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MrVorgra

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Posts 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. 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.

  3. 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.

  4. Well, I think I found the problem. If cannons cause too much recoil, don't use them. And if you can't be bothered to steer around asteroids, then you're just going to have to live with poor handling. That's not a problem with game mechanics.

     

    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 know how gorgeous that ship is, but you do seem to have a fair amount of thrusters closer to the center of mass than they need to be.

     

    Even trying to guesstimate the proportion of thruster volume to everything else volume, it feels like it's not that big of a percentage of your ship.

     

    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.

     

    So don't hide all of them?

     

    None of them are hidden, obviously they are hidden in the picture due to the boxes everywhere.

     

    Also, did you switch some thrusters to directional thrusters? Well placed, they will do a lot more for your ship than the regular ones can ever hope to accomplish.

     

    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.

     

    OH! Ooooh~ Oh, I know, use the cannons to steer!

     

     

    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..

     

  5. 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.

     

    vGOUWZWh.jpg

     

    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.

  6. You can also just select the "Change/switch to" tool when you have trinium armor selected. It's an easy thing to miss at times! though i did replace all that delicious armor, with cargo, shields and moar powah.

     

    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.

  7. The inertia mechanics weren't changed, they're the same as before. There's actually not really a lot that I can change on that front. It looks like drift is stronger because of 2 things:

    1. Your engines are stronger (actually, no longer artificially restrained). If you built even more engines on your ship, then yes, you'll feel it even more.

    2. Thrusters adjust your flight path correctly now, see below for more details.

     

    What did change is the way thrusters reduce drift and push you in the direction your ship is looking when you're flying. This mechanic was a little skewed and it's the reason why the retrograde burn didn't work as expected and you slipped to the side when doing that.

     

    I don't want to force you to use retrograde burn, but I do think that it's a great mechanic of stopping your ship. If you don't like it, build directional thrusters that look forward & backward, cover them up with thin slices of hull. No particle effects and the holes are covered up. You could save yourself a predefined shape of engine | thruster | hull (it's what I did, minus the cover up because I like the holes firing when I brake). This way braking will be incorporated in your engine. You can also build really long tubes of directional thrusters which will be very effective brakes. There is really no need for retrograde burn if you don't like it. And don't build your ship out of iron, but I'm sure most of you know that already.

     

    Thrusters use up the same energy as engines per force applied. This means thrusters have 60% of the power of engines, but they also use up only 60% of the energy of engines.

     

    What I'm gathering here is that people want to rotate their ships better, and yes rotations were nerfed HARD. My stance (on basically anything considering maneuverability) is: Big ships should feel sluggish, but if made of the right blocks they should be able to rotate quickly, so it's a question of the build and I want to restrain so as little as possible.

     

    I'm working on the rotations, and my solution proposals to the rotation issue: I'm thinking of either adding gyros (which ATM is my preferred option) or readding the artificial rotation amplification (but not as strong as before). I can't really buff thrusters since they're already crazy strong compared to engines (I said that before, but look at thrusters, then look at engines, and tell me it makes sense they're only 60% as strong as engines. It doesn't work out. But honestly, screw this, the game is supposed to be fun). So I could only buff the rotational part of thrusters, which is exactly what was happening before, but I'm not very happy about that and I'd prefer it if I find another solution.

     

    I'll have to read up on the exact physics of gyros but I think that's the way to go. They could also be balanced separately from thrusters which makes them even more attractive from a dev view.

     

    Discuss!

     

    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.

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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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