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MrVorgra

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Everything posted by MrVorgra

  1. I would be fine with loot not being dropped if you don't participate in the fight, because, well they arn't your spoils, in effect your stealing from the victors. A punishment instead of a flat limitation would be better, this WOULD expand the sandbox feeling of the game, it would add more depths to piracy, and add more choice without any form of complexity. If they want to make it more challenging: AI could be faster, able to pursue the player, possible multi-sector pursue (to a degree) Higher materials could become rarer, while lower materials become more abundant the further in, this would encourage more use of these materials. Those are two balanced, Sandbox Oriented, un-complicated ideas.
  2. Ill be updating them very soon, however they will be beta XML files.
  3. Yeah, I think it would be neat if we had a type of thruster that used fuel (albeit not ridiculous consumption so you don't have to always worry) but have the added benefit of more thrust for a given space.
  4. Yeah I understand you, Each to their own, for me (as you probably would have noticed) I like complexity, that isn't complicated, OPTIONS OPTIONS OPTIONS!. I did do some rotating of some directional thrusters near the center of the vessel, oddly enough, they seem to be acting backwards, thrusters that would increase Yaw, where increasing pitch.... Might just be a visual bug. Yeah, when Koonschi first released this beta I was rolling, then pitching/yawing, for some reason, even though both had only .01 rads, rolling caused the vessel to rotate a fair bit more than if you where just attempting to rotate on just one axis, and another thing that was happening was that if you didn't at least roll a little bit the ship wouldn't even respond to a rotation command on one axis, thrusters would fire but nothing, It seems that has dissappeared, so maybe if you are below a value of Rad/s it plays up a bit. I also found a thruster that I could sacrafice about 300 cargo to be able to keep the thruster on the outside, but still have the volume going into the vessel significantly more than it previously did, that gave me an additional Pitch. --- If I where building a space ship in IRL, I would go for gyros, no fuel mass required. (guess that's why the ISS uses them to rotate and only uses its monoprop thrusters to keep it from loosing altitude.
  5. Good Idea, too late for my other ships but Ill keep that in mind, I've never really understood why they constantly flare up.
  6. I think you found a phantom problem, to counter recoil besides using mass I simply fire at an angle where the recoil can be adequately compensated via thrust or where the recoil is absorbed directly into the center of gravity, it's a non-issue. And Who wouldn't steer around asteroids, I have no issues what so ever steering around asteroids, It can always be better, and yes I can't always be bothered steering around tiny asteroids, Because I can, and because I HAVE the mass to punt them out of the way and not go splat like tiny mosquito ships do. RAMMING SPEED! Yes I do this more than I should, but I designed it to absorb impacts and flake away the damage, and its awesome to send ships tumbling out of control or just flat out explode Anyway.... At no point did I state there was a problem with the game mechanics, I requested more mechanics..... Anyway onto the good stuff I did a very rough cal based on the volume stat it shows when adding (as I had to remove and rotate many of them to directional thrusters), and it was approx 10% of volume, definitly not 10% of mass though, There is quite a lot, they just arn't visible in the picture, the ship itself is pseudo hollow which has allowed some pretty darn decent sized directional thrusters, and yes those ones in the center (which although look the largest are infact the smaller portion of thrusters) are sort of redundent, however they did supposedly add to the rotation, and I already had them there so why the fuck not. But yes, I'm not after gyros to become my source of rotation speed, but to supplement my current use of directional thrusters, and I don't really see the need to strafe in large ships due to my ability to tank, and due to there being no added benefit to fixing weapons into a certain direction. I feel it would be a nice addition to players ships Center of Mass, another design factor we can use to build our ships around. None of them are hidden, obviously they are hidden in the picture due to the boxes everywhere. Yes, I have done that, that is how I gained the stats currently, its funny, before actually placing a thruster of X size, and X rotation, you can move it around your ship and the stats constantly update, you get some strange stats in locations you wouldn't expect. So do I, well I don't when navigating, but I do use it to rapidly traverse in combat, I even plan ahead my next target or take oppertune moments to re-orientate, albeit I'm limited to only set angles cause physics..
  7. Don't forget to Glass of the main super structure, then use the hologram blocks to create a atmospheric holding shield for the entrance (yes you can pass through hologram blocks.
  8. It would be great if I could sacrifice 1000 Cargo or so for another 0.03Rad/s in pitch and yaw Because currently my ship is littered with thrusters. In the below picture the Blue filled squares are thrusters used for pitch and yaw In the below picture the Pink filled squares are thrusters used for braking Please note, that the boxes only define one side of the ship, so double what you see here. Now I do know that the position of the thrusters determine their effectiveness, I have been going through this ship since beta release and have managed to raise my Rads in all statistics to what you see in the picture. I can't really lighten the vessel much more than I have, I need some mass to counter the recoil of the cannons, currently an alpha volley to port or starboard with 0 elevation can rotate my vessel as much as 45 degrees before the thrusters kill all rotational speeds. And also I need that mass so I can punt small asteroids and ships out of my glorious path. I'm genuinely not asking for anything overkill, as I have looked into booms that stick out, with thrusters on the end, however It constantly crosses my mind of how illogical that much thrust on the end of even a bulky boom would just snap it off. Considering 1 newton accelerates 1kg at 1m/s^2, I just can't see booms like that supporting 100'000s of newtons. I really don't want to hide thrusters, as I do enjoy the realism of have them actually facing outside the vessel. It Would be nice to see a Gryo block that would increase ships rotational speeds by a few 0.0Xrad/s, nothing overtly overpowered. So I do know you are looking into Gyros, And they would be greatly appreciated, however I am not going to wait around for them, I am thinking ill try and find areas that I can dig into the vessel a bit to give some of the thrusters more volume, without sacrificing the realism.
  9. People be like, low rads = 0.50, I be like High rads = 0.02 I have enjoyed the messing around with placing directional thrusters, however some Gyros would be appreciated for these ship like these.
  10. I'm not to much of a fan of using shields (mainly due to the infuriating fuzz-blur when trying to make gifs, or building intricate details) I like to go for a 150% shields vs Total HP.
  11. Wait, its iron? I thought it was trinium.... AHHhH!H!HHH!H!
  12. GYROS! Because, Honestly, I find 6m/s brake speed for a 12million m^3 is adequate for me, with the recent alterations retrograde burns are easier to pull off, and there seems to be limited to no drift, All I need now is gryos that specifically buff my rotational speed, as currently it sits a 0.01 for Pitch and Yaw, Roll sits at 0.09 which is ample. (this is serious stats, I genuinely find these stats minus pitch and yaw just fine) In the meantime all I'm doing is rotating my ship to Yaw to my destination as that seems to be more responsive than my Pitch.
  13. If I recall X3 had a alien menace that multiplied when it enter the game, they could assimilate as-well if I recall, Kha'ak or something like that. This cause the play to drop what they where doing and actively eliminated the threat, then there was another terra-former alien threat, these guys where just like Xzotan, dropped in, fucked ship up, died, And then there were pirates, these guys actively hunted the player, all of these where relatively rare occurrences, like the kha'ak where once in 100 hours, the Terra-Formers only really occurred in certain areas, and the pirates where probably once an hour or so.
  14. Or you could, pre-plan your path, just like space craft do in real life.
  15. I'm like, hmm colorful ball... next pic.... wait what.... cheeky bastard creating illusions to fool my small mind, BLASPHEMY! Reminds me of these http://www.xdatabase.de/x3-reunion/common/_bilder/schiffe/59.jpg
  16. I for one have a very attractive ship, that performs as a large lumbering ship should, This is an arcade space shooter perse, its a light weight space sim/adventure game which is great. The Wafer thrusters were simply illogical, and they took the challenge out of the game. Keep it up koonschi, eager for more depth, with out it being complicated
  17. If you can't afford to pay your crew then your doing it wrong.
  18. Station Size is based upon volume to my observations, however chances are they will never be financially viable for anything beyond small size due to the current crew requirements, Crew Costs, and the added issue of sector freezing. NPC ships will trade with it where ever it may be, I believe these NPC traders are Spawned in randomly, I believe there is no true economy in this game, as they wouldn't come very often due to sector freezing. Sadly this isn't X3 universe game where they simulate the whole OOS (out of sector) regions.
  19. There is nothing random about the captain and jumping, If he meets the requirements to jump: CoolDown, Recharge, and Completed jump calculations then he will jump 100% assuming he is jumping within his jump range, if he doesn't meet any of these condition then he won't jump. I am 100% certain you merely jump the gun. You should design your Captained ships to be able to Jump Further, Recharge Faster, Cooldown Faster, than your main ship if your having issues.
  20. Containers!, what size are your containers? I was also going to make my containers nice an ribbed with many blocks, I was opting also for 13 (not 9 but effectively the same) and found the ambient occlusion played up, so I opted to just got for single blocks for each container.... IMO looks better.
  21. Did you go from the newest beta build on any given world to the previous build?
  22. This occurs if you go from playing World XYZ in the current beta to attempting to play World XYZ in the previous build.
  23. It would be because those sexy nacelles are exceeding beyond the clear path on that given axis, its sucks but for now we just have to have either RIDICULOUSLY large hangers or, in some cases completely redesign the ships, In your case it your ship might still look cool with shorter pillars supporting those nacelles. one of the hangers in the above examples exceeded some 127 in one direction, some 80 in the other.
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