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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. Triangular elements! The mind boggles! Heck, they might even give us the rotating engines.. @ArchaboldHarriate: Ps. we are doing inside jokes. There are lots of elements etc. (some of them basic stuff like the triglass) that NQ has talked about, but are still missing.
  2. sigh.. DU is already a difficult game that can be overwhelming for beginners. And all these unwritten rules and increasing patchwork of undocumented changes are not making it easier. For example did you know that if you hover using the hover engine only you can tilt up to 30 degrees before you get any horizontal momentum. Use any other type of engine and you get the expected tilt movement. So yet another example of NQ causing unexpected results from doing a quick fix (make the free beginner speeder easier to handle). The test vehicle here is standing perfectly still without any brakes, and it is causing havoc for the positioning in my auto landing script.
  3. If people stay silent and don't give feedback, then yes I would say there is a good chance it stays unchanged for a couple of years at least.
  4. I have had some similar problems recently. My solution was link different container, relog and then link the original again.
  5. Meanwhile the real PvP challenge by far in Newtonian physics based space should be 'catch the ship'. Realistically a lighter ship built for maximum acceleration would be almost guaranteed to escape a 'death cube' simply by accelerating out of weapons range. And in addition to distance, relative speed between two ships should also have a large say in weapons hit chance. So that a ship coming towards you at high speed would be harder to hit, even if the distance is technically well within weapons range. Combined with a narrow ship profile (when burning away from other ship) to further decrease hit chance, this would make it so that you can build good looking ships that would have a very good chance of evading PvP. But this still doesn't mean PvP looses out, since that ship design would also suck at for example transporting goods. And if PvP'ers decide they want to hunt smaller faster ships, they simply have to adapt and make lighter ships also (at the expense of now being more vulnerable against counter attacks). And presto, we now have emergent game play where one size does not fit all.
  6. Thanks! Have you considered making github page for the scripts? It makes it much easier for people to keep track of scripts and updates.
  7. Common courtesy.. Would it really have cost you that much to phrase that reply a little differently?
  8. It's not that easy. If you want a truly well behaved ship you do need to keep at least one eye on the inertia matrix. I am currently working on a VTOL ship that will translate from horizontal flight to vertical take off an landing (VTOL - sitting on its tail). And you have be very careful with placements to get something that behaves nicely in both modes.
  9. The simple explanation is that if you press X to see the velocity vector arrow, a wing will stall (no longer generate lift) if you rotate your construct so that the wing lift angle perpendicular to the velocity vector is greater then the wing stall angle. In other words higher stall angles means you can make quicker turns without stalling.
  10. XS core designed to be a Alioth sub orbital transporter that can reach any place on the planet quickly with a full M container. Theoretically 800T cargo at 1g (Alioth), tested with 600T into space and back again. Also has a relatively small frontal area, to give it a top speed of ~1200 km/h in Atmosphere.
  11. The DU implementation of SVG does not support the <image> tag (no errors, but images does not show). But you can get very creative with svg gradient functionality. But it will require that you edit the svg script manually inside DU to verify that it renders correctly.
  12. In build mode press 'P', or point at the construct and right click and find the Make Blueprint option.
  13. Sorry for the sidetrack, but this relates to why a good looking ship should make more sense beside just the aesthetic factor. The saying "If it looks fast, then it is fast" is very much true for aerodynamics. And NQ has accounted for that to some degree with frontal area deciding how much drag a construct will have in atmosphere. So while a cube does in fact make a lot of sense in space, make the large profile affect radar detection distance, hit chance etc. A lighter ship with faster acceleration should also have a MUCH higher chance of escaping then currently. I.e. make weapons follow the same physics rules as ships have to obey.
  14. It would seem to vary depending on location . My client update (Scandinavia) today was the usual speed (100Mbps + ).
  15. +999 This so much. Jumping back and forth between inventory and market, splitting ore etc. into chunks that will fit the nanopack is a contender for most tedious game mechanic of the year..
  16. It is better to use the remote Market (J) and look at element recipes etc from there.
  17. I am in this game to build, period. So how the safe-zone ecosystem turns out, is going to be a deciding factor if I stay or not. As to why. For a builder type the process of creating is just as fun as the process of destroying for PvP'ers. The challenge then is that destroying usually is much faster and easier then creating, resulting in builder types being pushed out of the game.
  18. In build mode at top center there are helper tools giving you critical information. They will show you live information about maximum low altitude lift (hover) and high altitude lift (flight at max speed) possible while you build. The default unit is N-m (Newton meter). And with gravity measured in m/s² it then becomes relatively easy to convert mass to weight. Just multiply the total weight (kg) you want to lift with the planets gravity (m/s²) to get the theoretical minimum N-m number you need to lift the weight. So for example on Alioth where the gravity is 1g (9.8m/s²), if you want to lift 100T (remember to include the weight of the ship and fuel) you will need: 100K * 9.8 = 980KN-m of lift. But since this is the theoretical minimum, you will of course need some overhead. And this is where experimentation in ship design etc comes into play. And if you want to get into space, you will need a lot more overhead to get through the air to space border.
  19. You are not the only one. I get mostly client crashes now and then, but also a few times there has been full system BSOD lockups that are related to the Nvidia drivers when playing this game. And before someone jumps in and says it is a problem with my PC. I have been running this exact setup (2700X, 32GB, 970 EVO SSD, 1080ti) for close to 2 years now, and DU is the only game or software (including heavy duty 3D render software) that has ever managed to cause a BSOD.
  20. You solution is a good workaround, but there is an underlying problem with the HTML rendered changing depending on view distance that can be problematic when you are working with variables inserted into SVG etc.
  21. The only people creating drama here, at the ones that for some reason think that attack persons instead of the actual arguments are effective ways to make an argument in a discussion.
  22. A common thing people say is that the markets should be completely free with no bots. But money does not magically appear, no matter how much you mine or how fancy ships you build or PvP. Someone has to make, insert and regulate the money, or else we would have to fall back to the barter system. The main problem with the economy is still that the only way to inject money is T1 mining for bots and the daily 100K. And that makes it so that it is often smarter to use ore and craft for your internal industry then going to the markets. So we are still stuck with a market where only the basic items have decent prices, and you are stuck with fringe cases like 1 mill round carpets. We need missions systems and similar with NQ (money injection) and player (redistribution) driven events. In short we need more actions other then mining for injecting quanta. And of course more ways to spend and lose (pvp) the money also..
  23. Hopefully after the RDMS system has been redesign..
  24. I agree with what you say, but that is actually by design. There is a build tutorial that shows how to make the speeder fly. Problem is, the tutorial is broken.....
  25. CptLoRes

    Beta

    Now let's be fair here. My system is rock solid with good ventilation and no OC, and DU is the only game I play that frequently crash to desktop. And every time I play, I discover some new variation of a bug different from the last time. Ever time. I've even seen a couple of kernel driver BSOD crashes with this game.
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