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AdmiralS3

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  1. Like
    AdmiralS3 got a reaction from NQ-Nyota in Comet's Crazy Sleigh-bus Tour! Saturday, December 30th @19:00 UTC!   
    Thanks for stopping by. Great pics.. and as always great devs doing great things.
  2. Like
    AdmiralS3 got a reaction from huschhusch in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    Plenty of People still play the game. The game is what you make it. Yes it has it's flaws, like any other game, not everything works 100%, 100% of the time.
     
    The newest schematics system is annoying to many of us, but it does work.
     
    Lag from Alpha and early beta is down considerably, mostly because not every property has giant gaping holes every 3 feet. Gone are the days of wandering over to your friend's property only to fall into a cavern M class ship never to be retrieved again, except by chance a DU Dev feeling bad for you.
     
    Industry works... and the market works. Yes many of us think they should bring some bots back... not the consistent oh hey lets buy everything at 25 and sell it all at 25 T1 ore bots, but maybe a more dynamic buy and sell setup to keep the market a bit more active, with far fewer bots... but the market is relatively stable, sales happen, buys happen, and some of us make a fair chunk of change.
     
    The tax and time sink system many feel still needs some work. Tile taxes really needs an overhaul, it should be tiered based on how many you have... IE something like 50k, 100k, 200k, 400k, and so on, allowing newer players a chance to grab territory, while somewhat limiting older players in how much they can own, but you know what you're getting into well before you plop down that Territory Unit. What burns most of us is the tax for schematics is now constant... the time sinks for schematics is now constant. The time sink for ores has always been constant, before you dug your territories, now you're always calibrating the mining units, or mining some roid or another, not much changed there.
     
    So there is some good and some that needs work. However, the game is still what you make of it... Literally and figuratively.  I know solo players that simply enjoy their own little slice of Haven..... building what they want when they want. I know super huge industrialists that also play solo and enjoy the game that way... there are orgs that mine and orgs that pvp and still more orgs that build giant constructs in the depths of space or on planets for us all to enjoy.
     
    There are many positives that outweigh the negatives of this game, and yes somethings aren't perfect... but we do have devs that listen at least to some degree. Tickets get answered, and a community that tries its level best to help one another.
  3. Like
    AdmiralS3 got a reaction from Maliciouss1 in NEW SCHEMATICS - Discussion Thread   
    I still have my reservations about the new system. However as always, I am willing to accept the changes and roll on forward.
     
    With that said. I find it odd that my nano pack can produce a great many things that my machines cannot. As an example, I can produce Silumin and Steel in my nano pack scheme free... but a machine that cost me potentially hundreds of thousands of Quanta cannot?

    I can produce Atmo fuel in my pack, but the most basic refined material in the game needed for the most basic transportation of persons requires a scheme in a Refinery?!?! Again, one that costs quanta to buy.

    Additionally, as one player stated... I can que up 400 skills, but only 5 Schematics? Who thought that one up?

    Schematics only make 1 batch!?!? This is going to be horrendously tedious going around filling up machines all the time for industrialists who make multiple items. The time sink alone will make play annoying as well as boring.

    So, let's make some needed changes.

    1. Let's start with the obvious. If my pack can make it surely these more advanced specialized to make items things should be able to as well. This alone will cut down on server needs, as less people will be making Schematics for the basic necessities.

    2. Expand the que. A true industrialist will literally need several hundred Schematics a month with the current system. I understand the need to free up server-side resources, but you create this monster at least give us what we need to keep our systems going. Not nerf and kill every industrialist at once.

    3. Allow people to decide how many runs (With a limit of course) the schematic will last for. So they can make 50 copies each one only lasting 1 run or 50 copies and each one works for 100 runs. The cost of course would scale with the number of runs a copy can use. Again, this would curtail Server-side needs as Schematics would be copied less by large scale industrialists, as well as increase a person's desire to play, as they will not spend a tedious number of hours filling an endless array of machines with an endless array of schematics, only to have to start again at the top of the line so they can make the desired number of products.

    4. Lastly, while this idea after consideration and initial testing does not seems AS horrible as I 1st viewed it.  Its time consuming and ultimately going to push industrialists away from the game. A central point to load schematics is really now a need, each machine selecting and running the required schematic as needed, thereby allowing People to make what they need not constantly monitor the schematic levels in 50 machines, but in one place and load them as needed/wanted.
  4. Like
    AdmiralS3 got a reaction from Distinct Mint in NEW SCHEMATICS - Discussion Thread   
    I still have my reservations about the new system. However as always, I am willing to accept the changes and roll on forward.
     
    With that said. I find it odd that my nano pack can produce a great many things that my machines cannot. As an example, I can produce Silumin and Steel in my nano pack scheme free... but a machine that cost me potentially hundreds of thousands of Quanta cannot?

    I can produce Atmo fuel in my pack, but the most basic refined material in the game needed for the most basic transportation of persons requires a scheme in a Refinery?!?! Again, one that costs quanta to buy.

    Additionally, as one player stated... I can que up 400 skills, but only 5 Schematics? Who thought that one up?

    Schematics only make 1 batch!?!? This is going to be horrendously tedious going around filling up machines all the time for industrialists who make multiple items. The time sink alone will make play annoying as well as boring.

    So, let's make some needed changes.

    1. Let's start with the obvious. If my pack can make it surely these more advanced specialized to make items things should be able to as well. This alone will cut down on server needs, as less people will be making Schematics for the basic necessities.

    2. Expand the que. A true industrialist will literally need several hundred Schematics a month with the current system. I understand the need to free up server-side resources, but you create this monster at least give us what we need to keep our systems going. Not nerf and kill every industrialist at once.

    3. Allow people to decide how many runs (With a limit of course) the schematic will last for. So they can make 50 copies each one only lasting 1 run or 50 copies and each one works for 100 runs. The cost of course would scale with the number of runs a copy can use. Again, this would curtail Server-side needs as Schematics would be copied less by large scale industrialists, as well as increase a person's desire to play, as they will not spend a tedious number of hours filling an endless array of machines with an endless array of schematics, only to have to start again at the top of the line so they can make the desired number of products.

    4. Lastly, while this idea after consideration and initial testing does not seems AS horrible as I 1st viewed it.  Its time consuming and ultimately going to push industrialists away from the game. A central point to load schematics is really now a need, each machine selecting and running the required schematic as needed, thereby allowing People to make what they need not constantly monitor the schematic levels in 50 machines, but in one place and load them as needed/wanted.
  5. Like
    AdmiralS3 got a reaction from Sejreia in NEW SCHEMATICS - Discussion Thread   
    Gonna go with... nope not a fan.
     
    While others have often complained about the schematic's idea for some time.... most of us have grown accustomed to it. We strive towards what we want to build and then we make the product lines for that. Its diversified enough to allow everyone a chance to get into making items. This will drive industrialists away from making items. Let's take voxels alone.... to make 10,000 voxels of a type how many scheme copies will we need? 10,000 voxels would be realistically the size of a nice medium ship station or ground construct. Now to make that I have to pay over and over and over again to make them. Thats not cost effective and only becomes yet another money hole for players.

    How about fuels.... right now, they are not really turning a profit... add to that the cost of making a cumbersome amount of copies just to keep the refineries running.

    If you're going to go with copies.... then I say let's do both. I who have spent time effort and money to buy the schemes I want do not need to make copies. Those just getting into it, or to test out some ideas, or make a handful of one-time parts can use copies. True industrialists can save and buy the schematics they want.
  6. Like
    AdmiralS3 got a reaction from Sejreia in Some ideas about the Wipe. (NQ please read, not a rant an idea.)   
    I did say those of us here now, negating your 100 alts.

    I doubt that overall SP is the main reason for a wipe. I would postulate that the main reason for a wipe would be 2 fold.

    1 allow new players a chance to grab some land on Alioth and its moons, as well as other planets. Right now most of the decent territory has been taken. In many cases by barely attentive landlords at best.
    2. Allow those newer to get a foot hold before a potentially larger influx of even newer players arrive.

    The market is what the market is, and frankly I still believe it requires work. Such as the ability to setup an actual player-built market that's not just a collection of crates and actually advertise that it is a market.

    The simple fact is NQ will likely do a wipe, pretending there won't be one does not help. Providing some reasonable options could.
  7. Like
    AdmiralS3 got a reaction from SgtFilip in Simple ship automation (LUA)   
    I know there are hundreds of LUA's that automate various parts of your ship, and even some very nice, complex LUAs that activate HUDs and screens. The goal of this one is to allow those who don't want a HUD or lack LUA programming skills, to automate their ship to some degree & become familiar with basic LUA coding.
     
     
    For this installation you will need the following items.
    A programming board. 4 Manual Switches, 1 for the programming board, 1 for the door(s), 1 for the landing gear, 1 for forcefield ramps. 3 relays A Telemeter The ability to copy and paste in LUA A very basic understanding of LUA.  
    Step 1. Press the B key while facing the ship you wish to use this on and begin placing the items you have gathered where you want them.
     
    Step 2. Remember to place the telemeter on the bottom of the ship.
     
    Step 3. Link the items in the following order.... Link the Command Chair, Cockpit or other controller to a Manual Switch, then link the switch to the programming board. Link the landing gear to a single relay, then link the switch you desire to the landing gear relay, then link the switch to the programming board. Link the door(s) to a different single relay, then link the switch you desire to the relay, then link the switch to the programming board. Link any forcefields to a different single relay, then link the switch you desire to the relay, then link the switch to the programming board and lastly Connect the Telemeter to the programming board.
     
    Step 4. Lets make the system operational. Face the Command Chair, press CTRL +L at the same time, this will open the LUA editor. Find "Unit" from the selection on the left. create 2 new filters for start and stop. In the new start filter add this code. pbSwitch.activate() In the new stop filter add this code. pbSwitch.deactivate()
     
    Step 5. One of the selections on the left will be marked "Slot##" this can be anything from 1 thru 10 depending on how many items you have connected to the chair prior to this installation. Rename the "Slot##" to "pbSwitch", and now click apply.
     
    Step 6. Face the Programing board. press CTRL +L, this will open the LUA editor. On the left you should see 4 "slots" being used. Rename "Slot1" as "landingGearSwitch", Rename "Slot2" as "doorSwitch". and rename "Slot3" as "rampSwitch", lastly rename "Slot4" to "telemeter" be sure to use the capitalization just as i did.

    Step 7. Select "System" and create new filter "Update" copy and paste the following code into this new filter.
    if telemeter.getDistance() < 30 and telemeter.getDistance() > 0 then landingGearSwitch.activate() doorSwitch.activate() rampSwitch.activate() end if telemeter.getDistance() > 40 then landingGearSwitch.deactivate() doorSwitch.deactivate() rampSwitch.deactivate() end  
    Step 8. Click apply and exit build mode.
     
    Step 9. If you did everything right, on takeoff your doors will close, your ramps will retract and your landing gear will go up. On landing your ramps will automatically deploy, your doors will open and your landing gear will deploy.
     
    Troubleshooting:
    Unless you are receiving a LUA script error, chances are you did not link something in the order listed above. Try fixing your links exactly as described above.

    Updates and changes will be posted at.... AdmiralS3/DU-Simple-ship-automation: Dual Universe Simple Ship automation (github.com)
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