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GraXXoR

Alpha Tester
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Everything posted by GraXXoR

  1. There are plenty of easy games in the market. I was attracted to this game because of the difficulty of the sandbox. if you build a ship that doesn’t fly, you crash and die. Overload your ship? Crash and die. don’t add weapons to your ship when traveling out of the safe zone? You die. im a fan of games where people have to take responsibility and face real consequences for their decisions. I’m fed up with hand holding and on rails experiences which is why I love DU. but making everything super easy and challenge free is not the way to go. Elite dangerous did that and now progression to Anaconda, the original “end game ship” which took me a year to acquire back in 2014 2015 can now be achieved in a day with a bit of planning. I do find this whole PvP vs PvE players thing distracting, though. It’s really a straw man for deeper issues.
  2. again, grown men measuring themselves and crowing about ingame feats… just a different face of the same coin I mentioned above. Not entirely sure what plants dying in one room have to do with anything, but hm’okay.
  3. This is the second time I've seen a post on skipping animations... Is it a setting or do I just press escape or something? Is it already in game?
  4. TBH, I remember the forums before DU alpha was released, the community came together to build massive orgs and orgs within orgs and there was a whole lot of scheming, spitballing and theorycrafting. There was even a Youtuber "News" channel that reported on the current "events" of the time. There were Gantt charts and 3D org connectivity webs showing alliances and crossovers between orgs and of course there were endless org "press releases" stating how many players, who had become legate, who had been kicked out etc. it was all very dynamic with orgs rising and falling in the space of weeks and massive [filtered] waving contests to see who could inflate their org numbers with the most cannon fodder, I mean, members. The massive compensatory egos on display were either tragic or hilarious depending upon one's standpoint. But it honestly made me feel a bit sick inside when I actually read the banter, bluster and outright bombast, usually of grown men, many of whom were ex-military playing a game to ostensibly rebuild humanity and before it was even started were planning to burn it all to the ground and basically kill each other with mass warfare or political backstabbing. I'm sure there is subset of the community to whom that kind of self-congratulatory member-stroking is enjoyable but it was basically all the toxicity of Eve without any checks and balances. IMO, it's probably better this game never even got to the point where it could support such gameplay and in all likelyhood never will.. Just thinking about that gives the the ewws...
  5. I and others proposed shaped build volumes years ago but I guess there is some technical limit. here’s a recent post https://board.dualthegame.com/index.php?/topic/24270-why-du-needs-bigger-cores-not-less-cores/&do=findComment&comment=179254
  6. NPC “AI” is some of the hardest code to write. NQ are already struggling. Asking them to add NPCs would bog the game down too much. where would NPCs fly from and to? woukd NOCs be able to avoid needle towers? Could you capture and destroy them by spawning constructs in front of them? this game’s freedom makes it verrrry difficult to code adaptive behaviour for. I would love to see the sky dotted with ships like in Star Citizen but those ships are flying through a world created by themselves not by the players: a very different beast.
  7. This game certainly could benefit from joystick control and proper axes management, for sure. I do understand the 0/100% issue with lateral vertical thrust, but given most engines have a warmup time of 1s or more to reach full power, feathering alt-A or D can produce a smooth effect. ungainly? Perhaps. but havok might be a slight overstatement. I have never found a situation where I’ve really, truly needed analogue axes and I’ve docked man a ship at many a space station.
  8. damnit @CptLoRes I'm out of likes today... You've hit the nail on the head. This game is very noob unfriendly right now.. hell it's even annoying for an experienced player like me to set up and maintain a new mining outpost and our org even has everything we need to build everything.
  9. What would NQ's metaverse be? If VR was involved, it would be an instant barf-fest. Agreeed Some people start to blow chunks after 15 minutes in VR even at 90 fps which is considered the minimum generally tolerable framerate. 120fps is far superior and less likely to end up with players decorating their keyboards in rainbow stew. VR systems perform tricks like reprojection and interpolation when a game drops the odd frame here and there but there's no way a regular joe could stand VR in DU at even 30 fps (which is fast for DU), it would likely having players parking a tiger and keeling over unconscious in minutes of putting on a headset. My stomach had grown an iron grade tolerance for VR a few years back, so much so that I could play Elite Dangerous CQC with 6 degrees of freedom (think starwars trench run) for hours without feeling sick, but I nearly delivered a pavement pizza last week when I tried to get back into CQC after over 2 years away. Even after all these years Elite Dangerous (pre-Odyssey) is still the best VR experience I've ever had, though but FDEV's original pre-Odyssey COBRA engine could sustain 120 fps even in fairly complex scenes. DU? Not so much.
  10. IKR, I have a bunch of half finished stuff but don't want to continue because of the up coming changes to brakes and maybe further hitbox tweaks... Every single ship.. and I mean every ship I've built has element collision warnings and threats of being disabled. My builds are usually optimised for lowest possible front silhouette and maximum air-burn-up speed. I don't want to spend time AGAIN tweaking or outright redesigning all my ships.
  11. Our org once had a 6kT ship transporter. it had two rows of M Ailerons stacked from top to bottom of the build cube, so about 400 of them. If you weren't on a beast CPU (this game appears to be far more CPU demanding than GPU) then you entered the realm of Power Point Presentations. Like single digit. If we had access to L or even XL parts, things would have been much better.. Guys, didn't there used to be MASSIVE XL Landing gear at one point in the past or did I just dream it?
  12. I've been playing since the alpha and *still* don't see the draw of industry or PvP yet... LOL. I was surprised to find that everything suddenly had a 7 day timer on it... that is super, super short considering how final and epoch changing a... err... change it is... And especially considering that everything else is so sedentary. I always wonder why NQ have this: nothing... nothing... still nothing... nothing... nothing... nothing... still nothing... nothing... nope, not a sodding thing... nada... nada... nothing... nothing... n.. PANIC PANIC OMG SET DIRECTION TO RANDOM... ALL ENGINES MAX PAUWA NAU!!! sort of mentality.
  13. The building bug left me months ago and I haven't really felt the urge since. Might have to try it out. Seems it's getting good reviews here and on the Discord.
  14. I usually only turn them off when I'm doing a large factory build. the 3D printers' sounds are like.... what's the opposite of ASMR? They're like that.
  15. I applied the hover vehicle LUA script to a remote controller on my small base transport ship just so that WASD moved the ship as when walking (w moves you forward a bit, s moves you back a strafes left and d strafes right... Q and E are yaw left and yaw right respectively... The ship stays level at all times, like a magic carpet. Its a very specialist vessel more like a crane gantry or floating platform than a long distance ship. It was useful for mining and crafting.
  16. ah you are right, I was confused and probably thinking about between systems. Someone supercruised beteeen two systems 0.13 Ly apart at 2001 C and when he “arrived” there was nothing there. Hyperspace is the loading screen is between systems, without it, you can’t leave the system you’re in or reach another system.
  17. you can get all 6 directions in space by adding space engines in all six directions. ALT A or D strafes left / right. Scroll mouse for forwards / reverse. space will strafe you up C will strafe you down IF you have engines pointing in the correct directions. Keep them as close to facing the XYZ directions as possible rather than diagonals and stuff. Now you’re just being silly… LOL you CAN reassign the keys using LUA or you can just any of your favourite keyboard reassignment / macro software / joystick gremlin. Japan sinking? I think you’re mixing us up with Tuvalu.
  18. Lol. Nice words from a dude who joined two months ago. What a joker. MegaBossLord is (was? did he leave in the end?) one of the most prolific designers and builders in the game and his moniker is about as famous as it sounds. The bloke himself comes across as thoughtful and down to earth. But then you’d know that if you had read more before mouthing off. And as for writing such a comment in French on an English language board, there is l’odeur distincte du Troll. I do actually think that Panacea is a superior build to Demeter in that it takes a few tentative steps in the right direction and shows some evidence of listening to the players’ voices. whether this will be enough to stop the alarming egress of players is anyone’s guess. Our org, down from 50 at its peak to about three active players has seen one or two come back of late. But we are still way down from pre 0.23 numbers.
  19. I’ll say it again, maybe I wasn’t clear enough. Spending a quarter century in Japan like I’ve done can play havoc with one’s English. If you just want strafing, you don’t need any LUA. First place laterally facing engines. Link them to a fuel tank. when in flight, press alt+A instead of A and your lateral engine on the right side of the ship will fire and push you left. Press Alt+D instead of just D and your ship will automatically strafe right. Simples!
  20. But you can do all that except remapping keys simply by adding engines at right angles or forwards facing. That’s all you have to do put an extra engine facing left an extra engine facing right and if you want reverse an engine facing forward. Ironically, it’s not actual rocket science. ? The default flight script is actually fairly sophisticated and handles the engines independently. If you want to slide your ship left press alt +A. If you want to slide your ship right press alt+ D. No LUA needed at all. Completely default. same goes for space engines. no need to change the adjusters’ behaviour at all.
  21. Am I missing something obvious in this conversation? All of my ships that are not focused on out and out max speed, have sideways and front facing engines a rank (sometimes two) smaller than the main rear facing engines. If you make those engines advanced manoeuvre engines or rare manoeuvre engines, then there is pretty much no warmup time. They react immediately. Default key is alt plus A or D for lateral motion. or scroll wheel back for reverse. This makes parking super simple. Although of course a heavy freighter means relatively low acceleration. If said ship is also space capable then I add top and bottom facing space engines too, to allow full three axis motion. Vertical space engines can behave weirdly on re-entry into planet’s atmosphere, though. I created a number of small transporters for ferrying gear to and fro on the base. These craft are omnidirectional and have identical thrust backwards left and right and quadruple forward thrust for a bit more speed in regular flight. Using LUA I remapped the forward reverse left right strafe keys to the regular WASD keys. Now I have a platform that can travel in all four directions very precisely without banking. Space and C key control vertical offset.
  22. Please can you turn off the massive tool, hand and radiating distortion field that covers half of the screen? it makes placing things accurately impossible without fudging around. Why would anyone place an obstruction in a UI that literally (I mean literally in a literal sense, not a millennial sense) covers the work area? Separate issue I’m having, but could you remove the bass frequencies from force fields’ sound. They are far, far too loud and resonant now. I find their sound to be pretty awful.
  23. interestingly, the original list started with the XS Space Tank and expanded from there. but I made it nearly three years ago and nothing on the list has been introduced, so I wouldn’t hold my breath.
  24. What is the difference between core elements and core units?
  25. The only other engine that can handle this scale is Star Citizen’s variant of Lumberyard. even Elite dangerous has loading screens for each planet as you come into land. Rebuilding this game from scratch would likely just end up with us being in exactly the same place as we are now, but just with more of us having children who have already graduated and married. The pace of change has improved since JC was kicked out and there are signs that NQ are hearing their customers’ voices more these days.
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