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  1. I don't understand how people can fail to interpret a rule like this, and instead make excuses for breaking it. Playing at the same time with two or more accounts is forbidden (having several accounts is fine as long as you only play with only one at a time). They don't specify "unless you're using a different computer" because they don't need to specify it. They also don't explicitly tie it to EQU8, because they don't need to. They very explicitly state "Playing at the same time" and "having several accounts is fine as long as you only play with only one at a time." There is no "but what if" about it. There is no creative interpretation. It is explicit. They give the rule, and the ONLY caveat to that rule. YOU can have multiple accounts, but YOU cannot play more than one at a time, REGARDLESS of how many computers you want to run it on. That doesn't mean that OTHER people cannot play on the same IP at the same time, just that YOU cannot play "at the same time with two or more accounts." Again, I don't understand how people can't comprehend what is very explicitly stated. It's like this one time I was telling a guy to follow a clearly defined path, and he looked confused and tried to go off the VERY CLEARLY DEFINED path. It's not rocket science. It's "you're either playing one account at a time, or you aren't playing one account at a time." There is no middle ground, no gray area, no exception that can possibly be puzzled over. You're either following the clearly defined rule, or you're making excuses for trying or wanting to break it.
  2. Which brings us back to the point of the issue: finding tiles by number is not If you have to look up or understand stuff like goldberg polyhedrons or conway rotations in order to do something as simple as find the next tile in a sequence, then it already fails the "easy to follow/find" condition. That's why I provided the 2 suggestions I did. Both would make finding tiles by number far easier than the system they have, even if it ruffles the feathers of people who think that cool geometry tricks are better than simpler solutions that a monkey could understand, because I can guarantee that the vast majority of players are not mathemagicians. They're monkeys, like me.
  3. Here is an example of what I mean. If you can find tile 3894, anywhere nearby, then you're better at finding them than I am. ::pos{0,120,8.4724,91.5964,-0.0001} It is easy to find tiles up to a point. It's at that point that you have to search an entirely different part of the planet to find the next one in the sequence. I've run into this issue many times when trying to find a territory someone tells me about. I ask for the tile # near where we are, I can't find it easily because the tiles are not consecutive and sequential, and because sometimes the tile numbers don't follow the simple "down 1 over 1" pattern seen here.
  4. If you press ALT V and make sure players are checked, then press V to toggle the enhanced view, they are no longer "unknown," because you can see their names. Screenshot, then you can post in the forums and chat who these people are. Nobody can do much of anything with "unknown, even though we watched them do it." Not criticizing you, just showing that the community can't respond to people using exploits like this if nobody knows who they are, and given that NQ is apparently not responding to this issue type, vigilante justice is about the only kind you can probably expect. If there is a process that is known to be repeatable to make this happen, then are there measures that can be taken for players to block it? That would be great to know.
  5. I never said it was random. It follows a pattern, but it isn't a good one. When searching for a tile, you can more or less predict where the next in the number sequence will be, but I've ended up seeing the pattern end and pick up somewhere entirely different. It's not random, but it is much harder to find tiles than it should be, if all you have is the tile number, even if you find a number close to it, or know the general section it's found in.
  6. The probe for scanning the planet's general data would be fine, but using it to scan individual territories is probably taking it too far. They have territory scanners for that already, and while slow and heavy, make plenty of sense. A probe can get data about the planet's atmosphere, mass, radius, etc, and use some NQ galaxy magic to say what ores it contains, but you would need to go to the ground and use a form of "sonar" via the scanners to find out what each territory has. We already use a version of that IRL to get an idea of how our planet is layered, track earthquakes, and some other things I'm sure.
  7. Short version: the territory numbering scheme is hard to follow and should be replaced by something that players can use to actually find territories by number easily. Long version: The way that territories are numbered should follow a predictable and reasonable sequence. Currently, sequentially numbered territories are placed anywhere from 2 tiles (shorthand for territories) away in a diagonal, or even much farther as the sequence stops and is taken up somewhere else across the map. This makes it hard to find a territory unless you have a scan result or a bookmark/position for it already, which then necessitates having lots of bookmarks or lots of scan results, or both. Instead of the current numbering scheme, and due to the spherical nature of each planet, a more appropriate method would be to start at the north pole as tile #1, then each succeeding row going southward would have an unbroken numbering scheme. For example of a small sphere: North pole = 1 Row 1 (right below the north pole) = 2-10 Row 2 = 11-24 Row 3 = 25-40 Row 4 = 41-58 Row 5 (equator) = 59-80 Rows 6-8 continue as the reverse of 2-4 (because "sphere"), leaving the south pole as tile #138. This would make each tile easy to find (with the added benefit of probably being less complicated to code than the current system), as one would only need to check the value of a given tile before determining if their target is in that row. A second option, which could be used in conjunction with the above scheme, or as a stand-alone, would be to create a search function in the map so that players can search by tile number for their destination. Either method would make it easier to justify getting rid of scan results (I have a spreadsheet full of data, including tile #, so keeping scan results is purely about being able to find the tile again), which can clutter boxes fast.
  8. 1600's: Galileo uses a telescope to observe celestial bodies 1700's: many improvements to telescopes; many discoveries about the solar system 1800's: larger telescope made 1900's: telescopes improved and launched into space Early 2000's: more telescope improvements and more space telescopes, including one meant for deep space Modern Era of the DU universes: ships that can travel at great speeds; the ability to magic ore from the ground into a Bag of Holding; wireless container connections that magic stuff between containers and wherever you want to put them; teleporters; anti-gravity generators; force fields; scanners that will tell you how much of what types of ore are in the immediate area (territory)...but the only way to explore the solar system and galaxy is to physically travel through it and see everything in person. There should be an element, or series of elements, that can be used to detect celestial bodies in a radius or cone (or separate elements for short range radius and long range cone). If unknown planets exist, we should be able to find them without relying on luck or days/weeks/months of staring at a screen scanning space as you travel from corner to corner in parallel paths 2-300 SU apart in all axial directions. “Space [...] is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." If we have rockets and ore scanners and the ability to travel between universes, we should at a bare minimum have tools for exploration that extend beyond just our own eyeballs. We have PvP radars, but no non-PvP (scriptable) radars. We have short-range telemeters, but nothing that could be used from kilometers away to get a LiDAR scan (like for night time travel). Exploration was one of the selling points of the game, yet it doesn't exist in a meaningful way. We should have tools for exploration, and reasons to explore. Discovering new planets is great, but must that information be shared with the whole community once it is found? Maybe the discoverer wants to have their own corner of the universe for as long as possible, maybe to exploit resources before the rush begins. What about about exploring the planets? What about oceans? Beyond just finding ore deposits or caves that are mostly just neat aesthetics, exploration has no meaning in this game, and there are no tools beyond ore scanners to make exploration about more than just resource hunting. With space, telescopes or radar-like elements would fill that role, giving individuals/orgs the ability to explore, and either share their results or keep them secret. With oceans, sonar or some other device that gives you an image of what's around you. All of these exploration scans could be displayed on a screen/widget (or, better yet, a 3D holographic device), and be scriptable by providing raw data...because LUA is another selling point of the game that is being downplayed (rumor has it that people complain about it being OP...but so is anything else if you don't have the skills. Piloting is OP if you can't fly or have no interest; it's not fair that others can move planet to planet when you're stuck relying on their skills to get you places. Same illogic applies to scripting). Maybe other players can suggest exploration options, but it's something that I found seriously lacking.
  9. I'm sure it's been beat to death with a herring, but lighting. NQ's intentions were good with trying to make things less stressful flying at night and dark places, but they made it pointless to have lights regardless of environment. So here's my idea: Scale back the ambient lighting, or remove it entirely and give us a "night vision" mode on our super-advanced suits (that also apparently keep us fed, breathing, sane from lack of sleep, etc), and then improve the ability of lights to actually produce light over a longer range (without bleaching through walls or the ground). Explanation: As described above, lights are pointless regardless of environment. You don't need a flashlight when mining anymore; the pitch indicator is great, but you can't see it so easy with the flashlight on, especially in brighter soils. You don't need light elements on your constructs anymore. Lights can help better pinpoint your construct in space or dark soils, but we now have luminescent white (but no other color. Much sad face) voxels for that, so they are completely unnecessary. Whether you are underground, on the surface, hiding deep in a labyrinth of corridors and rooms in your construct, in a panic room in your super destroyer in space, or anywhere else, the sun bleaches through and lights your surroundings enough to see everything as though it was at least an overcast/rainy day, even giving a sun "reflection" on any surface that is ~orthogonal to it (this is especially annoying in space, when I'm pointing directly away from the sun and getting glare in my piloting cabin that makes my transparent screen unreadable...and yeah, I could make it a normal screen, but stop making excuses for problems. That translucent screen is in front of the forward window so that I can see where I'm going and watch important stats, and smaller screens out of my direct field of view get blocked by the default UI). Added to that, you see the reflection of the nebula wherever you are, whether above ground, km below with no sky access, or in your labyrinthine constructs with no outside visibility, which completely throws off aesthetics. (Want a mirror in your bathroom? Too bad, it's a viewing portal to space!) The overall effect is that there might as well be no night or day, but a constant bleh of medium-to-high lighting differences. There might as well be no lights, as well, no matter how deeply you dig or how thick and dark your walls. Justification and response: Some people have said they love the change because of night flying and trying to find space stations in the dark. I hate to be "that guy," but get over it. Night time and space are dark. That's why we invented lights, and that's why we invented night vision systems (like "thermal" and "infrared" goggles/cameras). The nebula is great and adds lots of flavor to the place, but it shouldn't be so pervasive that you can see it reflected anywhere at any time on most semi-reflective+ surfaces, nor should it light up the solar system. At most, it should provide aesthetic value and contrast (like in space, contrasting your ship against the void). Similar with the sun, it shouldn't be reflecting off anything on the other side of a planet and inside a fully enclosed room. Improving the ability of lights to perform their intended function, and giving a toggled night vision system, would make night and space flying doable without detracting from the game's realism or aesthetics, and complaints about such a change would become void; best of both worlds. Others have suggested similar ideas, but it can't be overstated how much the new lighting has adversely impacted gameplay. Some people are happy because they can see at night and in space, but they should have been asking for improvements to physical lights and a night vision toggle system for your suit (and learning important lessons about the dangers of night time/space navigation, and the need for quality lighting/detection elements/systems, like telemeters that have longer ranges to allow for coders to create LiDAR programs), not cheering for something that is a massive eyesore and big inconvenience for those of us who respect the psychological, aesthetic, and logistical impacts/aspects of darkness. (Want to build an escape scenario that is spooky? Hard to do when you can see EVERYTHING with only weaksauce shadows.)
  10. discordauth:M4ilaqlzBFibFWSWu3qTLKauSWuHxmXJLmUhi__09sA=

  11. This is just a minor math correction, but as you wrote: -- acceleration = newton / mass -- mass = newton * acceleration -- newton = kilograms * acceleration You got it mostly right. F = m*a becomes m = N/a, not N * a. Think of it as a triangle or pie chart, with N on top and the bottom split between A and M. Cover up the one you solve for to get the equation. To solve for mass, cover it up and you see N / A. One of the tutorial videos covered LUA, but it referenced the codex in game, which you can't access offline. Also, as of 7/19/18, that part of the codex was not active. I'm sure you can transcribe the information if you go through each item one at a time in the game to find out what can be done with it, though that would take some time and resources, and would be subject to any changes they make anyway. I'm a coding noob (only got 2 classes for C++ in for my AA in science/physics, but that was years ago), so I'm trying to learn out of general interest, and because I think creating is more interesting and satisfying that destroying. Oh, another correction. The program wouldn't be for "Earth," so you might want to replace it with something more generic. (I'm not sure what you mean by "repel Earth's gravity, either. Do you mean to program the simulation to determine whether you would be able to achieve stable flight, escape velocity, lift off, or something else?)
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