Jump to content

Search the Community

Showing results for tags 'engine'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL









Found 10 results

  1. I tried to use my maneuver engines as torque ones, so in build mode i enabled torque for all of them. Then i tried to set them force with command unit.setEngineCommand(taglist, acceleration, angularAcceleration, keepForceCollinearity, keepTorqueCollinearity, priority1SubTags, priority2SubTags, priority3SubTags, toleranceRatioToStopCommand) but it does not work. In the discord, i found some recommendation about setting tag 'torque', but it didnt help either. So i linked engine direct to controlunit, and setting force with command setThrust(power), still dint work . In all cases engine just pushed construct, no torque effect =( I tried to find some info about that, and it was only By NQ-Nyzaltar in this post. So what i am doing wrong? Why simple enabling torque didnt work for me?
  2. Coming back to the market in my hauler in cruise mode at around 400 meters up, I hit tab, switched to travel mode and prepared to park at the market. Instead my hauler engines cut to zero, I could not get anything to start and I hit the ground and died. It seems that cruise to travel mode causes the engines to cut and I could not any thrust going before hitting the ground. Recommendations? Bug?
  3. Hello, I think it would be a good idea to have an addition of cylindrical atmospheric engines similar to the shape of space engines. Sometimes making what you want can be difficult because you are limited to using the clunky shape of the L atmospheric engine. Also, voxel glass please! - BananaHammer
  4. Then players can build a real Helicarrier. These hovers require appropriate fuel tanks. Or you can come up with a system of micro-modules (when smaller objects are inserted into larger ones. In this case, there are special slots for insertion in the tanks or hovers. What to insert? Nano-catalyst for fuel, reduces fuel consumption. Suitable only for certain fuels).
  5. Ive thought about how players can identify ships in a vast dark space and i was browsing some forums and saw this idea engines will release trails of smoke(could be some chemical cloud) in space or non-atmo planet/moons this would make cargo trucking more safer as you can see if there are trails of smoke/chemical-gas around the area ps. if you want you can even make it cosmetic as in players buy different colors for their trails of smoke and their could be a stealth part which you can make/buy to add to your engine so it releases no trails
  6. No introduction. Just sit back and scream. Fuel is a item that can be put in engines and be used to produce thrust. There are also different kinds of fuels as well, each with different attributes. THRUST/FORCE is how much thrust is produced. MINIMUM/MAXIMUM HEAT is the range where the fuel is stable (below the minimum heat threshold, there is a severe debuff to THRUST/FORCE, and above it the fuel becomes explosive) COMPRESSION is how much fuel can be crammed into a voxel/storage unit. LUMINOSITY is how much light is produced. NOISE is obviously how much noise is produced. STABILITY is how much the fuel can be generally handled (G-forces/acceleration, heat, pressure, has access to oxygen, reactive, ect) FUEL TYPE is where the fuel is liquid, gas, solid, antimatter, hopes and dreams, whatever makes your engine run. ENGINES also greatly influence this. MAXIMUM/MINIMUM HEAT are temperatures where it can operate safely. FUEL TYPE ACCEPTABILITY determines what kind of fuel can be put in (No solids in the gas, please!). Some engines can be hybrid. FEED RATE is how much fuel can flow through it. FLASH HIDER is how much the luminosity is dampened. SILENCER silences the noise considerably. Lets discuss. ^VOID^ FUEL Stats THRUST FORCE is how much thrust is produced. It is controlled by a percentage, 0% being off, 50% at normal power, and 100% at max safety levels, and 200% for overdrive. FUEL TYPE is what kind of fuel can be put in (No diesel in gas, or antimatter in hydrogen thrusters) FLOW RATE is a bottleneck. The higher the number the better. (An engine without enough "feed rate." will not be able to use the thrust at 100%.) GAS/RESIDUE is how much greenhouse gases is produced (for potential future updates.) Fuel Types Classical ELECTRIC is considered a fuel for all electronics. Used for most engines (Steam-Punk lovers don't need them) GAS is a type of fuel type that has a loveable flow-rate but is generally more violent when it explodes. LIQUID is a fuel type which has a normal flow rate, but generally burns quickly instead of exploding. Usually has the most Thrust:Cost ratio. SOLID is a fuel type which has very little flowrate, but has sheer power. Usually resistant to burning/exploding. PHOTON is a fuel type which involves directing photon to produce thrust (photons have mass). Overheats somewhat quick. GRAVITATIONAL is a fuel type which is extraordinarily dense, which is controlled by electrical currents. (Similar to Space Engineer's gravity drive.) The fuel and electricity is used up to produce thrust, preventing voiding the Law of Thermodynamics. Much more effective for "slingshot maneuvers" and known for it's usage in artificial gravity. Biofuel Biofuel is fuel that can be grown in vats, requiring immense amounts of sunlight and nutrients extracted from soil. ALGAE can be used for compact fueling, and certain types can be eaten with extremely high calories:volume ratio. Must be put in a type of liquid to be mobile. FUNGAL is much more potent than algae, but can grow almost anywhere (space-fungus anyone?). Produces harmful spores that can be protected from. BACTERIAL is the "Mix" of Algae and Fungal. Can grow in most places, and quite compact. WASTE/METHANE can be harnessed from various animals. Antimatter ANTIMATTER is a fuel which completely decimates any Avatar close enough to it. ELECTRICAL ANTIMATTER produces shockwaves of EMP out of it's thrust exhaust, but does not need energy to run and will never overheat, staying at a frosty 0.0001 Kelvin. Sometimes put near supercomputers due to the sheer cooling power, if one is careful. GAS ANTIMATTER (Anti-Hydrogen for example) is a fuel that has no limit to flow-rate, but causes faster overheating. LIQUID ANTIMATTER warps the looks around the engine, and still has the highest thrust:cost ratio. SOLID ANTIMATTER is actually needed for Warp-Drives and Stargates. Using it on an engine causes constant "teleportation fractures" (random warping from a few meters, but never hitting anything) if it is overheating. *removed ANOMALY FUEL due to well, it's a shit idea* ENGINE Stats OVERDRIVE EFFICIENCY indicates how long the engine can run before overheating. FUEL TYPE is what kind of fuel can be put in. ENGINE TYPE also determines what must be done before the engine can start/go above 50% power. NOISE is generally how much noise is made. Components NOZZLE decreases FLOW RATE but increases THRUST RATE. COMBUSTION TANK increases the amount of fuel that can be loaded. COLORIZER allows the trail to be any color you want.
  7. From watching the May Dev Update I realized that I disagreed with another member of Soul Nebula on what the Retro Engines were. Does it appear from the video that they are actually standard rocket engines that are going to have to be positioned correctly to fire in opposition to earlier acceleration, or are they more like a magic momentum-negating box?
  8. So i had this idea that novquark could use the euclideon engine for maximal detail and best graphics. they should look it up. http://www.euclideon.com/ basically it grants you graphics on an unlimted detail.
  9. This is for those who are new to Dual Universe (and the forums) and whom have not seen some of the art/in game assets shown by Novaquark. ​You can see more art assets made for Dual Universe by visiting the media section here. http://www.dualthegame.com/medias ​The links below are for a Mini Rocket Engine Unit for smaller ships. I love the heat wave in the gif! http://s3-eu-west-1.amazonaws.com/static.www.novaquark.com/marmoset/Mini-Rocket.html?platform=hootsuite​ https://twitter.com/dualuniverse/status/685542020660727809 https://twitter.com/dualuniverse/status/689154627120558080
  10. This is for those who are new to Dual Universe (and the forums) and whom have not seen some of the art/in game assets shown by Novaquark. ​You can see more art assets made for Dual Universe by visiting the media section here. http://www.dualthegame.com/medias This is an engine (propulsor) for smaller to intermediate spacecraft. http://s3-eu-west-1.amazonaws.com/static.www.novaquark.com/marmoset/Reactor01.html?platform=hootsuite​ https://twitter.com/dualuniverse/status/721024600528838657
  • Create New...