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Showing results for tags 'Cores Size'.
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At this point, many of us realize the dangers of XS core sniper ships. For those that don't know, these are XS ships + Gunner seats that are typically equipped with something like a Space Radar L and Large Railgun L. I want to talk about the math and logic behind a scenario associated with these little bastards. Let's start with the math given a scenario involving an XS core sniper aggressor (A Team) against a fleet comprised of an M core freighter and and two XS core sniper escorts (B Team). A Team can lock and fire at the B Team freighter at a range of 160km. BOOM! That's a lot of damage! Of course, B Team also has XS core snipers as an escort so surely this battle is about to turn... right? Not quite. The B Team sniper could be an exact replica of the A Team sniper but unfortunately, B Team can only target the aggressor's XS core at a mere 40km. That's a big 'ole 120km difference between defensive and offensive distances (don't flame me on this comment just yet, read the next lines). While traveling in the big void of space this isn't too much of an issue. Logically, you could just have the escorts run 120km in front of and behind the freighter. The snipers could see and presumably handle anything coming up in front or approaching quickly from behind during tavel acceleration to 30km/h. But what about when there are aggressors spotted during the approach to the destination? Does the lead escort suffice in managing a flanking situation at the destination? The deceleration distance of freighters (even with a bunch of retro brakes) is measured in SU given the time it takes to slow down. We're talking several hundred km when our Space Radar L can only see out 400km. Is it too late at that point for the freighter to attempt an abort? Does the freighter just smash that WARP NOW button to zoom off to safely and say, "Several million in warp cells well-spent!" Does the freighter pilot just cover every spare inch of the ship with Retro-Rocket Brakes like he's making a pepperoni pizza at home? is this a moot point and none of this matters? Hell if I know. Discuss.
Hi NQ, a really good idea for the quality of life, would be an indicatior that marks the cores direction when you set it down. As they are basicly mirrored and look the same on both halfs, but have different length in each x, y, and z axis ( btw whats up with that? one direction 254,5 voxels the other 255,5???). So to align them all in the same orientation it would be wonderfull if when placing them, we would get a sweet nice marker, like on the dynamic cores. That one can be gone after we place them down and outside of buildmode. But to build very large buildings its really nasty to align them all in the same orientation Thanks for reading Lordbelakor
Hello, So I have ran into the problem that my current static core isn't big enough anymore, and found out that you can't upgrade the core without destroying the whole building. Why not make it possible to upgrade the static core in some way, so you can have the bigger building radius that comes with it? The ways to get this to work (feel free to add them): -A option in the right click to upgrade the core, this would replace the core with the bigger core -Making so you can link more then 1 core into 1 building area, this wold work so you can expand the build space with more cores, while still needing the cores themselfs -A option to parent/child the cores giving the main core a bigger building area. -Letting us destroy a core and some sort of timer starts where you can place down another static core before the building is destroyed/availible for salvage Let me know what you think. Grey
So I was watching videos from the Dual Universe channel: Dual Universe - YouTube And I saw how big the cores for building were. After seeing the sizes of them, I wondered if they could ever be resized to smaller versions but with the same functionality, preferably for smaller ships, such as: pods. --------------------------------------------------------- Check Out My YouTube Channel: MaxedMASKED