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Ripper

Alpha Team Vanguard
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Everything posted by Ripper

  1. I KNEW Lethys couldnt "leave it at that" Im waiting on another response from Twerk, because he absolutely MUST have the last word on a topic.
  2. Agreed Atmosph3rik! Unfortunately, you cant discuss anything in a productive manner without having a handful of posters crap all over the thread.
  3. The server's up 24/7. People around the globe will be playing 24/7. So YES, races will happen 24/7. If you and your buddies want to race from point A to point B. There's nothing stopping you. If you want something a little more professional, come to "Ripper Racing"!
  4. Because "Just hire a dozen guys to stand around 24x7 and watch ships fly by", is remotely plausible...
  5. It WOULD be nice to have an area to talk about LUA scripting without naysayers saying "that'll never work", "not in the initial release", or "just hire a dozen guys to stand around 24x7 and watch ships fly by."
  6. Excellent points SirJohn85. I'm wondering if we can use the RDMS to issue a timestamp. Each gate would be scripted to only apply the timestamp if the previous gate timestamp existed. After running the race, the start and finish timestamps are compared and could be submitted for ranking on a leaderboard. We really need more information on RDMS, LUA Scripting, and Sensors.
  7. Rereading the LUA scripting guide, I see I was wrong. It appears "Control Units" house the user programmable DPU. "System Units" are the interface between the players peripherials (KB, mouse, joystick) and the gameworld. You would plug the "system unit" and a handful of thrusters into your custom programmed "control unit", in order to manipulate the thrusters with your computer peripherials. You would also want to add a few sensors such as a "gyro element" in order to monitor and compensate for pitch, roll, and yaw.
  8. Giant genitalia won't last long. You're just setting yourself up to be attacked.
  9. Allow "control units" to accept input from the KB, Mouse, and analog devices such as joysticks and rudder pedals. Provide us with a "programmable DPU" Give us seudo-newtonian physics, such as what was seen in the latest DevDiary. And let us run with it. That's all I'm asking for.
  10. I'm prejudiced agains "Blues". What have they ever done for me?
  11. I don't usually agree with Twerk, but in this case I do. Your example of a large "Goon Squad organization" is an example of ANY organization in NQ. Some of these orgs will eventually evolve into "countries" or planetary rulers. If you decide you don't want to be part of that "country", you may want to find another "country" for protection. There will certainly be wars between these two countries for control of territory. Do you really want to be caught in the middle, non aligned? How well does that work in real life? Instead of being targeted by half the player base, you're targeted by all of them.
  12. From my knowledge, Novaquark never said the user programmable DPU was the "core unit." They DID say there would be a user programmable DPU element. They also said that all elements had a DPU, but most were hard coded. If the control unit can spit out forward/reverse, left/right, up/down, roll, pitch, and yaw, then a builder can take that output and apply it to whatever thruster/thrusters he chooses with the programmable DPU. So far, in the building videos we have yet to see a user programmable DPU. We ALSO havent seen how we can link elements together programmatically. All we've seen is attach the elements to the core and everything just works.
  13. Control units are technically "an element that accepts input from the players peripherals." It can be a cockpit, like the current cockpit element, or it can be a control unit element that would be used on a larger ship with a bridge.
  14. I'm not sure about cockpits. My understanding is the current cockpit has a built in control module. I would hope there will be alternative cockpits that allow the player to use a custom control module. Bridges are completely customizable. NovaQuark has said there will be display modules that can be linked to custom control modules. The custom control modules would have a user programmed DPU. For those that don't write code, NQ will be providing some basic scripts to get you off the ground.
  15. You didnt search very well... Look a few threads down. "WAY TO GO NOVAQUARK (thrusters and physics model)" https://board.dualthegame.com/index.php?/topic/10783-way-to-go-novaquark-thrusters-physics-model/#entry45088 You'll even get a video of the flight model they're working on.
  16. Some of these builders are going to NEED a solution that doesnt rely on the subject opinion of an outside observer. They're attempting to build the best performing ships to compete in the marketplace. Also, who's gonna stand around and watch the same player race a dozen times while the builder performs a tweak to his ship between each race. Also, if you look back at Star Citizen's racing. They had problems with ship spawning at the starting line. Timer based races resolve the spawning issue AND outside observer issue. But this requires racing gates. "Starting", "Middle", and "Finish" gates. Then I'd link them to a top 10 scoreboard.
  17. Racing... You could script a solution with sensors, but I believe there's a couple problems with that. 1. The track could be very large, so staying in range of the "start/stop" gate in order to keep the LUA timer active may not be reasonable. 2. A scripted solution would run on each players PC. Opening the possibility of cheating. 3. How does the owner of the race track keep a record of individual times, if they're ran on other players computers? If NQ developed "gate elements", all of these concerns could be addressed at the same time. Plus, with combat possibly not being in the initial release, what else are you gonna do?
  18. But the again. Reputation AND Trauma are a double whammy for the PKer. They're marking themselves as someone that should be attacked, which means they're gonna die a lot more than the builder
  19. I think a well done reputation system could help with the PKer. People should script their storefront to add a premium to players or orgs that prey on the builder. At a certain point, the PKer will have to pay a hefty price for my "super duper gadget". Or go through a middleman, encouraging more commerce.
  20. Twerk, It may be better suited for wars and such. Im thinking of that pirate PKer who camps some point of interest. If He's more powerful, he can kill me easily. I respawn in a weaker state, which makes it even easier for me to be attacked by the same PKer. I very much like the trauma idea. And having to visit a hospital or bar before going back to the "point of interest". My thoughts are that Reputation could be used more effectively for a negative to random PKing.
  21. I didnt read the whole thread, so this may have already been addressed. Twerk, This sounds like the WEAK player is being made even weaker. Thus giving additional advantage to the PKer. I DO like the suggestion from a RP perspective. I think a well done reputation system could help with the PKer. People should script their storefront to add a premium to players or orgs that prey on the builder. At a certain point, the PKer will have to pay a hefty price for my "super duper gadget". Or go through a middleman, encouraging more commerce.
  22. That gif makes me drool. Just imagine a racing circuit. Where builders try to optimize weight, thrust, and maneuverability.
  23. I'm one of the few "selected" alpha team members. I can say that there is no difference between my status and those that purchase Alpha access. And even though I was selected for Alpha, I went ahead and purchased a package that had alpha, because I want to support NQ. There is no difference between the two, and you will get in at the same time everyone else does.
  24. I just wanted to compliment NovaQuark for the work they've done in the physics model. I just watched JCs latest DevDiary video. It left me speechless. It demonstrated a basic hovercraft, and each engine applying newtonian thrust to the ship. This is EXACTLY what the community is looking for. This type of thrust, will be a challenge for builders and scripters, but in the end, its exactly whats needed. I'd also like to see a demo of the same type of physics in space without gravity. But the video confirms that the devs are "shooting" for a newtonian physics model. Here's the DevDiary: https://www.youtube.com/watch?v=iUTyiMjjf7w&feature=youtu.be
  25. This game is going to be SO easy to dominate if everyone is so economically illiterate.
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