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Ripper

Alpha Team Vanguard
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Posts posted by Ripper

  1. I've been reading up on scripting and have a question. If I decide to create my own control unit that includes an interface to set custom joystick curves, will there be a way to permanently save the values? Something like a HD or SSD module?

     

    Or will my settings reset to their default if I log out or you decide to perform a server reboot?

     

    Thx.

  2. Here are a couple of quotes from the LUA scripting devblog:

     

    "Engines are real (they physically push your ship where they are, with the power they have), gravity is real,"

    "The exact details of how this is done in terms of control and dynamics are beyond the range of this post, but it involves simple Newtonian physics about torques and forces."

     

    That looks VERY promising.  Would you agree they imply inertia?

  3. Will there be some type of "cleaner script"?

     

    Imagine Alioth after 6 months.  Even in the protected zone, there will be a lot of "crap" strewn all over the place.  Some of this stuff will be from young kids, and some could be from disgruntaled players.  I know that on a case by case basis, offensive material will be removed.  But imagine the newbie area.  Its resources will be depleted, and a TON of crap will be everywhere.  Some of it will be from users who are no longer playing the game.

     

    What does NQ have planned for the above scenario?

  4. Hi Zander,

     

    Nyzaltar stated a few times that physics properties like gravity is very unlikely due to technical restrictions. Not sure if it includes suspension, but I guess momentum won't be implemented either.

    You can check Space Engineers if you want a game which implement most of that. But it's clearly not massively multiplayer.

     

    Regards,

    Shadow

     

    I was under the impression Nyzaltar said that force and mass WOULD be implemented in the game.  I couldn't tell you which threads, but it had to do with engines.

     

    This would imply inertia.

  5. Hey Everyone,

     

    Here's a list of Premade Game Elements that can be used to build with.   Tell me what you'd like to see and I'll add it to the list.  Then I'll update the list with confirmation from Novaquark.

     

    Core Unit   - CONFIRMED - Nyzaltar

    Cockpits (Single Seat)  - CONFIRMED - Nyzaltar

    Engines   - CONFIRMED - Nyzaltar

    Boosters  - CONFIRMED - Nyzaltar

    Dashboard Control Unit  (multiplayer ship)  - CONFIRMED - Nyzaltar

    "Propulsors" (Same as Boosters?)   - CONFIRMED - Nyzaltar

    Distributed Processing Unit (Scripting)  CONFIRMED - Nyzaltar

    Mechanical Joints

    Generic Dashboard Controls for PDU

    Generic Display Unit for PDU

    Shield Generator

    Reactor

    Sensor Arrays

    Radiator

    Fuel Tanks

    FTL Drives

    Rotators

    Pistons

    Wheels

    Tethers

    Struts (Like metal pole, think Kerbal Struts)

    Detach points,  so you can make a satellite on the planet surface, fly it into space and detach it from your main vessel to orbit the planet.

    A Button

  6. Here's the deal,

     

    Client to Client isn't necessary.  All of this can be ran through the server at the cost of increased overhead.

     

    There's always a tradeoff for security, and it's NEVER 100%.

     

    And there are always server side hacks.

     

    If the alternative is a generic "RPG target", you're not going to get the granularity of FPS hit detection.

  7. What if they chose to have their location as 'everywhere' or chose to hit the enemy 'everywhere'?...

     

    Sadly, I'm not familiar enough with voxels or how NQ plans on displaying their coordinates to answer this question.  I would personally isolate all "hits" to a single voxel.  Even missile hits.  The clients would extrapolate the damage from there.

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