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warknighterin

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Posts posted by warknighterin

  1. Hello to all Avorionados! 8)

    I want to point out that the new thrusters are a little bit better now but still feel weak!

    The "realistic" physics are quite annoying from my point of view.

    A big issue is also because of the new physics, AI is now making a lot more mistakes!

     

    If we say in a distant future where ships can warp around it will be logical that they would have anti-inertia(/antigrav) systems in place so they dont move that sluggish like a snake.

    And thrusters in that time wont be the same as today(like lame rockets)

    If you want to play with todays technology you have "Kerbal Space Program" or "Space Engineer", but please dont make this game a pure gravity simulation  :-\

    agreed
  2. 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.
  3. the name of this update should be ''Drifting in the 90's''. it feels like as long as i don't build my ship OUT OF thruster blocks i'll be drifting like takumi. Actually there are a couple of things i want to add. if thrusters eat MORE energy while giving LESS than engines... who in the right mind would use thrusters instead of engines! it doesn't seem realistic to me. and can we get our ships to be transparent when the camera ''gets too close''? because while aiming if the enemy is on* my up or down i cant even see them to shoot them. and broadsiding in this game is not practical because when i place 1 turret.. i just place it THERE and not 1 for each side. this may seem whiny but they seem to be more of problems rather than design choices.

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