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Found 6 results

  1. Hi everyone! I made a similar post about this a long time ago here but thought I'd write a new one dedicated to this issue in General Discussions. All atmospheric bodies in the game (except Sanctuary) have the exact same Earth-like, blue look to their atmospheres with the same apparent density (the exact same rendering), whereas in Alpha and Pre-Alpha, they were unique per planet (i.e., dense, purple atmosphere on Madis). They also all have clouds now which takes away some variety IMO. As you guys over at NQ made Sanctuary's atmosphere orange, I was wondering if the atmospheres would ever return their original unique looks, and if not, why that might be the case. It's a server-side change as far as I'm aware, so it shouldn't require a client update! I wanted to shed some light on this as I haven't heard anyone else talk about it, while me and my friends have been acutely aware of it. I don't expect a response or anything, just decided to make a post, in case, I don't know, you forgot or something haha. This would be an incredible change. Here are some pictures that I dug up online by the way: Gorgeous, gorgeous Sinnen. As you can see, it's quite nice and orange, and it doesn't have clouds either. Imagine standing on its surface, looking out onto a deeply rich, warm sky. A ship on a cyan Talemai (this was on the original Dual Universe site) And here's Madis, with its purple Venusian-like atmosphere (P.S. if you want to view the original graphics for each planet, you can do so by looking at the map icons)
  2. This is going to be in a list style format. No poll this time (too many suggestions, just leave comments ) Add "full throttle" key bind. Literally inverse of "stop engines" key bind, but in cruise control just acts like tapping the up-throttle button once. Tank hubs. Like container hubs, but for only 1 tank type a piece. Consider altering the ore distribution to better fit this game loop flaw (forum post). Essentially allow at least 1 tier 2 to exist on all planets/moons. Consider making territory units craftable in nanocrafter using tier 1 components, albeit extremely slowly (see referenced post). Consider changes to the atmospheric scattering shader It's been a long while, and I'm sure if y'all have planet tech cooking, the atmospheric scattering definitely is being worked on. Frankly though, it's pretty easy to make a good atmospheric shader, especially in an engine that gives a lot of tools for you. Make changes so that the trace chemicals in each atmosphere give a transition effect before the atmosphere fades night atmosphere is not 100% transparent (a proportion based on the atmosphere's thickness Change atmospheric colors of ALL planets to match the planet atmospheres on the MAP (or some other interpretation). Now that I have your attention (here's a word from our sponsor, Raid Shadow Legends!), here's some changes I would like to see in future releases. Total planet reset to accommodate new planet tech. The forum post attached, assuming you also read referenced other posts, would fill my argument. It's the last step in improving all the planets after literally everything else has changed. Just do it sometime soon, the team has already found, or is going to find ways to make the transition as easy as possible. Ex. "Magic BPs" It's beta phase 1, when's phase 2? I'm tired of small planets with bad detailing that all embarrass all of us when we attempt to show the game to friends. Exploration needs good destinations. This game has almost none. Schematics. Ties in with the previous ore distribution, but to compare to another game... In Empyrion Galactic Survival, you can start from the ground up (nothing on the player), and make your way to end game, without ever needing to interact with any other player. It is balanced to be like this. A game like DU should promote this as well for a few reasons: Polish, showing the game's designers are good at making the core loops Whenever there's frontier societies, we cannot rely on the rest of society. Especially when you think about the "player made markets", why would bots suddenly be selling these schematics there (giving free cash to the establisher)? The element of progression, which when made well, can be engrossing and well worth the effort, and rewarding (player retention). In Demeter I'm quite pleased with the clear well thought out ideas of the mining loops, I'm confident the team is beyond competent to take upon the challenge of this. Physics (player and construct) While hard KSP-style (proper Newtonian) physics I don't imagine 100% for this game, many changes should be made to uphold realism and balance for the game. To quote a reddit comment I made on the DU subreddit... Thanks for reading, hope you are swayed by my arguments. See y'all!
  3. Currently, every planetary body with an atmosphere has the same blue color, same apparent density, and all have clouds. I've noticed that upon reading planet descriptions in the map, the actual appearance of planets are completely inaccurate. For example, Sinnen is described as "an empty and rocky hell" with "no atmosphere to speak of." In its icon on the map, it's shown as having an orange atmosphere. Yet in-game, it has a blue atmosphere with clouds. What? That's not right! From Lacobus' map description and icon, we can see that the planet is supposed to have liquid oceans coexisting with its frozen surroundings due to geothermal activity. Yet in-game, it simply doesn't. And the strange thing is these planets were accurate earlier in the game's development. You can see this from various videos they have uploaded during the Pre-Alpha period. So, I propose that NQ go through each planet and quickly fix them up if they can, with the correct atmosphere colors and density, adding / removing clouds and water where necessary and so on. We can see that the engine is capable of this as Sanctuary has an orange atmosphere. And from what I understand, this can be done totally server-side, so no client update required. This shouldn't take long from a development point of view, and would breathe so much more life into the game. I'm an explorer in Dual Universe, and I enjoy experiences like Space Engine which value scientific accuracy and realism. It really turns me and my friends off from this game to see these simple yet very impactful things that NQ have perhaps overlooked. In the rare case they have, I thought I'd bring this up. Here are a couple example images from the Pre-Alpha, showing what could be: Madis' dense, purple atmosphere with no clouds A base on an orange Thades
  4. i would like to have Aerodynamics in the game i mean there should be difference between flying in space and a atmosphere of a planet. for taking of there can be some sort of lifting trusters or an anti-g system probably a conbination of both. So those wings would make sense and for bigger ships you could do that anti-g system but they should be build in space only whit shuttles to land on the surfice. probably an gravitation model for the planets would be nice so you cant just position a spacestation at 0 velocity above a planet. they would require an orbit.
  5. After beeing stunned by last presentation video there are still some little gameplay details that bother. The planets atmosphere thickness is for me (at the present moment of the demonstrations) a lot too thin, and seeing mountains top reaching the space, or a ship quiting the surface of a planet in 10 seconds, breaks the height realism and the inimaginable infinity of the voide. I "personnally" think the atmosphere thickness is a very exiting moment when you get through it, from both sides Either from a planet where you switch from the palpable to the intangible Or from that little cockpit in what we could have spend weeks without seeing a moskito, to the real ground and its beauty, with that moment where your ship is shacking as hell and flames blinding you. For now, impatiently waiting how this experience will be dealt with
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