who you are friendly with (Overrides the red indicator for this one), People who have deals/contracts with your faction (Probably want a time limit with this one and I assume the game will become that complicated) and people you have deals/contracts with, etc.) 

    White: Neutral Players (essentially NPCs as far as you are concerned going about their own business - you and they have not had any interaction with each other)

    Brown: New players still going through the tutorial. (My tutorial is stuck since I restarted it and I cannot redeploy my sanctuary claim unit - hopefully it will count a normal claim unit when I get to that)

    Pink: NPC (Assuming any are added for any reason - Like missions to give players money instead of a daily handout)

    Yellow: Admins (NQ's staff when out and about in game - Assuming they do not choose to be invisible to players)

     

    Now having thought about the idea I think it can go a little bit further than this and be used by Organisations/Corporations to indicate who is the boss/roles/teams /etc. Probably best to add a symbol under the name that these Organisations/Corporations can choose (maybe even customize) and choose the colour that indicates the role/standings etc.

     

    There is probably a couple of suggestions in here but its all the same topic so hopefully this is ok.

     

    Have fun gaming :)

  15. Just thought I would check this and I can see some people have read the post and got stuck on the, scanning for ore and respawn of ore. This is not really the big Issue and so I will state the issue clearly:

     

    The issue is that you can spend as a new person easily over 4 hours getting to somewhere near by, to try and acquire some ore not found on the sanctuary planet. The example I gave in my description is what it took me last weekend, 9 hours from start to finish and I did not end up with what I was after.

     

    So I do not mind what the solution is for this issue but to make it clear, I myself will not be paying for a game that has over 4 hours of wasted time without any success and I do not think that anyone else will either (when it releases).

     

    Especially since the map advertises the ore is on these planets this is an issue.

     

    To be clear Eve online has a map that tells you where the ore is and if you go to the systems early enough in the day it is there (people do mine it all out every day but it is at least there in the morning to afternoon periods).

     

    I would to be honest say that if you want this game to succeed and be mainstream then you cannot really waste more than 2 hours of a persons time without something come out of it on occasion, including due to PVP. People like to succeed and make things in these types of game so its not an optional component.

     

    (I think I would enjoy a long mining trip now and then, one day on a weekend)

     

    Hope this makes this issue clearer.

     

    Thank you in advance for suggestions.

  16. OK so I have noticed the ore problem for myself, which I had heard some streams saying its not a problem, which naturally made me think at the time it must be fine then. However, it does seems its all been mined from the planets - Obviously this excludes T1 ores. The biggest issue with, to the games existence at least, is this is the wasted time incurred by players trying to find ore and to put his in perspective: A basic ship can spend 6 hours flying there and back again (To the loser places), this includes the searching for ore time and possibly an extra 3 hours fixing the ship you crashed at the end when it was too heavy.  This is kind of a game breaker in my opinion since there are not many people who will be willing to pay for that as an experience (time and again), especially when you consider actually not finding what you are after on the planet or moon even though the map states these ores are present. Anyway

     

    The proposed solution: (There are several parts to this solution)

     

    The first thing is to indicate how much of each ore is actually present on the planets and moons for each ore type (not including the meteors on the ground) on the map itself.  I would suggest actual value out of how much there was to start with however, a percentage would work too. I would also suggest that an indication of the closest depth to the surface should be shown shown on the map. This part will at least cut out the wasted trips since you know what you are able to get before you set out.

     

    The second item I would suggest is to actually encourage people to migrate out to other planets is to make claiming a tile enable an auto respawn of ore on in that tile, a daily respawn assuming you mine the ore. I personally would prefer the mining tunnels be refilled too along with random spawn location, which would keep some realism. Ore types and amounts would need to be guaranteed though to make it work. This would also encourage risking PVP (once it is out) since people would be everywhere not just on the shield moon waiting for someone who can find some of the ore to sell it. I would also suggest this would centralise the corps to the closet planets with the ores they need and push the independents (Like myself - currently) to the outer rim, as the game progresses, which I think is more realistic anyway.

     

    I think these suggestions would fix most peoples issues with the game however, it still needs some work to allow newer players to reach the stage of claiming tiles (can afford to buy a territory control unit) and without spending hours/days travelling in a ship to find an area (I think the developer sounded like they were going to add new systems to prevent this but I do not know that for sure).

     

    Lastly I tend to suggest and run rather than defend any suggestion I make thus allowing them to be accepted or not as happens naturally, so I anticipate that some people will object to this on the grounds or respawning ore not being realistic. For those arguments I would like to say, I support realism as a solution because this would actually involve making even the most basic moon have so much ore to mine that even with the entire community (at its peak when ever that is) working at the goal of stripping an entire Moon dry  would need 100 years to actually complete that goal. I would compare the billions of people (I am including anyone buying the furniture) trying to deforest the rainforest as a gauge for this estimate.

    (No matter how much we might wish it we will never have billions in game - though it would be interesting to be proved wrong on this point). 

     

    Have fun and all the best

     

    AndrewCoo

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