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Emptiness

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Posts posted by Emptiness

  1. 49 minutes ago, Kezzle said:

    Hope you don't feel uncomfortable carrying a few litres of Lithium bits around with you to repair damage to your ship. Yeah, Lithium. That highly stable, structurally strong metal that doesn't catch fire at the slightest provocation...

    For those who don't get the joke, lithium can be cut with a knife IRL.

     

  2. 17 hours ago, SGCam said:

    maximum thrust in newtons

    Make that 'current' thrust. If they've been coasting in space for a while, engines cold, they'll have a much smaller thermal signature than if actively burning. 

     

      

    17 hours ago, SGCam said:

    it should primarily vary by weapon size so that Large weapons have low accuracy at high transversal velocities

    I think this should be modified by the target's vector change. If a target is traveling in a straight line with no vector changes, it should be a matter of relative simplicity to hit it regardless of speed or size.

  3. 10 hours ago, Evilboy said:

    +1 Yes that is the worst thing about mining i spend about 2 hours a day chasing the bloody ore in the next tiles needs to only scan on tile just like the Territory Scanner

    Instead, perhaps scan in hexes that the player has rights to mine in? If I'm searching in a large unclaimed area, it would be very annoying to need to cross hex boundaries to see what might be 50m away.

  4. 5 hours ago, Fraycore said:

    Survey planets and identify mining ore deposits. Finding their general location and placing this information on a map item.

    This is already a thing. Territory scanners give a scan result item which lists total resource amounts in a hex and a convenient 'set destination' button which sets that hex as a destination. The scan results can be traded to other players.

  5. I like the idea of modular containers, maybe along the lines of modded Minecraft multiblocks (think like: Advanced Generators / Gregtech freeform multiblocks), . Place a control block (XS container sized), then cargo blocks (also XS container sized, like voxels but can only be attached to the control block or other cargo blocks), and once done, tell the control block to 'assemble' the container with a procedural model.

  6. Time to learn about the wonders of symbolic / hard folder links.

    I just tested this and it works great.

     

    What you want to do is move the Dual-Universe-Cache folder to where you want it, let's say from C:\Games\Dual-Universe-Cache to D:\SpaceHog\Dual-Universe-Cache.

     

    Then, open command line (win+r, cmd, enter) and type the following (as an example using the above locations)

    mklink /J C:\Games\Dual-Universe-Cache D:\SpaceHog\Dual-Universe-Cache

    As per the guide linked, paths with spaces will need " around them.

     

    This will create a hard directory link in the original cache location pointing to the new location. To Windows / the game, it's as if the folder were still in the install location.

  7. Is there anything stopping one from stuffing a territory unit and a few essentials into their nanopack and suit flying to Jago? (once one gets into 'interstellar space' anyway) Since fall damage / re-entry heat damage doesn't exist. 

     

    Basically, is construct vs suited player pvp/dmg a thing?

  8. 1 hour ago, Maxnano said:

    1) Was constantly out of nanopack space.  While crafting the basics for making cargo containers, which takes to long i was harvesting the rocks around me. i was constantly full from harvesting and waiting for stuff to build while having a full inv. only option was to alt tab out for a bit and do other stuff while waiting.  The Balance here is off. either speed up the crafting of the xs and maybe s cargo containers.

     

    The early game is a bit slow, but the tutorial should have had you buy an S cargo container and container linking / link as active inventory is a wonderful thing. You should have funds for a few of them so cargo space is not that big of a problem if you manage them right.

     

    1 hour ago, Maxnano said:

    I think we need to be able to move placed elements between constructs.

    Agreed. I'd also like to see linking elements between constructs.

     

    1 hour ago, Maxnano said:

    exploration and combat against npc's should have a little more focus and a possible route to get into the game without becoming an Architect first.

    There are no npcs yet, and I think npc pirates/etc won't be a thing.

     

    1 hour ago, Maxnano said:

    but i thought it was a bit more "no mans sky"

    No man's sky also has a lot of resource grinding, especially to build a good sized base.

     

    1 hour ago, Maxnano said:

    the game needs more survival elements

    Not that kind of game. Check the F1 help intro sometime.. it's not going to be a basic survival game, as your suit provides all the necessities of life.

     

    1 hour ago, Maxnano said:

    Consider adding a Qualirt of ore / material, that flows through to quality levels of produced elements that affect the stats of the element.

    Due to the automated production of materials and components, all production is of the best quality. We aren't manual blacksmiths / crafters learning how to do that.

     

    You can, however, train skills that affect the stats of placed elements.

  9. On 9/10/2020 at 11:35 PM, ZeeRohSum said:

    and exist only in the hotbar.

    There are two extra regular tools that must be swapped in and out as needed... so some tool access is needed.

     

    Agreed that they shouldn't appear in the regular inventory.

     

    tbh, i barely touch my inventory.. linked containers are the way to go.

  10. On 9/7/2016 at 9:44 AM, Wicpar said:

    why would that be bad? no one hears you in space, and if you are in a station or building or base, just leave or go in an isolated room. if they handle pressurization, they can handle this too in the same hit, 1 hit: two bugs(or features, it's in essence the same).

    Imagine this TTS thing on a random ship blasting tunes to everyone at the market.

    Or a few dozen.

    If something can be abused, people WILL abuse it, especially if they can 'harvest tears' from 'pubbies'. I was a Goon for way too damn long. 

  11. 28 minutes ago, Anopheles said:

    A ship going at 2000kph should struggle to lock onto and fire on a ship going faster than, say, 10000kph and vice versa.   

    You do realize low earth orbital velocity IRL is only around 28000kph, correct?

    Way back in 1985, 35 years ago, an F-15A Eagle used a classified missile to destroy an orbiting weather satellite. A satellite orbiting at an altitude of ~500km or 2.5SU ingame. Link to the missile used. If they managed to do that surface to space trick 35 years ago, surely ~10k years in the future a ship in space could track and shoot a different ship regardless of the velocity difference, assuming neither ship is maneuvering significantly.

     

    The existing targeting / weapons ranges ingame are absurdly tiny compared to what they would be IRL.

     

    More people should play Children of a Dead Earth. It simulates this stuff pretty dang well.

  12. 6 minutes ago, Moosegun said:

    So you have no issue with people getting teleported around when they crash their ships, even getting teleports to other planets.  That is where the community should step in.  And yes it should be necessary to sort your own shit out when it goes wrong.  If you dont agree with that, one of us is going to leave unhappy. 

    https://www.merriam-webster.com/dictionary/satire
     

    Quote

    wit, irony, or sarcasm used to expose and discredit vice or folly

     

  13. 12 hours ago, Moosegun said:

    In three years never asked for a single teleport, lol  in alpha we once flew jetpacks 2SU in space to get to our space station after running out of fuel, took two hours with a rizla packet wedged in the key because you couldnt autorun, god damn it! 

    Back in mah day, we rode horses to school and LIKED it!!!

    lol. Just because you had to back then doesn't mean it's a necessary or desirable gameplay element / experience.

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