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Found 19 results

  1. 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, Design and Construction and finally Research and Development. When entering you will need to choose one of the departments to join. Depending on the department head, you might need to complete a practical test to be granted entry into a department. If you distinguish yourself you might be offered the opportunity to become an Administrator or a Director. To become the head of a department you will need to be voted in or appointed. Heads of departments distribute earnings as well set objectives/tasks for their departments. For more information see the below: Programming and Integration This branch focuses on creating scripts and smart systems. We set ourselves apart by not only creating powerful and elegant designs, but by also integrating awesome functionality into it, giving our products an edge in combat. Entry requirements for this branch involves a small programming test in the language of your choice. Design and Construction For those that love to build beautiful creations this department is for you. You will define the look, feel, practicality and durability of all our products. Your work will tell the universe who Excalibur is. Are you ready to bare open your mind and heart into your designs? Are you ready for the fame of having your product sold across the universe? [No entry requirements yet] Research and Development Your role will be to test, develop and come up with new and crazy ideas. Ultimately the success of Excalibur will be places in you outsmarting everyone else. This branch is definitely not for everyone - only the smartest, most original, inventive somewhat bonkers will join research and development. You will be expected to perform, coming with new and interesting ideas for given problems - and have fun blowing things up along the way. [No entry requirements yet] Requirements Due to the hard-code nature of this organization there will be a few requirements ~ Must be 17+ ~ ~ Must Invest at least 2 hours a week into organization activities ~ ~ Must be willing to work towards an assigned goal. These differ from department to department ~ Click to join our discord below: DISCORD
  2. 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 ppl by the fact that those values actually exist, showing (or at least hinting) that this is a game based off of realistic physics.
  3. 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 don't want all of their players to have to do their own math to make constructs. However, I find it highly likely that most ships will end up being either shapeless gray cubes or jumbles of necessary elements pieced together with as little voxel as possible, since at the moment it has no functionality apart from protection, which is only applicable to some ships. So, I would like to suggest some functionalities which could be given to voxel mass: 1. Aerodynamics. This would also enormously improve the way efficient designs look, and make math pay off for those who are willing and able to apply it (by means of calculating if it's worth it to add more voxel (and weight) to increase aerodynamic efficiency) while not making it necessary. I know that there is a feature for air resistance already included in the game, but I assume they only have the program "look at the ship from the front" and calculate the area which will be causing air friction. 2. As a Heat Shield. Again, a feature which could a) improve the look of efficient designs and b) get players to think while building ships. Different materials could be more or less vulnerable to heat caused by friction upon reentry, again causing a trade off in between weight and protection from heat. To be fair, this feature may already, unbeknownst to me, already exist in game. 3. Lift. To start this off, I do not expect this feature ever to be added to this game, but would it not be cool if different voxel shapes actually displaced air and the object experienced the "equal, opposite reaction", thereby in some cases generating lift. This is just taking it one step further from aerodynamics, but it is a large step, and aerodynamics alone would already require serious work. I'm sure you all can come up with other great ideas about how else voxel mass could be useful, and about how else physics might be improved to make the user experience in DU be as realistic and amazing as possible. Also, a lot of you will start to defend the game, which is fine, but please know that this is not intended as a complaint that the features I mentioned do not exist, but as a suggestion how to improve the game even beyond what is being aimed for at the time being. Also, I am aware that some things I mentioned would be difficult to achieve without causing server lag. Please do not write a paragraph purely about how server lag would make if all impossible. Thank you! I look forward to reading your comments!
  4. 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.
  5. 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 is to build and SELL blueprints to make a galactic living. The price of things in game can go back to being able to exchange for DACs which have a real world cost. That being said, what’s the legality of someone selling in game assists that are based on an existing IP being that in game items can eventually be traced back to real world costs? It’ll cost you 5 DACs for a blueprint of an Enterprise with a shuttle craft. Anywho.. those are my current thoughts. Peace, love and “For Science”!
  6. 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!
  7. 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 very beneficial for a set of standards to be agreed upon between many of the organizations in DU. For example, we might say that road lanes should be x meters wide. Small landing pads should be x by y meters, medium landing pads should be x+5 by y+5 meters, etc. This would make it easier for players and orgs to design ships that can be more widely used across the universe. It would also help city planners and builders have a set of values to build around, and help organizations optimize access to their market units. Obviously this would be impossible to enforce; that being said, I think it would be in the best interest of any organization to establish and follow such standards. It will take time to discuss, but I figured I might as well get the conversation going. Thoughts?
  8. Hi everyone, As it is planned to make an official full time video about building a spaceship from start to finish, we wanted to give a chance to the Spaceship Designers in the Community of seeing their design coming to life in an official Novaquark video. For those who would be interested to see their "home made" spaceship design (it musn't be inspired from an already existing Sci-Fi universe or game) to serve as a model in this video, please submit your Spaceship design images to video@novaquark.com . Of course, you don't necessarily need to have access to the game to submit your Spaceship Design! Best Regards, Nyzaltar.
  9. 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
  10. 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 pronounced geometric shapes like Triangles, Sphere's, and hexagons. With basic neutral colors like Black, White, and gray's. The Ancient Roman's structures where driven by Dome's, usually supported by Pillars, and Arch's, and incorporated many religious motif's. What kind of design style will you're empire, or player group be known for? How will you stand out in that regard? Or if you're a builder/designer, what type of designs do you plan to make?
  11. 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, and thus operates as a meritocracy. The corporation is led by the CEO and a Council of three directors. Corporate assets are divided into three main branches; each responsible for a major aspect of Corporate operations and manned by specialists with appropriate skills. Each branch is independent to a degree but ultimately answer to the Council. CEO - Code24 Objective Dynamics Leader: Head Technocrat, Croomar The scientific branch of the Corporation, lead by a head Technocrat. This branch develops tech, designs blueprints, programs systems, conducts exploration, and tech mining. Blueprints can be designed on contract to be sold to other factions, or strictly for corporate use. Researcher - Develops new designs and blueprints to be tested and refined. Explorer - Lone wolf pilots looking to explore under a Corporate Charter. Programmer - Specialist skilled in scripting advanced systems with LUA Objective Industries Leader: Director of Industry, BliitzTheFox The circulatory and digestive system of the Corporation, controlled by a Director who is part of the Corporate Council. This branch is responsible for mining and refining raw materials, manufacturing components and equipment, and ultimately constructing ships. While the Navy controls most of the Corporate fleet, Indi Ops controls most of the Corporate shipyards. Ships and equipment produced by this branch are first researched and designed by the R&D branch. Indi Ops can also manufacture hulls and equipment to be sold on contract to other factions. Miner - Raw resource extraction. Technician - Refining and manufacturing. Engineer - Industrial construction/development. Shipwright - Shipyard operation, starship construction. Marketer - Promotes and sells products, conducts market research Objective Navy Leader: Stategos, Sgt.Toothpaste As the military branch, the Navy is responsible for protecting Corporate interests from external threats. The Navy is lead by the Strategos, one of the members of the Corporate Council and the highest ranking officer within the fleet. The Navy controls the majority of the Corporate Fleet and draws from Corporate personnel with skills particular to any and all aspects of combat. These roles can include: Pilot - Pilot specializing in either strike craft or larger warships. Commander - Officer in command of a large, crewed warship. Crew - Entry level warship crew, manning the critical stations on larger vessels. Security - Infantry unit skilled in ground combat. Combat Engineer - Field engineer skilled in building/repairing constructs in combat situations. Recon - *Redacted* Objective Driveyards is seeking the top talent in Dual Universe to make our team stronger. Play DU in small, focused teams that are agile, efficient and focused on excellence. Cement your role in the future of ODY, and submit an application on our website today. If you are interested in one or more of the roles described above, but still have questions, contact one of the Corporate Council members. Required: Means of Voice Communication Application on both website and community portal Complete a short interview with a recruiter Age: 16 + Follow us: Learn More
  12. ​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 your designs or enter contests in the chat. ​Designer Levels: ​- Designer - A regular designer that is new. He/she has not won any contests. ​- Designer + - A designer that shows high quality designs. This designer has either won a contest or is showing advanced design functions. ​- Advanced Designer - A designer that shows experience in his/her designs. The designs go above standards and shows eye-catching visual display. ​
  13. 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 magnetic containment bottle, a laser array, a fuel injector and depending on whether it is meant to produce electricity or be used to power a fusion rocket, it would have a dynamo or a thruster. Each of these components could have its own independent properties, methods, interfaces and tech/skill tree, which could make the job building, maintaining and repairing damage to fusion plants an interesting and challenging role for a player to specialize in.
  14. 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 magnetic containment bottle, a laser array, a fuel injector and depending on whether it is meant to produce electricity or be used to power a fusion rocket, it would have a dynamo or a thruster. Each of these components could have its own independent properties, methods, interfaces and tech/skill tree, which could make the job building, maintaining and repairing damage to fusion plants an interesting and challenging role for a player to specialize in.
  15. 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
  16. 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 cities in DU, unless some very dedicated urbanists will be willing to design them just for the sake of design itself. Don't get me wrong, I don't feel discouraged from playing DU in any aspect whatsoever, however I just realized the things I've written above and it kinda made me a little upset, that's all. Or maybe I'm just plain wrong?
  17. 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 materials that we build with ? ∙Creating Paint from resources that we gather (Materials,plants etc.) ∙Crafting painting / texturing tools ∙Applying texture to certain objects Will we be able to craft paint from things we gather instead of instantly changing the objects colors on a whim. For me this would be a great feature to actually have to put in the work to have the ability to customize. I am sure there would be a paint shop selling the products you need for your projects in no time. Either way this would fill my heart with joy.
  18. 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 menu by material types, would make easier the objects painting and shaping. How about you?
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