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ArmitageShanks

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Everything posted by ArmitageShanks

  1. You used to be able to make an offset, odd diameter circle with the circle variant of the voxel placement tool. Extremely useful when working on odd width structures. Why was that functionality stealth removed?
  2. Yep, but that's not the point. What I was saying wasn't a metaphor, it was more of a moral wish. People are saying that the banned individuals did nothing wrong based on a rule aimed at PLAYERS. They knew what they were doing was wrong, yet they continued doing it and posted it on reddit for everyone to see so more people could take advantage of it. Regardless of whether they sent a DM to an NQ staffer on discord or not (this in itself is evidence they KNEW what they were doing was unintended, and I don't believe for a second they did send that DM, because that behaviour is diametrically apposed to their observed behaviour of recklessly disassembling a non-player owned structure). The whole theft by RDMS thing is morally and ethically wrong, NQ have just stated that they will not intervene when one player does this to another player (this is something they've borrowed from EVE, where corporate theft is something that happens a lot). I fail to see how this excuses people stealing and destroying non-player property. Just because it's a video game doesn't mean common sense, morals and ethics should go out the window. What they did impacted on other people, it was an inconvenience to people with no recourse to fix the issue. If you don't understand that, then there is something fundamentally wrong with you, and FSM help whoever you interact with in real life, because you're clearly not capable of weighing the consequences of your actions. p.s. that last part is just a general statement, not aimed directly at you caijay766
  3. I kinda feel like everyone excusing the asshats that did this one day forget to lock their front door, get robbed, and the police tell them, "Well, too bad, you're the one to blame for this burglary, you're the dopey git that didn't lock your door."
  4. The bounding box is an odd number of voxels in each direction, yes. A core S is 127x127x127 voxels in size. That's a symmetrical space. This means that the central axes are aligned with the center of the voxel that's at the center of the build space. No idea what you mean by a "center" build guide, unless you're talking about the center of mass indicator, but that's a dynamic guideline. I'm also not sure what you mean by texture patterns aligning asymmetrically and "painted makes this obvious". If you want to make your ship symmetrical within the build space, just make it an odd number of voxels wide and align your elements accordingly. It's possible to do because elements snap to the edge and center of a voxel. I mean, I can see in the screen shot that the grid guides have "1 less" voxel on one side, but like I said in my original reply that just means the space is an odd number of voxels, that's not asymmetry. Again in the example of a core S you can build 63 voxels from the central voxel in every direction. EDIT: Ok, so I figured out what you were talking about with texture patterns aligning asymmetrically, and what you mean by painted. And yeah, I can agree that is annoying, but it's not really game breaking. You just have to build your ship on an even center point rather than an odd one. The bounding box has absolutely no bearing on your ship apart from the size restriction, the game calculates your center of mass based on where your elements and voxels are placed. You don't even have to build from the center of the build area, you could build you ship in the corner of the build area if you wanted. Beside that, I never use any of the painted voxels because they're all ugly AF anyway.
  5. That doesn't make it asymmetrical. Just an odd number of voxels wide as apposed to an even number, meaning the center axis falls in the middle of the mininum sized cubic voxel instead of along one of the edges. No idea how you came to the conclusion that it's asymmetrical. It's completely symmetrical
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