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BasserUK

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  1. Thanks for your replies. Yeah I was thinking the damage worked the same, an overall damage number from the crash the distributed across the ship. I'd like to see that be improved so that it focuses on the area of impact. I understand in a high speed collision that more than the area of impact would receive damage but at slower speeds when parts of your ship haven't collided with anything, it's silly to apply damage to them. I agree too that voxels should be able to provide some damage insulation.
  2. Hi all, I've been playing DU since November and had mixed results with element damage. I watched Markee's stream last week where his space only ship fell into atmosphere and plummeted to the ground at nearly 1000kmph. His vertical boosters slowed him down to around 500kmph before his ship crashed destroying outside elements but leaving his seat, container, fuel tank and core intact. My friend was transporting some ore back to base travelling around 300kmph at less than 200m from the ground when something caught the ground. It destroyed almost every element on the ship including the core which was insulated in the centre of the ship. Elements all over the ship that had no contact with the ground were also destroyed. I don't understand this. How is damage calculated? Is there actually anyway to insulate elements from damage?
  3. I like the idea but instead of damaged elements being useless I'd like to see a 'scrap' feature that gives something back for destroyed items. This could be scrap metals for repairing other damaged elements or maybe even a % chance of components used to make the destroyed item.
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