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FrozenFace

Alpha Tester
  • Posts

    78
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Profile Information

  • Gender
    Male
  • Location:
    Leopolis
  • Interests
    GameDev, programming, modelling
  • backer_title
    Ruby Founder
  • Alpha
    Yes

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FrozenFace's Achievements

  1. We need talent that will limit the maximum number of industries for a character and organization. It will make sense to play with other people, not solo.
  2. We need schematics, but with different work of it. Just make the schematics storage, that can share all contains schematics in it between manufacturing elements in core, where storage placed.
  3. Yay, full wipe will be ok. But i dont want it and want it in the same time >_< And we need schematics, but in another form (like 1 for core, all factories can read it from core schematics storage)
  4. Give us API for warpdrive PLEASE! Or remove this lags when opening map. It is not enjoyable when you make trying to play, but stupid restriction arounds. WD API was removed for prevent auto warp when any ship is coming, but now we have delay for that, so please return it back. PS: We cant build big ship - because lags. We cant use atmo engines in vertical direction like adjusters - because thrust is cutted. We can make UI, but no API for some elements, like weapons, warpdrive. How creators can play this game?
  5. Thanks for a video. Few weeks to subscription pay changes, mean we must wait DEMETER a few weeks? =(
  6. After creating this topic, i joined a game. First i tested my last construction with enabled torque engines and tags Torque, it still does not work. Next construction was first monstro for testing, and WOW! It is working! On this engines power set by unit.setEngineThrust(tag, power). So, for enabling torque on fuled engines, you must set option in build mode, set custom tag(andd tag must be the exactly the same, as it in engine tags), and do relog xD
  7. I tried to use my maneuver engines as torque ones, so in build mode i enabled torque for all of them. Then i tried to set them force with command unit.setEngineCommand(taglist, acceleration, angularAcceleration, keepForceCollinearity, keepTorqueCollinearity, priority1SubTags, priority2SubTags, priority3SubTags, toleranceRatioToStopCommand) but it does not work. In the discord, i found some recommendation about setting tag 'torque', but it didnt help either. So i linked engine direct to controlunit, and setting force with command setThrust(power), still dint work . In all cases engine just pushed construct, no torque effect =( I tried to find some info about that, and it was only By NQ-Nyzaltar in this post. So what i am doing wrong? Why simple enabling torque didnt work for me?
  8. Maybe you want back element stucking? Why not, who cares physics, lol xD Maybe better remove all obstruction and allow build any shitp.
  9. How do you think, with power implementing, is wipe required?
  10. Waiting for power so long. I think a lot of chance there is will no power in future =(
  11. They must add some big alert on screen that air brakes is low.
  12. In video they said minimum calibration will be 20-50%, not less. So as i understand, you can once calibrate and it will work forever.
  13. We need atmo brakes changes, i hate this brake blocks inside ships near pilot. They said about brakes in PTS NEWS, just read them before join PTS.
  14. There is 95%(?) density, 54% battery charge, but only 14% calibration bonus. So minimum calibration is 65%(?). Can we get 35% calibration bonus ever? How this caribration bonus calculation?
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