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Found 21 results

  1. I took a moment to pull out the conclusion from the Energy Management Part 2. Conclusion: Currently the roles on a ship are: Pilot/FC - calls the targets Gunners - Open fire on the target Redshirts - guys who repair the ship With this approach to power management you'll create the new role of "The Scotties" who will have to handle the tasks of: Power management for the weapons Swapping batteries charging batteries making sure the generators don't blow checking the coolant systems Keeping the ship's
  2. Midgard is a private military organization that is aspiring to be self sufficient through our industry and design sectors while leading the system in innovative design while taking contracts from the highest bidders to fight against their competition. Want to be part of an organization that chooses its own path instead of falling in line with others? Look no further. We are currently recruiting all roles and are more than happy to help players in need when it comes to learning the game. Our discord server is available as well so hop in and see what we’re about! Some importan
  3. I'm collecting community created Dual Universe content (public In-game Designs, Text, Video, Audio and other media) mostly for my own amusement. If you are interested, you are welcome to join the Discord and discuss/contribute. There will certainly be a lot more stuff once the NDA ends, and I'm trying to stay in the loop. It's mostly lists & links so far, but I'd be happy to have an actual exchange of ideas, if there's any interest. https://discord.gg/3ysbhFY
  4. EXCALIBUR Mission Statement Excalibur is a hard-core organization focused the creation and marketing of high performance weapons, vehicles and space crafts. We aim to create the most advance, elastically pleasing and versatile constructions for every situation. These will be sold as patterns on to private entities or on the free market. The profits will be used to pay for in-game subscription. Structure The organization is divided into three main departments; Programming and Integration,
  5. Dear NQ, I would like to request you to publicize some values which would help calculate how many engines and how much fuel is necessary on a design. At max thrust, Force in kn each engine can exert Fuel consumption for each engine (l/s) Gravity in m/s^2 for a couple of planets Thank you! P.S.: this could not harm the game's reputation in any way, as it is just numbers that would be made public. It would not enable anyone to make a verdict on the game, as it says nothing of the quality of anything. The most it could do is impress p
  6. Hi everyone! One thing I noticed in a lot of NQ's videos is that the physics applied to a dynamic construct are by far not as realistic as they claim. You can put all of your engines on one side and still not experience any turn unless you add adjusters. This is because the position of the engines relative to the rest of the construct is not included in the calculations, which are literally just a sum of all forces acting upon an object to equal one force, which equal one force vector, which in turn determines the total directional vvelocity.however, I can still understand that Novaquark
  7. It sounds like the developers are getting close to the final versions of some elements. When they are done, I hope they tell us the length, width and height of each one. That information would be helpful when designing constructs that use them.
  8. So I was thinking about the fine print of designing and selling blueprints. I did search for this but didn’t come up with anything so if I’m rehashing a past topic I apologize. Maybe I used the wrong terms when searching. I have come to think of DU as a Ready Player One of sorts. Be who you want to be. Build what you want to build. Fly around in the Serenity and park it in your personal Battlestar. Now that being said, people are going to build X-wings, Normandys, Sulacos and Gunstars. That can’t be stopped. BUT... Part of the idea of the game
  9. What kind of vehicles will you build? I want to see if anyone has began sketching out blueprints for the ships they plan on creating. I know we've only been given a little bit of info on ship building but I've already began sketching out some initial ship blueprints myself (I'll post those soon ) What kind of ships do you plan on making given the info we have? Post pics if you have any!
  10. Hi all, Since there is now a city building event involving many unaffiliated players, I think it’s a perfect time to have this discussion. Players are going to have all sorts of different structures and ships. At the same time, trade will be a vitally important component of the game, which will, in many ways, depend on infrastructure. Not only does that mean roads for hover vessels, but even landing pads and docking/loading stations for flying vehicles at market units and spaceports. In order to optimally facilitate trade between players, I think it would be
  11. So in my short introduction I wrote something about an art-gallery and so here it is! I´ll post all artworks and illustrations here, so I hope you will like it! My first DU Wallpapers
  12. So, I've been wondering what type of look or style do player organizations plan to use to represent their empires, or player groups. From ships, to stations, to buildings and structures. A unified look of a organization and/or Empire could be important to stand out in the crowd. I think it would be cool if player's established a unique design style for themselves, that becomes iconic in the game. for example, The Forerunners from Halo had a ethereal style with a juxtaposition of polygonal shapes and strange glowing features. The Empire from the original Starwars, had simple but prono
  13. English All 78 Objective Driveyards is a corporate-state established in the evolving world of Dual Universe. We aim to design ships that combine elegance and efficiency with a readiness for the cold-blooded nature of interstellar warfare. We will bring an array of premier spacecraft to the marketplace: battle-tested by our navy and refined by an organized team of engineers and designers. The Corporation relies on teamwork and structure to succeed, an
  14. ​Dual Universe Design Hub - Share your ideas Share here: https://discord.gg/gvHBysg ​Welcome to the Dual Universe Design Hub. This is a place that welcomes all players, and is for designers to gather feedback from the community. Everyone's feedback makes a great piece of art. This is a discord chatroom for contests, ideas, new designs, etc. It's time to share your amazing ideas to everyone! Contests could include organization design fights where an organization would assign a rep. to design their ship. This is 100% community based and anyone is allowed to join and help. ​Share y
  15. In order to make the game more interesting, I think that major components should consist of subcomponents. For example, one of the basic components now would be a power component. Presumably at higher tech and fabrication skill levels, a power component would produce higher output, be smaller and more durable than older designs. I think it would be more fun if a powerplant consisted of subcomponents which could be researched and designed independently and could be assembled into a resellable product. Say you want to make fusion plants. A fusion plant would have a combustion chamber, a
  16. In order to make the game more interesting, I think that major components should consist of subcomponents. For example, one of the basic components now would be a power component. Presumably at higher tech and fabrication skill levels, a power component would produce higher output, be smaller and more durable than older designs. I think it would be more fun if a powerplant consisted of subcomponents which could be researched and designed independently and could be assembled into a resellable product. Say you want to make fusion plants. A fusion plant would have a combustion chamber, a
  17. Hello Community, i hope you understand what i mean with this Thread/Topic. Show your imagine. I love to see all your pictures in the Signature and maybe you have prepared your imagination of your future Spaceship, your future Base or same, yet. I will be show my own Concept-Arts in a own post. Have a nice day, dudes! Bye SpacemonkeyCongh
  18. In real life cities are built for a number of reasons (duh!): access to workplaces (income), shops (food, clothes, goods etc.), communication (internet), infrastructure (energy, water, waste disposing, public transportation), healthcare, leisure, etc. These fundamental factors which contribute to urbanization IRL won't be pretty much present in DU. People will be spread around different organizations, cartels, syndicates, corporations, etc., maintaining their own infrastructure, energy grid, factories, landing/docking/building sites, defense systems, etc. So I guess we won't be seeing large
  19. Painting / Texture Tools The Ability To allow players to custom paint Suits,ships,homes, tools,weapons etc. as an artist myself I thrive in an environment where I can utilize tools and objects that can function in extremely creative ways. As I believe anyone would agree that having creative customization options for most things would be ideal and become a truly immersive experience as you can be Different from every other player. But how would all that work. Well as shown certain materials have their own color and texture attributions which is great. Will we be able to Add to these materia
  20. Starting a topic to know how we imagine how to use the ingame modeler. I guess we wont be able to build bigger than the amount of material in our inventory. I was thinking gathered material could have texture properties for the builder menu. Each of them could have their color changed, and might have a little bump map available list specific for each. Some would have reflective effects, such as metals, some glossy, some with transparency, some with natural light emissions and neon effects, why not some with sounds effects. Would be nice to be able to select subobjects in the builder m
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