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Jeronimo

Alpha Team Vanguard
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  1. Like
    Jeronimo got a reaction from kulkija in Jeronimo's Angry review + angry feedback   
    Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics.

    Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere
     
    For those who never heard about, but there is a french simplistic and satiric cartoon called "Shadoks", where a group of engineers and workers, work hard together to make simple things more complicated, from where we are getting the expression: "why do simple when you can do complicated?"
    And this is exactly what is happening here
     
    But in real life, and i quote, professionals, engineers, designers, and architects will all agree: "Less is more"
     
    So here are my thoughts, after 3 years of hope and life time, on the bad and good decisions taken, and what could be improved at the moment:
     
     
     Building mechanics: Vertices editor should have been a priority long ago, long before that not so useful update on the line tool
    The actual given building tools are half of the reason why we see so much trash everywhere, and why most players are giving up, because voxelmancy is a considerable waste of time since ship selling will never be a major part of the market (everyone want to build his own), PVP will destroy it in a matter of seconds, and detailed or undetailed static or dynamic constructs' spaces are dead as hell.
     
    Vertices Editor: self explanatory
      Line tool: add triangular and circular shapes, and make one of the corners of the selection the center of rotation (not the center of selection, this doesn't make any sense)
      Paint tool: (omg seriously this one is the biggest joke and laziest decision taken) need to absolutely remove from the game this ridiculous number of different honeycombs, performance wise, and gameplay wise. Every material should have one and only one raw honeycomb, on which we could, using build mode, apply a color we want, a shininess type and or a pattern
    That would optimize the game code, our inventories/containers, and our factories (and will fix that uggly .24 update changes)
      Remove the deploy and selection sizes limitations
      Be more consistent in the deploy shapes size increment (1 by 1, not 1 2 3 4 5 6 8 12 16 24 32)  
    * by the way change "galvanized" honeycomb name and check the definition of galvanized on wiki: which is a zinc coating process to protect different metals from rusting
     
     Elements: Here is the second half of the reason why we are surrounded by trashes
    First, element design is very badly fusing with the voxel building system, specially all the dynamic constructs elements, elements are detailed meshes that don't match with a voxel hull and the voxel default sizes
    Even after the best achievable voxelmancy, engines, brakes, hovers, wings, look like stains on our creations, element colors dont match available honeycomb colors, some elements are offsets, some are badly symmetrical
    I m not saying that its bad to have detailed mesh elements, but half of them, must be redesigned to be used and integrated "into" a basic voxel shapes, not to be put like a flower pot "on" the voxels, and this concerning all the elements used for designing ships
     
    Dynamic elements (engines, brakes, airfoils): those elements can be a single detailed face element, the face that will pop out from our voxels, and other faces must be designed with an easier global shape to work with the voxel grid (tubular, square, rectangle, just as Empyrion or Space engineers do...)
      Decorative elements: make sure they are scaled for the voxel grid and size (the reinforced sliding door is the perfect example of bad design and bad consideration)
      Ability to change elements main color
      Engines: no no no and no to all this different types of engines (safe/maneuver/military/etc...) with different recipes. again its a mess in inventories and markets, same problem as honeycombs, why doing simple when can do complicated?. while the quality (normal/advanced/rare etc...) should remain, all engines should be crafted as a standard factory type, and have an option by right clicking on them to change their mode type, and why not beeing able to change it using lua  
     
    Flight mechanics: Overall the flight mechanics are very good, stable and well developed
    But, the main issue is bringing back to the dynamic elements issue and the overall aesthetic of the game and players creations
     
    Elements power/thrust should be multiplied by a minimum of 5!!!! this would greatly reduce the number of elements needed on each ship, reducing the lag and loading time, but most importantly we would not compromise anymore on the design in order to have "acceptable" flight performances (which will increase the visual quality of players creations)
      Vertical and horizontal cross sections must produce anti drift and high altitude lift, which will reduce the number of wings and stabilizers elements needed, and again will increase everyone performances due to less elements, and allow better ship design
      Fuel consumption to divide by 2 or more, we are tired to mine 2 hours, refine for an other hour, for 20min of flight (nowadays long distances planes can fly at cruise speed 900kmph for about 12 to 14 hours)  
     
    LUA Lua is one of the greatest part of the game, allows the best customization possible, but is still way too limited, for no reasons
     
    Unlock to unlimited  number of links/slots to a pb/remote/ECU/command chair etc... will reduce the number of scripts running at same time, so will increase performances (what is better? to have 10 scripts, on 10 PB, each one linked to 10 elements? or 1 script on 1 PB linked to 100 elements? do the math!)
      Increase again the recently nerfed CPU usage for custom scripts (they were not producing any client side performances issues, so why decreasing it again?)
      Increase the conf file allowed size, 150k isnt enough
      Make possible to install conf files on programming boards
      Increase Databank sizes
      Fix the rocket engine please for custom scripts, they are broken and deadly, they activate themselves when construct controls are taken
      Add function for camera relative rotation and position
      Ability to save scripts in our nanopack and exchange/sell scripts with DRM protection or not  
     
    PVP I think pvp is a very delicate topic, but globally so few people have any interest in pvp at all due it its extrem unbalance
    In my opinion there is no goal and no reward in pvp, which makes it boring
    So much time and effort put in mining/producing/building a pvp-able ship that it pushes everyone away
     
    there should be no safe zone, nowhere!
    - heard and read too many stories of players ravaging orgs from the inside, secretly stealing work of dozens, and then venting themselves on streams. there should be no safe                        place in the universe for those people to hide their shameful loot
    - cargo ships should be accompanied and escorted by armed fleets, even while mining
      quantas could be physical/stockable/stealable
      claimed territories shouldnt be visible on the map, unless personally discovered surface ore stones, should be mine-able by anyone anytime anywhere (claimed or not. we should be able to get some fast scrap and fuel if we emergency land in middle of a huge claimed territory)
      static and dynamic construct need energy shields element
      containers content should not be destroyed unless the container lost all its lives (otherwise there will be no loot in pvp), they should just be inaccessible
      there should be a way to restore all lives on salvaged elements (repair unit maybe?)  
     
     
     
     
    There is so much more to add, but please NQ consider and fix a big part of this first before adding new buggy "content"
    At some point there should be a planetary wipe, to leave space for the new planets design (allowing what ever is standing in space to be excluded from the wipe, for players beeing able to save enough to restart quickly)
  2. Like
    Jeronimo got a reaction from _Ieael_ in Jeronimo's Angry review + angry feedback   
    Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics.

    Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere
     
    For those who never heard about, but there is a french simplistic and satiric cartoon called "Shadoks", where a group of engineers and workers, work hard together to make simple things more complicated, from where we are getting the expression: "why do simple when you can do complicated?"
    And this is exactly what is happening here
     
    But in real life, and i quote, professionals, engineers, designers, and architects will all agree: "Less is more"
     
    So here are my thoughts, after 3 years of hope and life time, on the bad and good decisions taken, and what could be improved at the moment:
     
     
     Building mechanics: Vertices editor should have been a priority long ago, long before that not so useful update on the line tool
    The actual given building tools are half of the reason why we see so much trash everywhere, and why most players are giving up, because voxelmancy is a considerable waste of time since ship selling will never be a major part of the market (everyone want to build his own), PVP will destroy it in a matter of seconds, and detailed or undetailed static or dynamic constructs' spaces are dead as hell.
     
    Vertices Editor: self explanatory
      Line tool: add triangular and circular shapes, and make one of the corners of the selection the center of rotation (not the center of selection, this doesn't make any sense)
      Paint tool: (omg seriously this one is the biggest joke and laziest decision taken) need to absolutely remove from the game this ridiculous number of different honeycombs, performance wise, and gameplay wise. Every material should have one and only one raw honeycomb, on which we could, using build mode, apply a color we want, a shininess type and or a pattern
    That would optimize the game code, our inventories/containers, and our factories (and will fix that uggly .24 update changes)
      Remove the deploy and selection sizes limitations
      Be more consistent in the deploy shapes size increment (1 by 1, not 1 2 3 4 5 6 8 12 16 24 32)  
    * by the way change "galvanized" honeycomb name and check the definition of galvanized on wiki: which is a zinc coating process to protect different metals from rusting
     
     Elements: Here is the second half of the reason why we are surrounded by trashes
    First, element design is very badly fusing with the voxel building system, specially all the dynamic constructs elements, elements are detailed meshes that don't match with a voxel hull and the voxel default sizes
    Even after the best achievable voxelmancy, engines, brakes, hovers, wings, look like stains on our creations, element colors dont match available honeycomb colors, some elements are offsets, some are badly symmetrical
    I m not saying that its bad to have detailed mesh elements, but half of them, must be redesigned to be used and integrated "into" a basic voxel shapes, not to be put like a flower pot "on" the voxels, and this concerning all the elements used for designing ships
     
    Dynamic elements (engines, brakes, airfoils): those elements can be a single detailed face element, the face that will pop out from our voxels, and other faces must be designed with an easier global shape to work with the voxel grid (tubular, square, rectangle, just as Empyrion or Space engineers do...)
      Decorative elements: make sure they are scaled for the voxel grid and size (the reinforced sliding door is the perfect example of bad design and bad consideration)
      Ability to change elements main color
      Engines: no no no and no to all this different types of engines (safe/maneuver/military/etc...) with different recipes. again its a mess in inventories and markets, same problem as honeycombs, why doing simple when can do complicated?. while the quality (normal/advanced/rare etc...) should remain, all engines should be crafted as a standard factory type, and have an option by right clicking on them to change their mode type, and why not beeing able to change it using lua  
     
    Flight mechanics: Overall the flight mechanics are very good, stable and well developed
    But, the main issue is bringing back to the dynamic elements issue and the overall aesthetic of the game and players creations
     
    Elements power/thrust should be multiplied by a minimum of 5!!!! this would greatly reduce the number of elements needed on each ship, reducing the lag and loading time, but most importantly we would not compromise anymore on the design in order to have "acceptable" flight performances (which will increase the visual quality of players creations)
      Vertical and horizontal cross sections must produce anti drift and high altitude lift, which will reduce the number of wings and stabilizers elements needed, and again will increase everyone performances due to less elements, and allow better ship design
      Fuel consumption to divide by 2 or more, we are tired to mine 2 hours, refine for an other hour, for 20min of flight (nowadays long distances planes can fly at cruise speed 900kmph for about 12 to 14 hours)  
     
    LUA Lua is one of the greatest part of the game, allows the best customization possible, but is still way too limited, for no reasons
     
    Unlock to unlimited  number of links/slots to a pb/remote/ECU/command chair etc... will reduce the number of scripts running at same time, so will increase performances (what is better? to have 10 scripts, on 10 PB, each one linked to 10 elements? or 1 script on 1 PB linked to 100 elements? do the math!)
      Increase again the recently nerfed CPU usage for custom scripts (they were not producing any client side performances issues, so why decreasing it again?)
      Increase the conf file allowed size, 150k isnt enough
      Make possible to install conf files on programming boards
      Increase Databank sizes
      Fix the rocket engine please for custom scripts, they are broken and deadly, they activate themselves when construct controls are taken
      Add function for camera relative rotation and position
      Ability to save scripts in our nanopack and exchange/sell scripts with DRM protection or not  
     
    PVP I think pvp is a very delicate topic, but globally so few people have any interest in pvp at all due it its extrem unbalance
    In my opinion there is no goal and no reward in pvp, which makes it boring
    So much time and effort put in mining/producing/building a pvp-able ship that it pushes everyone away
     
    there should be no safe zone, nowhere!
    - heard and read too many stories of players ravaging orgs from the inside, secretly stealing work of dozens, and then venting themselves on streams. there should be no safe                        place in the universe for those people to hide their shameful loot
    - cargo ships should be accompanied and escorted by armed fleets, even while mining
      quantas could be physical/stockable/stealable
      claimed territories shouldnt be visible on the map, unless personally discovered surface ore stones, should be mine-able by anyone anytime anywhere (claimed or not. we should be able to get some fast scrap and fuel if we emergency land in middle of a huge claimed territory)
      static and dynamic construct need energy shields element
      containers content should not be destroyed unless the container lost all its lives (otherwise there will be no loot in pvp), they should just be inaccessible
      there should be a way to restore all lives on salvaged elements (repair unit maybe?)  
     
     
     
     
    There is so much more to add, but please NQ consider and fix a big part of this first before adding new buggy "content"
    At some point there should be a planetary wipe, to leave space for the new planets design (allowing what ever is standing in space to be excluded from the wipe, for players beeing able to save enough to restart quickly)
  3. Like
    Jeronimo got a reaction from Scavenger in Jeronimo's Angry review + angry feedback   
    Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics.

    Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere
     
    For those who never heard about, but there is a french simplistic and satiric cartoon called "Shadoks", where a group of engineers and workers, work hard together to make simple things more complicated, from where we are getting the expression: "why do simple when you can do complicated?"
    And this is exactly what is happening here
     
    But in real life, and i quote, professionals, engineers, designers, and architects will all agree: "Less is more"
     
    So here are my thoughts, after 3 years of hope and life time, on the bad and good decisions taken, and what could be improved at the moment:
     
     
     Building mechanics: Vertices editor should have been a priority long ago, long before that not so useful update on the line tool
    The actual given building tools are half of the reason why we see so much trash everywhere, and why most players are giving up, because voxelmancy is a considerable waste of time since ship selling will never be a major part of the market (everyone want to build his own), PVP will destroy it in a matter of seconds, and detailed or undetailed static or dynamic constructs' spaces are dead as hell.
     
    Vertices Editor: self explanatory
      Line tool: add triangular and circular shapes, and make one of the corners of the selection the center of rotation (not the center of selection, this doesn't make any sense)
      Paint tool: (omg seriously this one is the biggest joke and laziest decision taken) need to absolutely remove from the game this ridiculous number of different honeycombs, performance wise, and gameplay wise. Every material should have one and only one raw honeycomb, on which we could, using build mode, apply a color we want, a shininess type and or a pattern
    That would optimize the game code, our inventories/containers, and our factories (and will fix that uggly .24 update changes)
      Remove the deploy and selection sizes limitations
      Be more consistent in the deploy shapes size increment (1 by 1, not 1 2 3 4 5 6 8 12 16 24 32)  
    * by the way change "galvanized" honeycomb name and check the definition of galvanized on wiki: which is a zinc coating process to protect different metals from rusting
     
     Elements: Here is the second half of the reason why we are surrounded by trashes
    First, element design is very badly fusing with the voxel building system, specially all the dynamic constructs elements, elements are detailed meshes that don't match with a voxel hull and the voxel default sizes
    Even after the best achievable voxelmancy, engines, brakes, hovers, wings, look like stains on our creations, element colors dont match available honeycomb colors, some elements are offsets, some are badly symmetrical
    I m not saying that its bad to have detailed mesh elements, but half of them, must be redesigned to be used and integrated "into" a basic voxel shapes, not to be put like a flower pot "on" the voxels, and this concerning all the elements used for designing ships
     
    Dynamic elements (engines, brakes, airfoils): those elements can be a single detailed face element, the face that will pop out from our voxels, and other faces must be designed with an easier global shape to work with the voxel grid (tubular, square, rectangle, just as Empyrion or Space engineers do...)
      Decorative elements: make sure they are scaled for the voxel grid and size (the reinforced sliding door is the perfect example of bad design and bad consideration)
      Ability to change elements main color
      Engines: no no no and no to all this different types of engines (safe/maneuver/military/etc...) with different recipes. again its a mess in inventories and markets, same problem as honeycombs, why doing simple when can do complicated?. while the quality (normal/advanced/rare etc...) should remain, all engines should be crafted as a standard factory type, and have an option by right clicking on them to change their mode type, and why not beeing able to change it using lua  
     
    Flight mechanics: Overall the flight mechanics are very good, stable and well developed
    But, the main issue is bringing back to the dynamic elements issue and the overall aesthetic of the game and players creations
     
    Elements power/thrust should be multiplied by a minimum of 5!!!! this would greatly reduce the number of elements needed on each ship, reducing the lag and loading time, but most importantly we would not compromise anymore on the design in order to have "acceptable" flight performances (which will increase the visual quality of players creations)
      Vertical and horizontal cross sections must produce anti drift and high altitude lift, which will reduce the number of wings and stabilizers elements needed, and again will increase everyone performances due to less elements, and allow better ship design
      Fuel consumption to divide by 2 or more, we are tired to mine 2 hours, refine for an other hour, for 20min of flight (nowadays long distances planes can fly at cruise speed 900kmph for about 12 to 14 hours)  
     
    LUA Lua is one of the greatest part of the game, allows the best customization possible, but is still way too limited, for no reasons
     
    Unlock to unlimited  number of links/slots to a pb/remote/ECU/command chair etc... will reduce the number of scripts running at same time, so will increase performances (what is better? to have 10 scripts, on 10 PB, each one linked to 10 elements? or 1 script on 1 PB linked to 100 elements? do the math!)
      Increase again the recently nerfed CPU usage for custom scripts (they were not producing any client side performances issues, so why decreasing it again?)
      Increase the conf file allowed size, 150k isnt enough
      Make possible to install conf files on programming boards
      Increase Databank sizes
      Fix the rocket engine please for custom scripts, they are broken and deadly, they activate themselves when construct controls are taken
      Add function for camera relative rotation and position
      Ability to save scripts in our nanopack and exchange/sell scripts with DRM protection or not  
     
    PVP I think pvp is a very delicate topic, but globally so few people have any interest in pvp at all due it its extrem unbalance
    In my opinion there is no goal and no reward in pvp, which makes it boring
    So much time and effort put in mining/producing/building a pvp-able ship that it pushes everyone away
     
    there should be no safe zone, nowhere!
    - heard and read too many stories of players ravaging orgs from the inside, secretly stealing work of dozens, and then venting themselves on streams. there should be no safe                        place in the universe for those people to hide their shameful loot
    - cargo ships should be accompanied and escorted by armed fleets, even while mining
      quantas could be physical/stockable/stealable
      claimed territories shouldnt be visible on the map, unless personally discovered surface ore stones, should be mine-able by anyone anytime anywhere (claimed or not. we should be able to get some fast scrap and fuel if we emergency land in middle of a huge claimed territory)
      static and dynamic construct need energy shields element
      containers content should not be destroyed unless the container lost all its lives (otherwise there will be no loot in pvp), they should just be inaccessible
      there should be a way to restore all lives on salvaged elements (repair unit maybe?)  
     
     
     
     
    There is so much more to add, but please NQ consider and fix a big part of this first before adding new buggy "content"
    At some point there should be a planetary wipe, to leave space for the new planets design (allowing what ever is standing in space to be excluded from the wipe, for players beeing able to save enough to restart quickly)
  4. Like
    Jeronimo reacted to Nordwulf in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Terrain improvements look great, can't wait to see them in game.  The voxel improvements are just meh though.  Hard to get excited over any voxel improvements until you come up with an actual voxel editor that allows us to directly edit edges/lines/vertices ala JayleBreak's wonderful 2D Voxel Planner.
  5. Like
    Jeronimo reacted to NQ-Naunet in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  6. Like
    Jeronimo got a reaction from NQ-Naunet in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Hi Naunet!
    Since you guys are working on the line tool, which is a great thing, its the right time to fix it for real and make it finally a great tool
     
    only 3 things:
    so that shouldnt be too much work
     
    - fix the huge fps drop when making large lines
     
    - the rotation of the selection should not happen around the center of the selection, but it should rotate around one of the corners, so a rotated line can finally be aligned with the voxel grid!!! (rotated line been hazardous and dirty for too long)
     
    - implement maybe tubular and triangular lines?
     
    its by playing and "trying" to use it that for now this line tool appears to be a place holder
    its good to make tech demos showing yeah we have a line tool to connect 2 surfaces, but in practice when really trying to use it and making clean shapes, its full of flaws
     
    greatly looking forward all the changes
     
    cheers
    J
  7. Like
    Jeronimo reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder   
    About a year ago, I wrote the 2D Voxel Planner now found on "dual.sh". I'm
    now introducing a fully in-game construct that combines an enhanced 2D voxel
    planner with an integrated voxel board.
    Free blueprints for the planner/builder can be obtained at the Objective
    Driveyards shipyards. The entrance is at ::pos{0,2,23.4393,73.7082,3.5773}
    The blueprint is labled "2Dplus Voxel Planner Builder"
    The "plus" refers to the support for multiple (12) "layers" of 2 dimensional
    voxel plans. These layers can be stacked together to produce 3 dimensional
    objects. In the picture, on the right, is a voxel board that is the source
    of voxels placed on the assembly board on the left. In the center is the
    planning terminal with a "scratch" voxel board behind it.
    To illustrate how things work, I will walk through the creation of a truncated
    cone. The process begins by sitting in the provided chair and activating the
    program board. Note that your plan is saved in a databank on program board
    deactivation, change of layer, or change of page. The plans for up to 3
    different avatars are seperately tracked (the number can be increased by adding
    additional databanks).

  8. Like
    Jeronimo reacted to NQ-Wave in DevBlog r0.16 Alpha 2 Piloting Improvements and New Zero-G Gliding Feature   
    Hey guys! NQ-Wave here, and today we’re going to talk about the changes we’ve made regarding ship and character movement that are upcoming in Alpha 2 of Dual Universe.
     
    In Dual Universe, players will be flying all kinds of constructs; from small hovercrafts roaming the ground to huge spaceships floating in space, from atmospheric planes to ambivalent atmo/spacecrafts. These very different configurations mean experiencing very different sensations. As you already know, we’ve always wanted to take a more realistic approach to how we handle space travel, especially with a ship’s inertia within a dragless void. 
     
    We were quite happy with how ships translated differently in atmosphere and space, but we hoped to add an improved sensation of weightlessness. And now it’s done! Now when trying to manoeuver a ship while in the atmosphere, you should experience the true dragless feeling of space and the effects of air upon a ship’s hull. Even if you only have a few adjustors, you’ll still be able to rotate your gigantic battlecruiser if you give it (a lot of) time, whereas, in the atmosphere, drag will keep you immobile.
     
    Also, in the sad event of a collision between your ship and whatever hazardous object floating about in space, you’ll really feel something! But we’ll let you try it for yourselves! (Though we don’t really suggest it.)
     
    There is something else we want to tell you about moving around in this scary, nearly empty void. Let’s say you’re enjoying your nice space travel, gliding frictionless at a few tens of thousands of km/h. Suddenly, you realize that you don’t have enough fuel for deceleration, and maybe because of a small lack of planning, your fuel tank is inaccessible from inside the hull! Don’t blame yourself, that happens to everyone eventually. If you want to decelerate, you’ll need to refill! You have two options here. You could just ignore this small problem and pray before going down in a fiery blaze upon the surface of your destination planet.

    3, 2, 1, 0 G!
     
    But since crashing on a foreign planet is probably a player’s last resort, let’s approach this differently!  We bet that you wished your Nanosuit would enable you to make an extravehicular trip to reach this fuel tank. Well, now that’s totally possible!
    As of Alpha 2, your Nanosuit contains a jetpack that allows players to glide around in space! To try it, you just need to be far enough from any planet. Keep in mind that this jetpack is not powerful enough to compensate for high gravity. Once you open the airlock of your ship, just jump into the great unknown! 

    Once you begin floating in space, you’ll hear the familiar, yet reassuring sound of your jetpack. To control it, you can use the WASD keys to move horizontally. The Space Bar and C key will give you vertical movement. And since there is no gravity to hold you down, you can roll your character with A and E keys.
     
    Due to the physics of empty space, only the acceleration is controllable. When removing your hands from the keyboard, your character will continue to glide along at a constant speed! But maybe you’d prefer to better stabilize for precise control. That’s why we’ve added a brake in your Nanosuit which you can use to nullify your speed. Just press CTRL to activate it!
    Of course, because of how physics work, you’ll be able to manoeuver around an immobile space station as well as around your small fighter traveling full speed in space. And we’ve even heard that you can use this jetpack to jump from one construct to another when they are doing a fly-by. But here again, maybe that’s not the best idea for your survival. We can’t say we didn’t warn you! Now, get out there and enjoy your extravehicular activities!
     
    Enough about space! Let’s put our feet back on solid ground for a minute. There is other stuff to talk about.

    I’m Like A Bird!
     
    When you’re on the surface of a planet that is lucky enough to have an atmosphere, you’re used to moving your ship through use of ailerons, using air to provide lift and sustain your ship in altitude. Ailerons are very useful both for lift and drift compensation. You were also used to stabilizers; elements that enable you especially to compensate drift.

    We’ve now unified the behavior of those elements. You’ll now find them in the ‘Airfoil’ category, and be able to choose between ailerons, stabilizers, but also traditional fully functional wings. These elements work in similar ways and can be used for lift and drift compensation. The controller of your ship will automatically use them for one of these goals depending on their orientation.
     
    These elements have different characteristics, however. Ailerons do not produce a lot of drag, but can stall easily. You must make sure that the angle between your aileron and your current speed is not too large or you’ll stall and won’t get any lift! And crash — probably. On the other hand, stabilizers are very forgiving in regard to stalling and can be very useful to compensate drift during a sharp turn, but they induce a lot of drag. Finally, wings offer a tradeoff between drag and stalling. We’re sure that you’ll find the Airfoil element that best fits your purpose.
     
    Speaking of piloting, we’ve also made some wanted changes in this area. First of all, we decided to have varying behaviors of ship control depending upon the situation. In the past, hovercraft planes and spaceships used to be controlled in a similar way, and we wanted to change that to better adapt controls for the type of ship you are building. When piloting a hovercraft, you don’t care as much about your roll than when piloting a spaceship, for instance.

    Some Va-Lua-ble Insights
     
    As you may already know, the behavior of a dynamic construct is controlled by its Lua configuration. When you create a dynamic construct and place a control unit on it, the Lua configuration of that control unit is automatically done for you. You don’t need to tweak a single thing! This is the autoconfiguration of your ship, and the behavior is chosen depending upon the element you use as a cockpit. A hovercraft seat will use a ‘hovercraft’ autoconfig scheme, whereas a fighter cockpit or a commander seat will use the ‘airplane cockpit’ autoconfig scheme. You can also manually choose the autoconfiguration you want to apply to your control unit by right-clicking on the element and choosing ‘Run default autoconfigure’.
     
    At its core, Dual Universe is about customization. As we previously mentioned in our last DevBlog, we’ve made several improvements regarding Lua in general, and made it possible to change select behaviors without requiring code. You can do that by right-clicking on the cockpit of your ship, and choosing ‘Actions for this element’ > ‘Edit Lua parameters’. This opens a window where you can change the control parameters of your ship. Once you have autoconfigured your ship, you can use this panel to choose the rotation speed, for example.

    Through this same panel, you can also change major behaviors of the airplane cockpit control scheme. (Try changing the autoStabilizeRoll and rollInducedYaw parameters to experiment advanced control!)
    One last word, if you want to dive a little bit more into the arcane of piloting configuration, don’t hesitate to try and modify the new autoconfigure scripts of your constructs. We made significant strides to give you easier access to your ship’s control and allow for easier experimentation. Try it out! Just right-click on a control unit and choose ‘Actions for this element’ > ‘Edit Lua script’. Hint: A lot can be done in the system -> flush event.

    Don’t be afraid of giving something new and creative a whirl! You can safely try all sorts of things here without being a total code nerd. And if by mistake you break something and your ship becomes uncontrollable, just re-run the autoconfigure, and your construct will be good as new.

    That’s all for today! We hope you’ll have fun playing with this new way to pilot ships in Dual Universe, and the new jetpack. As always, don’t hesitate to give us your feedback regarding these new changes, and thanks a lot for your support.
     
    Best,
    NQ-Wave
  9. Like
    Jeronimo reacted to NQ-Nyzaltar in Can someone explain it to me?   
    Hi everyone,
     
    As an exceptional case, we are replying this topic, even if it’s closed, to avoid any misunderstanding. As an exceptional case, as the involved user has explicitly asked for public explanation and the customer support agrees with it, we are in a situation where both parties agree to make it public, so it doesn't break the confidentiality policy. We also want to share this as an example that things don't happen for no reason (and in the case of an error, we are ready to fix it).
     
    Just to put things in perspective:
    - Emtec3PL account wasn't suspended regarding the game (the account has never lost his rights to play the game when the time will come).
    - Emtec3PL account wasn't suspended on the forum and was still able to contact Community Managers in private.
    - Emtec3PL account was suspended on Customer Support side.
     
    The situation:
    - Emtec3PL pledged 1 euro as a symbolic donation during Kickstarter campaign (in which case it was clear it was a donation, with no rewards attached to it).
    - Emtec3PL pledged then an Iron Founder Pack after the Kickstarter campaign, which has been upgraded as a Silver Pack shortly after.
    - As explained in the news on our website here the access time, depending on the founder level, was pretty clear and self explanatory: 
    All Kickstarter Founder Backers get access at Alpha 1.  Post-Kickstarter Founder Backers get access at the earliest at Alpha 2. Emtec3PL becomes a Founder Backer after the Kickstarter campaign, first as an Iron Founder, than as a Silver Founder, so he's rightfully considered as a Post-Kickstarter Backer and will get access Alpha 2. Emtec3PL contested that fact and asked repeatedly to Customer Support for an access to Alpha 1. Novaquark Customer Support denied the request and explained why. The last answer from Emtec3PL to the Customer Support was the following:
     
    Emtec3PL sent this reply because he will have access to Alpha 2 (as planned), and not immediately (as he wanted). Obviously there was no possible discussion anymore, and as part of the process for harassment prevention, the account has been suspended on the customer support side. If Emtec3PL is willing to come back to a more constructive discussion, the account can be unsuspended.
     
    This example might be useful to put in light how we manage customer service here at Novaquark. Globally there are two schools of customer service:
     
    The old school: "Customer is king."
    This vision implies that no matter how the customer behaves, the customer service agent needs to endure and gives satisfaction to the customer. In our eyes, this way of doing things is relevant as long as customers and customer service agents behave with mutual respect.
     
    However, with internet promoting anonymity and online interaction, a growing number of customers started to consider mutual respect as being optional and/or lost focus that the customer service agent at the other end of the line is a human being, not a machine, and he/she is there to help, not to endure someone else's anger or frustration. Having daily customers being rude or threatening can damage a team morale, especially when rudeness or threat is undeserved. 
     
    Customer Support is not an outlet for customers to let their frustration run wild.
    It's a place to answer customer questions and help them when they have a technical issue.
    Some people would easily throw there: "Hey it's part of the job. If they can't handle it, they can find another job" or the famous “HTFU” (which is perfectly fine in a game where a part of the fun is to compete to see who is the toughest guy. It’s less fine when it applies to your real life where you can’t log out) Our answer to this is "No, it's not part of the job, unless it has been decided that way by the company. It's not up to the customer to decide this part." 
     
    At Novaquark we value Customer satisfaction as much as Employee well-being. 
    The reasons? We don't want the job of anyone becoming a chore because we aren’t interested in burnouts and high turnovers, and also because we are convinced that, having people less stressed and less harassed than the average in the industry will benefit indirectly to the Customers themselves. So we won't encourage negative behavior from some customers, quite the contrary, by applying consequences to this kind of behavior.
     
    To put it simply, we are following the other school: 
    "Customer is king... but even a king has its limits."
    We will always do our best to satisfy a customer as long as:
    - the request/demand is reasonable and motivated by common sense.
    - the request/demand is made in a respectful manner.
     
    Best Regards,
    Nyzaltar.
  10. Like
    Jeronimo reacted to Mod-Meldrik in Can someone explain it to me?   
    Thread locked for inflammatory discussions.
     
    @Emtec3PL, please stop making threads discussing this matter, this was already explained here. Consider this a warning. Please resolve this issue between Novaquark and you, privately. More topics like this will lead to more sanctions in your account.
     
    @Lethys, please stop playing moderator on the forums. Report the topics and move on. Don't engage in responses that can be seen as moderator-like. Consider this a warning.
     
     
    Regards,
    Meldrik
  11. Like
    Jeronimo got a reaction from Gojo_Ryu in The big log on / log off question   
    How about your game crashes?
     
    During a light speed travel? will you relog alone in the space at same position where you loged off?
     
     
    In the case you precisly described, there is no question to it but yes you might respawn at same exact location that you logged off, and with a smarter algorithm you will spawn at the limit of the land that has been just claimed,  and your ship will be there in the wild.
     
    Probably nothing can stop anyone from building around your ship, walls and ceiling, to troll you, but nothing can stop you from destroying this at relog
     
    What about our ships? (if it is in the wild and you didnt had time to find and and in a secure zone)
    Will it despawn at same time you log off?
    Will anyone be able to ride it and take off with it?
    Will anyone be able to destroy it? Recycle it, gathering matter from it?
     
    Maybe there could be a time (1month, 1 year, indefnitly) before any contructions enters an abandonned state?
    Maybe there could be a claiming disability range around your ship when you logged off?
     
    Alpha will be full of issues and rebounds for sure
  12. Like
    Jeronimo got a reaction from Gojo_Ryu in Planets Atmosphere thickness and flight experience   
    After beeing stunned by last presentation video there are still some little gameplay details that bother.
     
    The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. 
     
    I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides
     
    Either from a planet where you switch from the palpable to the intangible
    Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you.
     
    For now, impatiently waiting how this experience will be dealt with
  13. Like
    Jeronimo got a reaction from Aeon_II in WHAT ONLINE GAME DID YOU COME FROM?   
    thought the topic was about online games
    u got one wrong answer lol
  14. Like
    Jeronimo reacted to Astrophil in Your characters looks and styles :D   
    An entire customizable outfit and character creator. Even more advanced than EVE's. Maybe even an actual mesh creator inside the game so you can design outfits however you want. Something like Marvelous Designer. Of course just false hopes here.
  15. Like
    Jeronimo reacted to Fitorion in Here's an idea - Google Translate Element   
    I like the way FFXI and FFXIV have their translation system set up.  I just wish it had more words and phrases in it.
     
     
    Basically they have a dictionary... a very limited dictionary of game terms and useful phrases that they've translated into all the localization languages they support. 
     
    To use the system you just start typing a word in chat and hit tab... a list of potential translated options appears based on what you've typed so far.  So you can select from the list and string translated words and phrases together.  The words will appear in chat as what ever language you have your client set to.
     
    For example
     
    I type:
    Ple
     
    And hit tab... a list shows up:
    Please Help!
    Please leave.
    ...
    so on and so forth. 
     
    They could ask us to submit words and phrases we think would be most helpful to have and build a nice list of things for their localization people to work on.  Doesn't have to be a release feature... could be a spare time project.  and the submission process could continue after the game is out to... as new social interactions and game systems are added new phrases would be needed. 
  16. Like
    Jeronimo got a reaction from VerZalj in Damage types, resistances, weapon statistics...   
    my qote directly come from star wars lol, blue vs red. where all weapons using lazers...
     
    for sure an icy attack wouldnt look good if it is tinted greenish, so maybe only lazers should be color customized?
  17. Like
    Jeronimo reacted to Anaximander in Death and all its consequences, food for thought? (Continued with latest info)   
    That's why I hate to love you, ye scallywag, you pick up on nice comesbacks (some of the times).
     
    And it's a secret. Lucky numero uno is a secret
  18. Like
    Jeronimo reacted to Lethys in Gravity/magnetic/boost pads   
    Would be a broken mechanic if you just could repel everything....
  19. Like
    Jeronimo reacted to Hotwingz in Specs on Market overview   
    Yeap and to make things fun we should encourage ship builders to participate in racing games. The winner would sell loads of ships.
     
    Just like how it worked for the car industry.
  20. Like
    Jeronimo got a reaction from Leonis in This kickstarter needs YOU! Updated.   
  21. Like
    Jeronimo got a reaction from rmhenn in NO MONTHLY SUB. PLEASE!!   
    CAN WE STOP FEEDING THIS KIND OF TOPICS
  22. Like
    Jeronimo got a reaction from wizardoftrash in NO MONTHLY SUB. PLEASE!!   
    CAN WE STOP FEEDING THIS KIND OF TOPICS
  23. Like
    Jeronimo reacted to Dhara in New Comic Book - The Outfit - Beginnings   
    We are telling the story of the Outfit from the very beginning in our new comic book!  Introducing The Outfit - Beginnings - Episode 1

    We also thought this would be a great opportunity to help advertise for the Kickstarter.  So please share freely as there are three different kickstarter ads in this episode and only ten days to go!!

    Many of our members had a hand in creating this comic.  We hope you guys enjoy reading it as much as we enjoyed making it.

    https://goo.gl/zlJSlr
     

     
  24. Like
    Jeronimo reacted to ATMLVE in Tactile Elements Display Screens   
    You got some cool ideas here. While this would of course take some time, I see no reason why this couldn't be added down the road. I know JC already said that the screens inside cockpits would be customizable, so maybe this wouldn't be far behind!
  25. Like
    Jeronimo reacted to Hotwingz in Dev Diary Building Tools   
    Damn it Twerk!
    Pink was horrible enough but now this?!
     
    ...
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