Jump to content

Takao

Alpha Tester
  • Posts

    288
  • Joined

  • Last visited

Posts posted by Takao

  1. You shouldn't overthink what information you put into the ship class. Its just an basic classification.

    As long as we don't know what ship sizes are actually practical, it's pointless to say, for example, "ships longer than 250 meters are battleships" (see below).

    In the From The Depths forum, someone has postet the following list:

    PCF Fast Attack Craft (ship): <40 m length, 8-10 m beam
    PBR Patrol Boat (ship): 40-60 m length, 10-12 m beam
    DDC Corvette: 60-110 m length, 10-16 m beam
    DL Frigate: 110-140 m length, 12-18 m beam
    DD Destroyer: 140-160 m length, 16-20 m beam
    CL Light cruiser: 160-170 m length, 16-20 m beam
    CA Heavy cruiser: 170-200 m length, 18-24 m beam
    BC Battlecruiser: 200-250 m length, 24-30 m beam
    BB Battleship: >250 m length, >30 m beam

     

    Note, that the difference between cruisers and heavy cruisers is the main armaments calibre (see IJN Mogami). In WW2 terms: if the main armament is bigger or equal than 200 mm its a heavy cruiser.

    Carriers would be divided into 3 categories: Light, (normal), and super, depending on its size and therefore the number of planes.

     

    What should be added to the class is if the ship is atmospheric, space or both capable, because that is VERY important to know.

  2. I watched the tutorial for the interactive elements and I have some questions and suggestions for them:

    • Why do you need relays for multiple links? Why can't buttons output more than one link?

    • NOR block: Why can't buttons and other interactive elements get an "invert output/input" option?

    • Logic blocks: It would be very helpful for complex logic set-ups to have one logic block, where you can set up the whole logic inside. Or is this possible with Lua?

    • Counter block: Why not one box with an option (simple value) to set the counter? The current setting with several blocks looks very cumbersome...

     

    • Is it possible to swap a block without breaking the links?
  3. 13 hours ago, Lethys said:

    [...]And no, I meant it: building should be hard. No one should be able to build a perfectly balanced, well rounded ship within minutes. You should learn how to do that through errors and fails. Should everyone be able to build rudimentary jets or spaceships? Sure, why not. But those masterpieces which will be successful should need time, effort, blood and tears to create. 

    Have you played From The Depths?

    There building a ship takes a long time, because every part of your ship is modular: Weapons, Engines, etc.

    I don't find that very rewarding.

    If you can do things faster with one technique than with another, why should the slower aproach more rewarding? The opposite is the result.

  4. Do you mean with "already possible" it's possible right know in the alpha build or with your suggestion?

     

    It's about how you move around.

    In  a CAD System, you rotate the camera by holding the mouse wheel and move the mouse. Shift+Mouse Wheel is for moving on the XY-plane.

  5. I have played a lot of From the Dephts and in my opinion the first option, building turrets and weapons out of mutliple parst, is not a very good idea:

    I looks like you have a lot of customization potential, but you haven't, because there are only a few combinations that are good.

    Also, it cost simply a lot of time to build the entire weapon system which isn't very fun for me.

    You should be able to build the turret itself out of voxel and than place the weapons, magazines, etc. on it, not every single part like in FtD.

×
×
  • Create New...