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Fox

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Everything posted by Fox

  1. super simple: my mothballed transport keeps my dangerous goods safe while i fly around in search for other components without worrying about Transportation Licences!
  2. Blow up? Really? Never had any issues with lots of non-crew-filled husks flying around... ok, they will loose HP, but dont get destroyed by itself... on the other hand its a creative universe, maybe thats the difference? So my suggestion @OP is strip the crew and park it in an empty sector where it can set dust until you need it again... Sector freezes after leaving, no pirates will come and your ships is save.
  3. Hmm... i dont think i can agree with this, making collisions go on shields first would make them even stronger than they are alrdy, and render obsolete Armor- and Stoneblocks... And for Learning Curve and new players, look at it this way: If you dont destroy your ship with such an action, how will a new player learn that it IS NOT a good idea to fly through a roidfield with 1k+ m/s... Learning by burning i say! Pretty much this!
  4. I'd love to see why you changed what and how... input is always welcome and since i'm pretty much still early game all lessons learned helped alot (like having 50 Cargospace for "Enemy of my enemy", before only dedicated Transports had em...)! Oh, and Main Post updated with the 6th ship! 8) Note that the Cruisers Design is still untested in actual survival conditions... couldnt affort one yet :-[ Are the Dropbox Links working btw? Very unsure with the settings there...
  5. Fox

    Dedal 2.0 by Ref

    ok, not really canon, but Excalibur is a hell of a lady, no?!
  6. totally agreed here, let modders make fancy things for individual needs, as thats what they do best! So our vanilla HUD has more time to sort out all such small thingys like your mentioned problem with jumping numbers... one could argue Early Access and first iteration of a new feature... but we all know this, and pointing out the flaws of such changes is important, too, no? I mean, same goes for any1's opinion regarding the changed Ressource UI, but there is pointing out at problems and early demanding for a reverting back before any real feedback could made real good changes happen... well, in my little world at least... :P
  7. like mentioned in Steam Forums i tend to agree with the disagreeing side here, no need to have it on screen all the time... fully enought to have it when you need it... you also still see how much you total of a given ressource is (e.g. while mining), its just on a another place: the display where you get shown how much ressources you picked up got changed from something like "+115" to "1.819.714 (+115)", so it IS still there, just on a new place where it doesnt interfere with the new group UI, which i guess will get alot more important if the Alliance Update comes... And for the suggestion to make it a checkbox-option to toggle for everyone, i say clearly "no"! With so much changes along the horizon i cant understand how anyone could see a benefit here by coding the HUD twice to make both versions (which will differ more and more the more options get added) work, thats just wasted effort, isnt it? Nah, make one, make it pretty and work nicely, i totally see these changes as a good step towards the right way...
  8. you're absolutly right, corrected above to make future confusions less likely... tho i think the part with the local grid was just unwisely formulated... shouldnt write such things in the middle of the night :-[ thx alot for pointing out tho! :-*
  9. Hello and welcome! i guess your first question refers to the "Local Grid/Global Grid/Block Middle/Free Placing" dropdown - so lets see: First off we should clear up the both Sliders above, called "Grid Size" and "Block Scaling" (sry if my translations are incorrect, using the german client, hopefully it is understandable): Grid Size: Uhm, lets explain like this: Place a large block, then move a smaller block above it... Try this with a big and a small Grid Size, see the difference? with a bigger grid the "steps" in which the block you want to place moves differ depending on your setting here. Block Scaling: Decide here how big the steps are in which your block alters when using WASD to make blocks bigger/smaller, as in a 0.5x0.5x0.5 block will, with a Scaling setting of... say 1, grow to 1(see how it actually made a jump of 0.5 even the setting is set to a full 1 while trying to even out first?), then 2, 3, ... side lenght while with a Scaling setting of 0.25 you get 0.75, 1, 1.25, 1.5 and so on... ok, now lets look at the dropdowns options: Local Grid: With this enabled the block you want to place orientates on the block you are aiming with your crosshair at... remember the small/big steps from the "Grid Size" Slider above? imagine the grid lying here on the block you want to place, so if that block is offset to the rest of your ship, the block you try to place will be offset, too. Global Grid: choose this to make every block you place orientate on a grid in the same position... see the thin ------ lines when you enable a mirror-axis? imagine them to be your grid, always, so it doesent matter if you try to place a block on one that again is offset to the rest of your ship because the new block will orientate on the global grid, not on the local from the offset block (given that you dont move the mirror axis around, but its just mentioned as an example, tbh i'm not sure if the global grid is actually tied to the position of the mirror...). Block Middle: Pretty straight forward, always place at the middle of the face from the block your pointing at, no matter the grids. Free Placing: Dont mind for grids either, but not forced to middle here... nice for placing details and such. hope that helps... pretty sure the game's wiki has more indept info here if needed... oh, and for the lights: Their color is dependant on the ressource they are made of, so Naonite Lights always green, Xanion ones yellow, Avorion red, etc... but you can change the glow blocks color as with any other blocks to make colored lights yourself!
  10. Hellow fellow Avorionaut, ive spend now ~300 hours in this game, mostly in creative, so lets see if its enought tofind some answers for you: 1.) Can only tell from my point of view here, but for now... uhm, not? i mean, much experimenting what feels comfortable, whats too less/ too much is happening, so i mostly place thrusters as i think it would fit and watch the outcome... 2.) Going for efficency it seems better to have less, big blocks, since not only HP of individual blocks is determinded by volume, but also blocks like cargo-storage suffers from being split up compared to the same volume as one big block. On the other hand allow smaller scaled blocks for alot more of detailing, so again pretty much a matter of taste. 3.) Many can make incredible beautiful stuff, me was never much creative, so i recomment to search for inspiration, either here on the forums, on google, art-forums, etc... look for stuff you like, try to recreate or adapt features and build build build... practice makes perfect, no? For predefined shapes its very easy to add templates to your menu: - first select the blocks you want to copy with CTRL or the frame-tool-thingy - hit CTRL+C to copy them - open the menu with the + button in the hotkeybar and you will find it divided into 3 areas: The blocks on top, turrets in the middle and some green thingys below... those are templates alrdy given by the game - here we want to add our own, so click a empty field and hit CTRL+V... voila, a new template for you to use wheneveer you like... oh, and you can edit the material its made of before placing it with the dropdown in the menu-windows top right corner! 4.) AT LEAST SOOO COOL!! \o/ 5.) In the latest patch it got removed to make space for the new group interface, but you will a) always see your ressources if you pick up/spend em and b) get it shown again on places where you need em, like build menu, Depots etc... many dislike this new feature, i for myself always wondered why wasting nice HUD Space with a display i dont need while flying? Many discussions around, come and join! 6.) i mentioned practice makes perfect, didnt i? jk, but same same as 3) applies here... aand 7.) there are statements to implement Steam Worksop Support to easily share designs of ships and stations at some point... i could imagine to provide full sets (as in small ships, medium ships, big ships, transporters, stations, anything needed) so the random generated factions can additionaly choose randomly from the player's (server hosts?) selected sets, but thats just me dreamin around, nothing confirmed... cool, thats it alrdy? if you have more questions, feel free to ask, many helpful ppl around here... almost forgot, welcome to the forum! ^,.,^
  11. Main Post updated for the most recent Patch, changes are made and they finally shine (well, at least a bit brighter than before 8) )... ok, tbh i didnt changed a damn thing on the Diligent, was all fine as it was :-[ Pictures show current stats filled with minimal untrained crew, pricelists adjusted aswell...
  12. Hold the R-Key to rotate a block, works with any block, especially useful for gyros and as you said hangars...
  13. agreed here, one should think the official forums are the place where you can find all the info about a game, not search for it bit by bit on Twitter, FB, Steam, Discord, reddit and half a dozen other places... would also make informing ppl about news as easy as updating a single site instead of 12...
  14. This one shows up now all fine while here only a link shows up... cant help with the dropbox pictures in general tho...
  15. Swap out certain blocks... I fking love you! :-* Pls keep up the fantastic work, maybe at some point these incredible useful features can be integrated into the games editor itself...
  16. Uhm, hopefully i've done right, never used Dropbox before...: Dagger-Class PT Rapier-Class CC Broadsword-Class FF Claymore-Class DD Diligent-Class TS Your guess is correct, they are not tested in the current beta branch, but basically made with it in mind, so they might underperform, as Ohm pointed out... i planned at least to switch out the braking nacelles with directional ones, and see if/which ones i change afterwards... maybe the patch goes live as early as tomorrow! ;D Oh, and thats a good hint and totally applies to the ships! i tend to do it kinda intuitive after i swing around to break with the Engines the Dock is somewhere beside me anyways, never thought of actually mentioning this, thx alot! Fun Fact: How fitting they all have decorative docking ports on their sides
  17. dont get me wrong here, i appreciate any feedback regarding my ships... good or bad! still pretty new here and learning to make good use of the game's editor, so any hints are very welcome! Never had any min-maxing with them in mind, but improvements are always welcome, like the nice hint on Leonser's post with the Trinium Engines... pretty nice to help new ppl out with such things that are mostly obvious to most ppl who have played a while... i totally agree, happily it dont have to dock very often besides getting new gunners when getting more turrets online, the Cargo Hauler does a bit better here! Guess its time for a bit of dissection and a bit of studying... i will update the stats-pictures and the .xmls as soon as the new beta patch gets live, pretty exited to see what happens to them and if i have to make much room for gyros etc... ...
  18. nice2know, me was always switching between "Independant Targeting" and "Shoot my Target", worked aswell in most cases... but way simpler do do a roll :D
  19. [img=use your pictures link here]
  20. Using a free program called GifCam, the only thing i had to look out for is switching Avorion to window mode so i can get the Frame into Position... oh, and dont forget to use 33 FPS! I guesss the low values come from the fact that i totally ignored that they wont work on volume and made the thrusters reach deep into the hull, but with low surface area.. if you replace them with appropriate slices you can get alot more performance out of them! havent tested them in beta, so cant say yet if i reached anything with reasonable capabilitys with them... oh, and in fact the functionality of them was all fine, at least IMO... on the other hand i dont try and fly warships like fighters, maybe me just too indulging and they are really that bad? Thanks, appreciated!
  21. Oh? I always thought Damage from Collisions is first substracted from the ships HP, depending on mass and speed (thats where the big wrecks with little to no visible damage come from)... if you are still alive now, then your blocks might break, depending on individually blocks HP (10x if protected by IFG)... not sure where on the forums i've read that info tho...
  22. Fixed some missing blocks on the Claymore and the Diligent, if you alrdy downloaded the .xml file for them and haven't done it yourself feel free to get the now uploaded ones... sorry for the circumstances! :-[
  23. Fox

    The Arcadia

    agreed, looks very nice! now do a version from the '13 movie? :P
  24. I still wonder what the real effect of spaced / ablative armor might be, since you ships HP still take the same hit, if the part breaks off or not, so why not just use a Intergrity Field and have NOT break off the additional armor plates (or at least 10 times less the breakoff) until HP reach 0? I like the conceptual idea behind, and if this game was more like Robocraft, where your vessel is only destroyed if the coreblock gets destroyed, ok, i can see the use of spaced and ablative plates to protect the main body, but in the system we ue in Avorion? Maybe its just me confused?
  25. i for myself use mostly Steam Screenshots, since they are uploaded online alrdy, otherwise i upload them to imgur.com first... armed with the picture's link i then use the "Insert Image" Button above the textbox and place it between the brackets , like this: [img=http://imgur.com/mypicture.gif]
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