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AssaultShaker

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Posts posted by AssaultShaker

  1. I'm new to the game and really want to start playing on beta instead of the stable branch, but I'm worried about how broken the AI movement is with the thruster update? Do they become noticeably more incompetent... making the game less fun?

     

    Would appreciate anyone on beta that could offer input, thanks! :)

     

    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/

  2. ^^^^^^^^^^^^^ 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.

  3. 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.

  4. 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

  5. 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.

  6. 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.

    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.

     

    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.

  7. 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

  8. 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.

  9. 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

    clientlog_Sun_Feb_05_15-39-20_2017.txt

    serverlog_Sun_Feb_05_15-40-18_2017.txt

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