AssaultShaker
-
Posts
25 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by AssaultShaker
-
-
Looks like a great way to improve on things people were complaining about while still keeping the physics improved, as well as a lot of quality of life improvement. Looks good, Koonschi!
-
Good guide Oreganor. Everyone read it before complaining any further :P
-
You can easily remove speed limit... There is module for that :-)
True. But it might as well not exist, because no one is willing to waste a slot on that.
This is 100% accurate haha
-
I suppose the forum would be flooded with complaints from people not being able to steer battleships at 5000m/s.
I'm not sure if I'm loathing or loving the idea of all the posterior distress this would cause.
-
^^^^^^^^^^^^^ This one knows what's up.
To attempt to answer your question, I think that is the actual power of the engines now. I believe Koonschi explained it as artificial acceleration constraints being taken off. And yeah, lots of break power is possible with D-Thrusters now.
If anyone can expand further on the engine acceleration changes, I'm all ears.
-
These stats are actually better than before the update, since I reworked with D-Thrusters. I don't mind low rad/s,
Edit: The red stats are just because I have pros. Is bug.
-
-
Directional Thursters works perfectly for my ship. In fact, it works better than I expected. So much so that I ended up removing some thrusters to use the space for other stuff like shields and crew space.
Not sure about the size of my ship now, but it has 10 System Slots. Bigger ships might be different, but I don't see the need for gyro's with how things are currently. The new thrusters give us that control we wanted. If done right, these new thrusters work great and you don't even need to pancake anything ;)
Not sure if the normal thrusters are actually needed now, but more blocks/options is also a good thing.
This is what I've been trying to say. The directional thrusters work even better than regular ones, all you have to do is put more thought into placement.
-
-
Koonschi, my Kraut Space God, stay strong. You're doing great things with the game and the people in my community are loving where it's going.
-
T+48 hours and people are no longer complaining about "MUH SHIP CAN'T TURN" hahahaha. Not bad.
-
I think the way that thrusters reduce drift in the main branch is good. The only problem is that it prevents retrograde burn from being feasible. I do not like the beta branch solution to the retrograde problem (that is, no artifical drift reduction from thrusters).
I would love to see the main branch build with directional thrusters and a different fix for the retrograde problem. Perhaps thruster drift correction could be scaled back to zero as the ship points closer to retrograde.
It's simply not feasible to have both in its purest form, it's already a compromise. If your ship stops while doing the flip you already have pretty strong thrusters. I'd prefer a no-flight-support mode where your ship doesn't get braked/steered by thrusters. Pro: You can stop pressing W after you've reached your speed. You have newtonian physics in it purest form. Con: You have to be very careful while flying.
Edit: Another pro could be reduced energy consumption by thrusters.
Myself and the engineering games community would not mind this one bit
-
I wil say, I'm glad to be on the same page as you with the whole "just adjust your thruster configuration" thing.
Having gyros that can be individually balanced would be reasonable, I think. I hope there would be some diminishing returns in relation to mass or amount of gyros though. It seems we are on the same page about this, generally as well, though. Big ships need to feel big.
-
so practical ships eh? like how real life space ships would be?... hmm.. then you can forget about shields fighting trading and all that good stuff that makes this game a sandbox universe. just make a small crew quarters with some computers cores and thrusters attached to it aaaand you have a realistic space station.Perhaps a separate Arcade mode with old physics and overpowered thrusters would be good to appease the crowd that wants some casual space fun, and then the Hardcore mode with more realistic physics for the people that like engineering practical ships and doing manuevers.
Considering that these ships are built in space, they don't have to be delivered to orbit, and also will never see atmospheric flight- There are not a whole lot of constraints needed here, except for balancing center of thrust with center of mass, which I'm fine with not having to fuss with so much.
I don't think it's too farfetched to assume that a galaxy with advanced technologies as warp gates would still be subject to basic Newtonian physics.
-
Perhaps a separate Arcade mode with old physics and overpowered thrusters would be good to appease the crowd that wants some casual space fun, and then the Hardcore mode with more realistic physics for the people that like engineering practical ships and doing manuevers.
I, for one, really enjoy refitting and redesigning my ships to make them work with new physics rules
-
Just a reminder that you don't even have to retrograde burn if you actually moderate your forward thrust
-
And Koonschi, you're doing great things that make sense. Having paid attention to all of the patches since I started, I absolutely trust your judgement on these things.
pls keep these physics changes
-
Loving the revised flight mechanics. Makes much more sense and doing 180&burn is not as wonky as it used to be. Time to redesign my ship, lost my last one to a gate crash anyway.
The retrograde burn feels SO RIGHT, now.
-
The community I play with, at least, has formed a consensus that the X3 turning on a dime in zero G took away some enjoyment with how broken that physics aspect is.
I can guarantee this won't be the last update that affects how your ship handles
Just expect it, and rework your build if you have to. These physics are way better, and the work is worth it.
-
I'd like to amend my post to include people who aren't expecting any updates on this brand new Early Access game to mess with their ship builds :P
-
Koonschi, this update is great. I'm still getting used to it, but it feels so good. Myself and some others might headbutt some asteroids while getting used to it, but don't listen to any people that are butthurt because they don't know how to pilot a ship.
-
That did it!!!!! Thank you so much for helping, Koonschi. I look forward to putting more hours in now!
-
Email is sent, Koonschi. Thanks for the help.
-
I'm having something cause the game to hang on random jumps and then corrupt my save afterward. I can create new games and jump to other sectors, but after a while one will hang the game. When I try to load that save afterward it hangs at the end of Loading. This happens on Single and Multiplayer. When it happens on multiplayer it will not let me back into the server and will either "connection failed" me or will hang. Sometimes the game will hang on bootup.
I put 40 hours in before this started happening yesterday, and now it won't stop. I can reproduce this on normal and Beta branch.
Logs are attached.
Specs:
Windows 7
AMD FX-8350 8-Core 4Ghz
8GB RAM
AMD Radeon R5 200 Series graphics
OpenGL version 4.4
Beta Branch Patchnotes 0.10.5.7633
in Beta Patch Notes
Posted
I haven't seen any major issues regarding this. BUT I don't have any fighters or AI ships on my side usually, and that seems to be where people have the issues/