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Bozarius

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  1. Love the song Anyway, the whole obstructed thing is strangly weird. Wether or not it actually affects performance at this time. Probably at some point it will. My big problem is the fact that it is so inconsistant. Engines blink red on and off, showing 5% or 39% or nothing. While the ship is not doing anything. Nor am i changing anything. So why would it go on and off with the message, and with different numbers? Giving me a headache.
  2. Well can be the engine sticks out. Place of component is can be totally back if it is sticking outside of front section. But yes, i encounter also totally random dmg. Even inside the ship.
  3. No the place is not affecting the cross section. It just looks front to back through the whole build cube. Any cube occupied is added. If cubes are behind each other, not. No matter if center or not. Floating parts. If the element is all the way in front or totally back
  4. Ok, thanks for that info. I will do some experimenting. We already tried to "move" the point of impact by extending Voxels forward. Not always seems to adhere to logic. I will try to spacing and tapering.
  5. I would like it if they make Mining a more in depth profession. PVP / Industry have large in depth skill tree. It would be nice to do the same with Mining. Skills to mine manually we have, Astroids mining, Automated mining. Like Cores upgrade skills to place automated. Mining Lasers for Astroids. Of course, we also need other ways to make money in this game. Like the mission system. Else, we are all forced to mine in order to have money comming into the game.
  6. No problem, then either reduce container size or reduce weight of Ores. Just, make it ballanced. Ever seen cargo space of a boeing? its huge. Compared to the engines. Here we have 1 container supported by a wall of engines.
  7. I think the pocket ship is the way to go. Max 20T, Max 3 Engines, No container. Why not have each Size dynamic core have its own set of rules. Max Engines, Max Containers. But increase engine power and wing lift a lot. Let's take a ship with 1 Expanded Container filled with Hematite. Thats almost 3KT Cargo. (calculating with max ship build skills) You will need 6 Large Military Engines to escape Alioth. (More like 8 if you add ships own weight and fuel) Next to this, it will need 8 Large Stabilizors or 32 Medium Wings to have enough lift. Fill up this container with Gold, you looking at 4times these numbers. The ratios are off. It makes for ugly designs. Thrust and Lift need to go up by a lot. Limit if needed by amount of elements / Wings / Engines. Not nerf them and make ships unrealistic and ugly. I love the idea of adding modulair systems to increase power. Rather than place more engines, add power to it by linking elements. Increase Thrust, without the walls.
  8. Bazzy, it is not always like this. I have ships going on altitude hold in a straight line. not touching any controlls or any up / down, left / right movement. Having break the fuel tank which is in the dead center of the vessel completely incased in voxels. Most times, the damage seems to go indeed to parts on edges and sticking out. However, not always. Sometimes they are really random. While i understand all mechinacs behind it. Cross Sections, Thrust, Drag, Break. etc. The one thing i cant find out. Is how to protect. If it is indeed possible? How the damage is done. Is it like above. A sphere spreading outwards? Does it do something else? Do voxels provide any protection? Is placement affecting? I cant find a logic in the damage being done.
  9. You happen to know if voxels protect against high speed dmg on components? I have yet to find anything that allows me to calculate when where how i get damage from sustained flight at 1000+ speeds. I am trying to push the envelope. But I can't find any info how to calculate or prevent. So far i have ships doing 2000 km/h sustained without damage. But its all trail and error. I don't know how to push this higher.
  10. When people build massive ships, they don't notice this. Only when people like us, who want to squeeze every 0.1 M3 efficiency into a build for max performance. This becomes a huge deal. Quite annoying... but ok. we wait
  11. IT can be possible. It just not seem always to make sense. There are times things get damaged or broken in a way that makes sense, eg. sticking out, front of ship. At other times something inside or complete back will break. It is really hard to figure out. Sometimes it seems to follow all logically. Other times it seems totally random. different parts getting different damage on simular test flights. I have done re-entry at 5500+ KM/H with only 6 HP damage to 1 Retro Rocket. I cant find the logic. Even with or without voxel. The damage done. How much and Where. Seems totally random. But its interresting and i will test this Thanks
  12. Hi All, Since 2 months playing this game. Lots of fun, lots of mining I run into some questions that i simply cant seem to find the answer too. Mainly about shipbuilding and finding the extremes. I have been trying to increasingly build more fast and durable ships. But i cannot seem to figure out the mechanics and calculations behind it. I understand the concept of cross section, lift, thrust etc. I have ships able to fly 2000+ consistant in atmo without getting damage. What i struggle with: How to calculate where is the limits. How to know what ships can sustain what speeds. More improtantly. Do honeycomb protect against it or not. It seems very inconsistant. Example: a 20M3 frontal ship will start to glow orange at 1750 km/h, a 130M3 at 1100 km/h, a make a 1M3 small. But get a measily 1800 km/h. While honeycomb voxels prevent fall / impact damage and provide armor in PVP. I have a hard time checking to see how they help or not help with high speeds / re-entry. Structural damage to components seems very random and unpredictable. Any info on this would be greatly appriciated. Thanks Boz
  13. I also have a lot of problems with this bug. Anyone have a workaround yet to solve it?
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