Jump to content

Moonshot

Member
  • Posts

    9
  • Joined

  • Last visited

Everything posted by Moonshot

  1. I saw some1 mention in discord yesterday that if you make the docking surfaces at least 2 voxels thick, it should work. My shuttle was already 2 voxels thick, but I added a layer to my landing pad, and low and behold, I could dock. Recommend trying that.
  2. as a follow-up, I rebuilt my shuttle so it sits on xs landing gears at the bottom of the build box. It did not solve the problem.
  3. yeah this has broken things for me too... My main ship used to have a shuttle docked to the front, but now nothing I do can make it stick. I get in and have the custom autopilot script active, which lets me keep it from taking off with the vert booster. I get it settled again after sitting in the pilot seat for several seconds. I built out the platform it lands on quite a bit to ensure there's a ton of voxel to voxel contact (both on the bottom and on the back around the door, but even still it just won't stick. Used to be super easy to make them connect, and this kinda ruins my whole detachable front end ship design. Rebuilding this ship to put landing gears on it at the bottom of the build box would take me an hour probably, but I guess that's the only thing left to try. They really need to work out much better docking mechanics here. Even this issue aside, any time there are more than 2 of us up at our station, our ships become an entangled docked mess, even when they're not touching. It's like overly easy to dock accidentally on a station, but nearly impossible now down on the ground...
  4. same here... I was very disappointed that I couldn't use my t16000... my go to means of flying in Elite Dangerous. I've gotten used to kb/m here, but I think this is a pretty essential bit of functionality long term. It's a flight game!
  5. Moonshot

    VR Support

    Yeah I'm with you... though you'd probably need a 3090 to make it run given how choppy the markets are even on a flatscreen currently. Tensorflow pushes my GPU less hard than this game does. If they can make it work though, I'd absolutely love this!
  6. Grammatically incorrect application of the word "engine" here... Sure, they're essentially synonymns, but no native english speaker calls them electric 'engines.' They're electric 'motors.' And internal combustion 'engines.' https://en.wikipedia.org/wiki/Electric_motor
  7. I also second this. At the simplest level: docking bays that can latch on, engines that can rotate so you don't need the dead weight of engines facing a specific direction just for take-off / landing. Or even taking it further, transformers of a sort... spacecraft that can fold / unfold say for landing / fitting in a hanger. Or even walking robots with Lua script. That'd be amazing, though probably extremely difficult. Still, having the potential for somebody to figure it out would be incredible.
  8. also, might be cool to make some of these resistances more lopsided. For instance, it's a common idea to use reflective surfaces to defend against lasers. Here, mats either have decent resistances (with slight variation type to type), or they don't. If you want to incentivize the use of higher tier resources in hull construction (and fight the current cube pvp meta), then consider making something like a gold alloy great as a reflective coating, but then once it gets tarnished / damaged that resistance goes down. Other materials could be better at absorbing kinetic rounds. This would encourage hull designs with a shiny outer layer and more kinetic resistant inner layer, and could lead to more sensor types that detail hull composition, and combat tactics that involve using different weapon types depending on the exposed hull material. Also consider perhaps electromagnetic warfare, such as radar scrambling / EMP. Perhaps you could add a faraday cage concept that involves surrounding the sensitive electronics with a highly conductive material. I guess what I'm getting at is that different materials should have specific benefits, which would lead to more dynamic / creative multi-material / layer hull designs, instead of just steel / gold cubes, like discussed here:
  9. The material properties for honeycomb material are too unrealistic. As an illustrative example, carbon fiber and wood have basically the same stats (https://dualuniverse.gamepedia.com/Material). Zero resistances across the board and comparable HP and weight. Gold is the toughest stuff in the game, despite the fact that IRL, it's a soft metal. The reason for this is presumably because carbon is a Tier 1 mat and gold a t4, but I would argue that for honeycomb materials, the tier shouldn't matter. There's enough of a reward built into the game mechanics for mining higher tier ores in the manufacturing process of parts. But if you want to balance it a bit to incentivize the use of higher tier ores in hull design, I would suggest doing what you've already done with carbon fiber. Namely, you need specialized equipment to make it from carbon (3d printer). That's pretty much all I use that medium sized piece of equipment for... If you want to make it yield less carbon fiber, you can adjust that process accordingly, or require you do what you need to do IRL and mix it with an epoxy, that you also need to manufacture, which perhaps includes some higher tier resources. But carbon fiber should be tough and light. It should be more useful than either wood or gold in hull design. Bottomline, if you want to make the gameplay feel more like real world engineering, the materials need to behave more like they do IRL. Carbon fiber should be light and strong, especially since even within the game, you need to use basically dedicated machinery to make it. Please consider rebalancing material stats to better reflect their real life properties.
×
×
  • Create New...