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starikki

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  1. yet you can get 10g + forward acceleration with a relatively small main engine... I agree RCS should be weaker than main engine to an extent, but not this much, it is dozens of times weaker atm.
  2. Directional thrusters are pretty solid in my experience. I actually think they're more unrealistic in Expanse in relation between size and the amount of maneuverability then provide. Inertial dampeners are only active when your ship is breaking. Breaking naturally only occurs when you're not providing any manual input, otherwise it would interfere with your maneuvers. Since in Avorion all engines are magical matter-less energy drive, typical problems of RCS thrusters like highly tweakable thrust, multi-ignition etc. don't exist, they do not have to use less efficient mono propellants or self-igniting mixtures. If they are using the same propulsion principle I don't see why the TWR of thrusters should be any less than main drive. Even for game balance, allowing ship to perform 1g acceleration with RCS in under 5-10% of surface area won't be a game breaker. Also you can't compare Avorion war machine performance with RL civil application , at least we need to compare with RCS control of KKV.
  3. I will try not to put spoiler in ;) Later they did show the injection when they are under high G constant acceleration. And what happens if you are under constant high g without protection.
  4. I think a fare tweak of the game would be making the thrusters 10x more powerful, while draining 20x energy when its being used
  5. In Avorion, 1 block unit is 10 meters. If in Avorion you build a ship of the size as in this video from Expanse, achieving maneuverability is very easy. You don't need to "wrap" your ship in them, since they work while covered. In fact, ships of huge sizes (say ~1km long) can made very maneuverable in Avorion, while usually in sci-fi such a ship won't be very nimble. Perhaps dev shold add "length of the ship" indicator so that people would finally understand what sizes are depicted in game. And yes, 1g acceleration is just 9.81 m/s^2. Try making a ship with forward acceleration of 9.81 and check if you can achieve strafing acceleration to be higher than forward acceleration (spoiler: that can be done easily. Ships in Avorion can easily be made to accelerate at > 10g). Yes 10g maneuver can be done, via paneling every inch of your ship with RCS thrusters, how realistic and tactically advantageous too... unless you can enlighten me an other feasible way? And RCS working under cover is a totally acceptable fact too? I might as well get ride of the jet effect and call them gravity drive or something. All I want is achieving reasonable RCS TWR via reasonable wet area ratio, clearly we don't have it atm. I'd much prefer RCS being way more effective per m^2 but cost way more energy at the same time, so they can't be spammed.
  6. If there's no display for RCS acceleration in UI, then how did you conclude when you're capable of 1G strafing? Take a note - in the combat sequence you've linked, there's almost no strafing present. All maneuvers shown are mostly forward thrust+turning, except for Roci's getting behind the station after taking a railgun shot, which is a reverse thrust. Also you're probably highly overestimate the size of ships in Expanse relative to the scaling in Avorion. You can estimate acceleration by monitoring speed change vs time, which is easy in the game. Small radius orbiting motion, especially the start and stop of it, would require heavy RCS input, unless you can afford pointing your nose to maneuver critical points rather than tactical critical angles in CQC.
  7. Yes I could get some maneuverability, via wraping my whole ship with RCS thrusters. I don't see how to achieve 1g side or up/down acceleration without spamming unrealistic amount of thrusters atm. And we don't even have a display for RCS acceleration in building UI yet.
  8. https://www.youtube.com/watch?v=XhKWeGXduzs We can all see Avorion's potential, I 'd hope we can have slightly better RCS thrusters, to perform similar higher g strafing maneuvers on small ships
  9. Hi, Love the game! Would love it even more if we can have these improvements: Ship building Inventory UI makes it extremely painful to choose turret, we literally have to hover mouse through millions of icons to look for the right gun to use. here's what I suggest: ------- Builder UI ---------- 1. can we please have a filter system on showing only turrets of certain type, material, and whether its independent firing or not. 2. have small Icons showing types and whether independent on the corners of the weapon thumbnail. 3. more distinct thumbnails of different weapon? so far its pretty hard to tell what type of gun it is, maybe suggestion 2 will solve this 4. Is it possible to select and edit an existing block? edit: 2a. and favorite icon on turret? ------- General UI --------- 5. Scale option on general UI and font of the game, it's hard to build the ship when inventory window takes half of the screen, smaller UI options would be great. 6. You can click through the window to hit the buttons underneath, can we have an option to disable that? ------- Control ---------- 7. Add keys for Yaw and Pitch control of the ship via keyboard. 8. Compass Bearing on HUD? Many thanks and keep up the great work!
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