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UbioZur

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Everything posted by UbioZur

  1. J'ai envie de repondre non, mais il y a enormement de probleme de stabilite des qu'il y a beaucoup de data entre le serveur et le client.
  2. Oui le pc devrais etre plus que bon, peut etre le cache? jeux et cache en ssd, et ssd different peut etre. J'ai pas de probleme de lag, et j'ai une config bien moins bonne que toi (i5 6500, 1060). Autre option possible, il y a une option pour le nombre de threads a utiliser pour les voxels je crois, reste sur ton nombre de core pure (pas les logiques).
  3. Il fait 15G sur le disque. Je ne me rapelle plus en DL combien c'etait.
  4. Le mieux, c'est de contacter le support sur discord et/ou un ticket support (ce dernier peut prendre beaucoup de temps, discord est plus rapide). Ca arrive a beaucoup de monde de ne pas le recevoir, je ne me rapelle plus de quand est-ce qu'il est delivrer.
  5. Quand tu n'es pas dans le mode de construction, il y a l'outil 'manoeuver tool' qui te permet de deplacer et faire touner un peu ton vaisseau. super utile, je le laisse constement dans ma toolbar.
  6. Adjustors for force, there are good reasons I can think of (translation for precise manoeuvering on landing), Torque en Engines, I wouldn't (It's complicted enough on KSP), but they asked for it, so just saying it's available. The keys words here are eventual and final, both in parenthesis because they are not yet in game, making your sentence not correct for the time being, and there is no way for you to garantee that it will be the case in the future! So especially for the beta time, there are a lot of reasons to want pve ships and not so much to have pvp ships. When and If things change in the game to increase the pvp attractiveness by adding more feature in the pvp area, then things may change, yet things will change in the safe area too to add attractiveness into the safe area too.
  7. Ahah, IL a mis son tutos RDMS en ligne: https://www.youtube.com/watch?v=JvZc79Dlaqw C'est plutot bien expliquer, je pense que vous devriez trouver de quoi faire.
  8. I know it's an old comment, but I am going to use your same way of thinking (currently it is limited, and I don't like pve) but against you, ready? First, in the long run, there won't be any pure pvp ships because what you can do outside of a safe zone is limited... Let's be honest and let's compare the feature inside and outside current safe zone! Safe zone: - mining - Terraforming - Ship building - Space station building - Base building (inc industry) - Territory control - Hauling (goods and people) - Trading - Atmospheric flight - Space flight Non Safe Zone - Space station building - Hauling (goods and people) - Space flight Humm I wonder who is too limited in their gameplay ... As for what the long run will bring, correct me if I am wrong, but you have 0 confirmed sources of what it will be for real, just are just expecting the game to move in the direction you want... From the codex in game: Physics scripting, how is your ship flying? ...engines are capable to exert a force on the body of the ship. To be more precise, there are two things an engine can generate: Forces: they actually push your ship and make it move in a given direction Torques: they make your ship rotate on itself To simplify the control problem, we made a first move by defining engines that can do "torque" only, called the "Adjustors", vs engines that can do "force" only, basically the other engines. Hovercraft engines are the only engines capable to produce force and torque at the same time. You can control the thrust of each individual engine in your ship by plugging them in the Control Unit and using the setThrust method. However, this can become tedious as the number of engines grow, and it is quite difficult to calculate exactly what thrust to apply to which engine if you want to control the overall global cumulative effect. So, we introduce a cool notion to simplify the process of controlling your engines: grouping. Grouping engines is done via a tagging mechanism, that you can access by right-clicking an engine and setting its associated tags. By default, all engines are tagged with "all" and some other tags indicating their typical role in the ship control. The default tagging is the following: Adjustors: all, torque Hovercraft: all, vertical, torque Vertical Boosters: all, vertical Air brake or Retro Engines: all, brake All the others: all, horizontal Note that all engines have the option to be used for torque and force, so any ships can have their engines placement to be important if they want to... The core problem of min/maxing, so not using voxel and making ugly mess that don't make sense howver is still existent, especially on smaller ships, as on larger ships (especially cargo one), the voxel mass is very low compared to the element/cargo mass. it also depend on the type of vexel used, my xs cargo hauler have very little voxel mass and still look good to my opinion, and there are many great ships builders out there who do an incredible job without over exageration on the element side!
  9. You start with 2, but you start with lvl1 on the skill (I believe, I don't remember), just as you start with lvl1 on static and dynamic to be able to do the main tutorial.
  10. It's actually not that hard (for personal core), it's in Mining And Inventory -> Architect Core Unit Upgrade: +2 active core units, each level of this skill allow you to have 2 extra cores deployed (static, dynamic or space) Advance Core Unit Upgrade: +1 max active core units, each level of this skill allow you to have 1 extra core deployed ((static, dynamic or space) So that's a total of (5*2)+(5*1) = 15 cores units deployed for you (under your character name) Static Core Unit Expertise: Allow you to unlock Static/Space Cores of a specific size. 1:XS, 2:S, 3:M, 4:L Dynamic Core Unit Expertise: Allow you to unlock Dynamic Cores of a specific size. 1:XS, 2:S, 3:M, 4:L That's it for you as a character. For Organization, I am less sure if it's per organization or per character no matter the org (as long as your character is legate in that org). My guess is that is it per organization and the (super)legate with the best skills determine the maximum amount. it's in Mining And Inventory -> Organization Construct Management Organization Construct Management: +5 org construct (Core Unit, it's NQ, there is no consistency in names) per level, each level allow the org to have 5 constructs extra (static, dynamic or space) Organization Construct Management Specialization: +100% org construct (Core Unit, it's NQ, there is no consistency in names) per level, each level allow the org to double the amount of constructs extra (static, dynamic or space) Advance Organization Construct Management Specialization: +100% org construct (Core Unit, it's NQ, there is no consistency in names) per level, each level allow the org to double the amount of constructs extra (static, dynamic or space) So that's a total of (5*5) = 25, 25 + 25 + 25 = 75 constructs deployed in an org (under the org name)
  11. Je n'y connais rien den rdms, mais le prochain tuto de Elias devrait etre justement ce sujet, en esperant qu'il tombe bientot https://www.youtube.com/channel/UCefTKf_ZamRbtzlYZJLRIVw/videos Peut etre si tu arrives a le pm, il peut aider.
  12. Yes you can! I know that by experience, it's where I put mine so I have a full overground tile to work on.
  13. Ouai solution facile, - tu choisis un cargo qui a plus de 6000L d'inventaire - click droit - tu le selectione comme contenaire linker (je ne suis pas sur du choix a faire si tu a le jeux en Francais) - CTRL+I pour passer ton inventaire principale entre celui du nanopack et celui du container linker. - et voila.
  14. Si tu es capable de le reproduire a 100% ou presque, je te conseil de faire un rapport a NQ sur le portail de support, afin qu'ils puissent regarder ca de plus pres! Par ce que des joueurs avec une petite connection, il y en a plein, et si le probleme viens bien du chargement en zone charger, c'est important qu'ils regardent ca.
  15. In space ... planets are moving around a star, and we are talking more about relative velocity than velocity ... so I agree with you, game is not reality, it shoudl be designed for gameplay and not realistic behaviour. The core problem come from the fact that there is no voxel damage/physics... Space Engineer have voxel damage/physics, you will never be able to run a server of a 10's of DU current size on it! especially that every voxel are small blocks and can be different shapes! Not all planets should have no warping, long term, the game should have a bigger safe area (for non pvp players) but also a massive non safe area (that include planets), for pvp and player inpact in the world. Warp along vectors, it is almost already the case, as it is in Eve. From one planet to the other. they difficult things is about balancing pvp gameplay and non pvp gameplay, they can't make it too hard for pvper to set traps (else it's boring for them), but they can't make it too easy for them to set traps (it kills experience for non pvper).
  16. That guy also found that it doesn't make sense from a logic perspective that his multi tons truck groing 50+km/h get completetly obliterated by that little piece of metal going 0km/h! 1) disabling collision between core, completly remove a lot of gameplay option, such as raming, good skill piloting, docking, landing on platform etc... 2) disable damage between constructs (so litteraly the same that your n1), would do the same thing, remove a lot of gameplay such as raming, piloting skills, soft docking, soft landing etc. 3) things can be improve in term on what take damage, and especially voxel damage should happen, but that would increase a lot of the load on the server! 4) make it simpler, warp end point can be randomised, making those traps harder to plan, It would remove some gameplay option in pvp (traps!) but while warping is into a safezone, it shouldn't really remove such gameplay as it is not a pvp area.
  17. Contact le support sur discord. c'est apparement plus rapide que par le site de support ahah. (c'est surtout si ce construst te prend un slot sur ton nombre max de construct (sinon pas grave, c'est plus rapide d'en refaire que d'attendre le support)
  18. Va sur la carte (F4) et verifie s'il est dans la liste des constructs. Sinon il n'y est pas (fort probablement), il est compacte dans ton inventaire, tu verra un blueprint blue avec le nom du vaisseau si l'outil est dans ta barre d'outils, tu peux double cliquer dessus. C'est une des solutions de NQ pour ameliorer la perf sur les marchers.
  19. Space capable ships and ships with cargo cannot be compacted. To avoid any exploit like Emptiness is saying. So auto compacting of all ships is not possible, autocompacting of ships that are compact-capable is already done by the server. But it usually mean atmospheric personal flyers.
  20. Un screenshot serait plus facile a comprendre. il s'est arrete en plein vol? ou tu ne peux plus decoller pour ton deuxieme trajet? - Verifie qu'il ne soient pas endomages avec le repair tool. - Utilise le manoeuver tool pour le mettre un peu en l'air. - Verifie que les moteurs/hover ne soient pas obstrues, des fois ca marche, des fois ca ne marche plus si il y a obstruction.
  21. You could try to report them to NQ as breaching the griefing rules! https://board.dualthegame.com/index.php?/topic/20949-clarification-regarding-bug-exploits-griefing/ Of course the allowed height is not defined and could be considered that it is the height until which you cannot place a construct anymore! And the player can always says that is was not their intentions of interfering or that you may not be a neighboring player!
  22. That parking fees is to bring a construct to the area, not to build one, So it doesn't fix the uncompacting of a ship, or building of a blueprint. The first one being important to be able to move in a planet after the shuttle (especially with the new markets on Alioth not having any transportation to) The second one is important to be able to do the main tutorial! and go to a hex on sanctuary to claim it! Removing a restriction on a newbie will lead newbie to not understand what is going on after a while! They could do it in the tutorial, why can't they do it now! Must be a bug! How many player are asking where is there ship now that the server compact the ship if it stays in the market area?! Also that no fly zone, keep exploding me for many days! because there are ZERO indication of it being there! it's not a good design, so a similar system for parking will also be terrible! How many players are asking why they can't put something that they have in their inventory? (Because they don't know how to switch between active inventory and how to check what is their active inventory!), It will be the same with a checkbox on character screen! people won't see it, they don't even see the list of keyboard shortcut on their screen! Also, define parking? is it being in the area? is it not being in the seat? is it not moving? is it landed on the platform? I do think a parking fee is the way to go, and not a limitation to building! I believe it is a similar way that star citizen does, after a certain time, the ship is moved to storage. But even with this, it need to be well balanced, because with the amount of bugs with market system, you may need more than 30 minutes in there! and anything too long, and it's an easy exploit for people to make things there! Also teleporting a player ship extremly far just for the pleasure to make it a pain for that player to get it back, may sound like a good idea for you to make they pay back their attitudes (that are not against the pitch of the game!), but it is an extremely bad design for player retention and experience, which they already have a lot of those to deal with, and it's not a good long term business decision! deconstructing the ship into a storage box (including the blueprint or not depending how mean they want to be), and having a dispenser to give us those items back (for a fee why not) could work! but then we have a inventory space problem for the bigger ships!
  23. So tell me, if you cannot build anything on the market tiles... How do you uncompact a ship to get out of the market? how do you use your blueprint so you can have a ship to get away from the maket? even if building was not allowed, it would be possible to drop anything with a ship there, or simply land your ship there and make that ship whatever you want (fuel station etc)... So we don't allow any construct there? which mean you cannot fly there, which mean ... wherever you will land, people will put and drop their own market there! I agree on the parking side of thing, that's one way it could be dealt with, but people will still find way to abuse that system, because players always find ways to abuse the system!
  24. It looks like the small latin charater for h. On windows, start menu -> character map Check Advanced view Group by Unicode Subrange Make sure Latin is selected on the new tiny window you should find it easily.
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