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Showing results for tags 'air'.
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.
How is/are Dual Universe, Companies, Groups of players, etc, supposed to manage air traffic? Start from: "5:00" of this video: CRASH As you can see, from this video, we see a scene where one ship collides with another and easily tears apart with utmost no effort. How are we going to manage a ton of players flying in one area where, if they collide then the ship included in their collision will be destroyed. What if I just want to leave the planet and some troll flies by and crashes into my slow ship and I'm knocked out of air and grounded in less than a second? What will I do If I
Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45 https://youtu.be/H9Y0YmqGYDM?t=887 Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction) Building a spaceship would be creating Data 1 point clouds within Data null Air, Data 0, could be spread in a finish construct by the intermediary o