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Shockeray

Alpha Team Vanguard
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Posts posted by Shockeray

  1. 50 minutes ago, Kurock said:

    Judging from a previous dev diary, it looks like a ship orbiting a planet will be possible, though I suspect stations themselves will be static.

    [...]

     

    Although this does bring up an interesting problem. If there are orbital mechanics for the ships and you are trying to land on a stationary space-station, there could be some trouble...

     

    I think it would be cool if you could lock your station into any realistic orbit in order to get some interesting interactions between stations and planets/moons, although I doubt that this will be a thing.

     

  2. Wow, all of the name changes!

    There seems to be some kind of amalgamation between the Unity League, Galactic Exchange, "Coming Soon", and a few others (former TVR).

    The Eldritch Nation (former TUAF) seems to have settled on their name, same with The Opean Federation after their merge with The Brotherhood.

    Also a newcomer "??????" makes me suspect that Yamamushi is growing his cult.

    THE United Political Rebels seem to have almost vanished.

    And finally, Soul Nebula is at 24 members; yay us!

    (I ran a few of these facts past @Kurock, so blame him if any of them are wrong :P)

    Shockeray's Dual Universe Community Map 1.1.3 7-20-17

    image as always...

    vkZ3wEm.png

  3. You will only be limited by your imagination and ingenuity. Although ships may be a bit more limited because the thrusters have to be in the correct places to make it go forward, there shouldn't be any limits on stations. The parts like thrusters and turrets are going to be specific preset shapes, but the rest of the building, you just stretch, mold, and duplicate the voxels until you get the desired shape. This video gives a pretty good idea of what building will be like, although have had added new tools like copy now.

     

     

  4. 1 minute ago, CaptainTwerkmotor said:

    It's a point A to Point B "path" in space. These kind of circles is what AI use for pathing (minus the circles, its' the same principle).

    If yo unoticed, the circles don't "predict" where you'll go, they only tell you "stay on this path, as it's the shortest dsitance between your Original poitn and your destination".

     

    I am pretty sure that you are very wrong. According to my understanding from the video, they are an orbital trajectory path prediction, taking into account both your current acceleration and whether or not you are using the inertia dampener thing.

  5. 11 hours ago, CaptainTwerkmotor said:

    [...]

    The rings represent a fly-path, NOT velocity.

     

    17 minutes ago, CommanderLouiz said:

    [...]

    While the rings don't specifically give you a velocity, it helps you to gauge it because as the ship speeds up, so did the frequency of the rings passing by. That is until the ship reached a certain speed, at which the rings spaced out. But they still continued to pass by faster as the ship went faster.

     

    I didn't notice if the ring-passing-speed matched the forward velocity. I'll have to re-watch it. But they are probably calculated by the change of the velocity vector; don't know if they are going about it using the algebra or calculus route though.

  6. I think this has been the most hostile thread I have seen in a while. @mefsh had an opinion and shared it; I don't see a problem. It's a lot more sane then a lot of things that get said here.

     

    My opinion is that the ring things should stay in the videos. If people ask what they are and notice them, that means they are seeing something that they don't see in other games. The questions would then bring up the fact that DU is using a more realistic physics than a lot of space games. This is something that people may be interested in. So I don't think that removing the things that make DU different in their development videos is a good idea.

     

    But beside that, I think it's strange for people to worry about whether something like the loops will be toggle-able in the options. If such a large percentage of the people in the video comments are already concerned about it now, the chances that it will not be a toggle by launch are very low. I would expect that it will either be made more subtle or there would be options to customize it.

  7. 21 minutes ago, Lethys said:

    Though I like the idea of erosion, it imposes some major drawbacks and I'm unsure if that will play out well.

    Underground bases would need constant digging (you could argue against that this work is necessary and part of the benefits of having such a base) and on the other hand, underground bases might benefit too much from such mechanics as the entrances always vanish and shift.....

     

    Well, as @WilksCheckov said, if erosion only applied on unclaimed land, that wouldn't really be an issue. As long a base and your active mining operations were on your claimed land, they would remain exactly as you leave them, but any unclaimed land would slowly deteriorate back to natural terrain, probably lacking the resources. Although the speed at which this happened would have to be worked on quite a bit before it would feel balanced I would guess, this would give another aspect of gaming. You could find partially deteriorated unclaimed bases and cities perhaps months after a large organization pulls out. Small holes could fill in a couple days while massive terrain modifications could take much longer. And since the same rendering technique is used on buildings, they could deteriorate as well if unclaimed, while maybe at a much slower rate so that they wouldn't be useless after a small time period.

  8. 28 minutes ago, WilksCheckov said:

    A simple solution would be to have earthworks erode - fill with regular soil over time - eventually smoothing out to just a dimple in the ground. They do not have to restock minerals, just have an algorithm that looks for holes that have not had interaction in a long period of time, and slowly replace their voxel materials. 

    The issue is this would remove the ability for talented and motivated people to teraform the arkship area into something beautiful, any changes they made to the terrain would be have to pass the algorithm to stay in place. While a possibility, I don't think that is the best way to deal with this.

  9. Regardless of which of the sites gets used as a primary source of information, the actions of the mod of the r/dualuniverse (by Yam's report) make him someone that is most likely only going to damage peoples' opinion of the Dual Universe community imo. The question is what can or should be done, if anything.

  10. 9 minutes ago, _devu_ said:

    Once again, I'm pretty sure he meant 'we retrofit' new type of engines not we made new 'Retro' engines ;) 

    Since a retrorocket is a real thing, I just assumed that retro engine was another way of saying it.

    "And we have developed retro engines that can be used to generate artificial friction which helps to align ship movement with the ship front direction." -JC

  11. I am not very familiar with how reddit works, but doesn't whichever is the most active/popular subreddit get higher google recognition? I don't like the fact that the subreddit with the more official game name is run by someone who doesn't seem to care, but I would assume there is also some way to vote this subreddit away from them in the future if needed. If that was the case, we should be able to just continue having the more "official" stay active to gain new members.

  12. 21 hours ago, _devu_ said:

    And that idea has nothing to do with compressing technology to pretend you can carry few tones in your pocket. Yeas you can store more in relatively small area, but when put back on the ground it should have the same volume as original. 

    I do love this idea as it adds so many interesting game play aspects that I have yet to see explored in any other games.

  13. 5 minutes ago, _devu_ said:

    Not sure why you call it magic, because if I understood correctly by the look of it, it is trying to mimic Reaction Control System, RCS thrust engines. 
    It helps to keep/correct desired trajectory and momentum of the vessel. Why JC would call it Retro on the video? No idea... maybe it was misunderstood for :

     

    retrofit

     

    I am loosely familiar with RCS (mostly from KSP) and immediately recognized the model, but I was curious if they were going to be using actual thrust vectors to inertia-dampen or were just going to magically remove all momentum besides forward.

  14. 11 hours ago, Lethys said:

    [...]
    I'm just not a fan of moderating everything in a sandbox - if you don't like something ingame, clean it up yourself. If you think some group is too dangerous or toxic, organize resistance. If you think some building is ugly, tear it down yourself.

    Yes that all implies work and effort on your part, a sandbox isn't a theme park where things are handed to you for free - if you want to get something done, you have to do it yourself

    I think I agree with you on this point; regulations from NQ don't seem to be the correct way to deal with this should it become an issue.

  15. From watching the May Dev Update I realized that I disagreed with another member of Soul Nebula on what the Retro Engines were. Does it appear from the video that they are actually standard rocket engines that are going to have to be positioned correctly to fire in opposition to earlier acceleration, or are they more like a magic momentum-negating box?

  16. 6 minutes ago, Vorengard said:

    [...]
    Looks matter to them, and a starting planet that's one giant strip mine will drive a lot of them away. This is a huge problem in a game like DU that depends on relatively high player counts to be enjoyable. 
    [...]

     

    I actually disagree on this point. In a game that is about themes as mining, industry, and eventually war. I think that it would almost feel natural for the entire ecosystem around the arkship to be completely decimated; almost having a dystopian industrial look to it. If you want pretty then you have to travel our far enough that you reach untouched locations.

  17. So the only idea that really solves this dilemma, at least in part, is making the resources non existent near the arkship?

     

    I had seen this topic brought up in reference to other discussions, but thought that we may make greater headway if it was discussed on its own.

  18. I am sure that we have all thought of this to a certain extent, but I am curious to hear it discussed openly between organizations.

    Because of the fact that everyone is going to be spawning without resources at the arkship at least once (many of us uncountable times as we fail and die somewhere), there is obviously going to be very swiss-cheese-ish terrain around the arkship. Even if there is some kind of boundary on how close you can mine, it will just push the terrain destruction outward. Another thing that will exasperate this is if there are free trial accounts; these users are going to be much more likely to just mine out a section before a percentage get bored and leave.

    Are there ways that we could combat this? Or maybe, is this even an "issue" that needs to be counteracted? Should we just leave the arkship terrain to be mined into oblivion or take steps to prevent random destruction of the nearby ecosystem? Lots of organizations are going to want to have a presence as close as possible to the arkship; are these shops going to be left on pillars of earth as the rest is mined away?

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