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Rahzi

Alpha Tester
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Everything posted by Rahzi

  1. I just want to say, thank you NQ for the continued stream of information. EDIT As a ship builder, I like to have examples of my ships next to the BP dispenser so that a potential customer can examine the ship. As a solo player with no alts, this change will make that impossible.
  2. Unless they have changed it, the requisition process continues even if the tiles go inactive. I had a few tiles that I claimed and never paid tax on, and had no problem with the requisition of those static constructs. You just need to complete the requisition after the requisition timer is up, and before the tile goes abandoned( 3 days ). You may be able to complete the requisition after the tile goes abandoned , but I haven't tried that.
  3. If this goes forward, it will require most constructs to be modified to remain functional. With the upcoming brake changes, constructs will have to be modified again. Please wait to implement this collision change until the brake change is ready.
  4. I get the same, but only just tried to log in, I didn't have a crash. Edit, server maintenance now.
  5. Another option is to contact a GM in the help channel to move your cores up out of the ground, it shouldn't be a problem unless you have a large number of cores. A GM elevated my L core factory out of the ground for me.
  6. I believe that the pts obstruction on brakes is for clearance for an upcoming animation. The reason I said the way the brakes "should" work is because when they add the animation, I don't want them to change the obstruction direction again. But I am just guessing what they are planning. I don't want them to change brakes now, only to change them again later.
  7. While I do agree that we should have something more "futuristic" than modern airplane mechanics, if you want to use that logic, why have ships at all, we have teleporters. They can, and have decided. For me, I play the game for the challenge of achieving a goal within a set of limitations. As long as the limitations are reasonable to me, and the current ones are, I'm ok with it.
  8. In my mind, this is the way the thrust vector obstruction should be, assuming that there will be an animation for brakes. I used two brakes to show how one brake might be in the activated state. They just need to have the brakes activated in build mode to check for collision.
  9. Are there any other planned changes to atmospheric brakes (adding animation, thrust cone must be facing the direction of travel, ect)? If so, please don't make incremental changes, change everything at one time. I don't want to have to keep rebuilding the same ship.
  10. These scan results look like the ones that were accidentally pushed to live. I would bet that they are the same, and only place holders. They did not mention having a pool of finite ore that I have seen. As for the brakes, well, that is disappointing. I tried to have the thrust vector exposed on the ships I built. Looking at the icon for air brakes, it looks like they may have an animation in the future, so they may have to face the direction of travel, and have clearance above them so the brake can pop up.
  11. I have put a lot of time into this game, but I really think it needs a wipe, however, a wipe really wouldn't achieve much considering the games current state.
  12. More options would be nice. While I don't find the new FX distracting, one of the changes I really dislike is the removal of the grid inside the build box. Could we please get a check box to turn the grid on/off?
  13. Would it be possible to get a length setting for force fields. Currently the force fields will sometimes extend to full length on a dynamic construct traveling at speeds greater than 2000.
  14. They should disable dispensers and screens on the market hex, I think that would help a lot. Maybe put it in rdms so future player markets can do the same.
  15. Maybe it is a translation thing. I hope it means " Scrap is no longer required to repair cores. "
  16. Thanks for that. With thrust control and handling at 4, I have 676 m/s speed with a front cross section of 14.0 . Are there any other talents that affect these values? On the ship blueprint I mentioned, it has a front cross section of 1.13, and it still has constant values, and I don't notice any speed changes. Maybe my client does the correct calculation all the time, but displays incorrect information? I have the v6 hagboard from alpha, when I get home I'll put one together and check to see if the values change.
  17. I haven't had an issue with the values changing, they remain constant for me. However my displayed speed does not seem to be correct. If I place a core and a large atmo engine only, with thrust control and handling to 4, my displayed speed is about half of what I have seen on screenshots of fully constructed ships. I have an alpha client that I have been patching, and I believe it it just a display bug because my speed is a lot higher than what it says. I'll post some exact values when I get home. Could you post your values on a basic large atmo engine and core only? Maybe my values are the same as your low values. My cross section and speed values are constant though. BTW , I left you a blueprint in your donation box, and i was wondering if you tried it out. The name was Magic Missile Type A. I am sure you get a lot of blueprints, but I was just looking for some feedback.
  18. I have access to 3 internet providers. I get this message on one of the providers. Try another provider if you can. If you try to use your phone as a hotspot, be aware that this game uses a lot of data.
  19. Would it be possible to get a few seconds of AGG effect for our ships when we get disconnected?
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