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Found 5 results

  1. We had it a while back in alpha, the getConstructWorldPos(id) for everything, without transponder, then players started to make construct following construct scripts and amazing AR scripts, which displeased JC who nerfed it hard. While players outsmart limitations and already found other ways, to get a coordinate, with triangulations, why keeping this function nerfed? At least allow us the use of getConstructWorldPos(id) for all statics and space cores and why not for stopped and unboarded dynamic cores . Numbers of abandoned constructs of all types and sizes, in atmo at any altitudes, and space, agg plateforms, elevators towers, floating bases etc... are increasing day by day The multiplications of sophisticated autopiloting scripts for example, where those coordinates information are crucial for good functioning and obstacles avoidance, this getConstructWorldPos(id) nerf just making piloting scripts uselessly heavier, therefore impacts on performances
  2. I was looking through the upvote website and I saw that this radar detectability by crossection poll was listed as 'done' Does anyone know how this works / the formula for how this works? I don't care if it is useful or not, just wanna know how it operates. thanks!
  3. Having gone through pilot training in real life, and having toured and been involved in multiple airports, I have a decent background in avionics. Recently an idea for Dual Universe came to mind as I was considering flight in real life. The idea I thought of was implementing an Air Traffic Control (ATC) concept into the game. However, I do not know if this is possible with just LUA or if it would need extra help and features from the game developers. My idea was that a player could have a computer screen and it would show a similar layout to real life ATC windows (the stereotypical screen of multiple circles on the display with dots and callsigns symbolizing the various aircraft in that airspace [e.g. : pictured below]). One major issue with the concept is that, in space, one would have to consider 3 dimensions of movement/approach of air/space vessels. This led me to the dea that maybe instead of a computer screen, a hologram would be more efficient. The hologram would project a center marked at the projector's position and other constructs would be marked relative to the center mark depending on where they are in space. However the latter implementation of the idea would require LUA editable holograms (which would be really cool).
  4. unown

    Radar Tech

    If cloaking is added how will you see them? What about scanning for rare ore? Or just having your static defences work?
  5. A little push up for dev team to gather ideas from the community about what type of elements would be appreciated to be seen in control rooms of our spaceships Unlike other topic i would like to structure that one and condensate informations, so that after few posts we dont loose them I will start with an exhaustive liste of active elements, scripted elements, that players will have interaction with And encourage everyone to copy past the liste adding +1 on the counter of the elements they like, and add their own elements at the bottom of the list Eventual comments would be made after the liste has been past
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