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darkconsole

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Everything posted by darkconsole

  1. doesn't matter if i make the lock block the exact same size as the base of the gun or not.
  2. if you zoom too far out, the flames vanish only on directionals. (its not the shields, but shields make them /all/ vanish)
  3. scratch the profit. now they seem to be buffing my max velocity somehow XD
  4. 1) place all those directional thrusters and see them apply brake thrust 2) convert them all to normal thrusters 3) convert them back to directional 4) profit.
  5. here i place a bunch of thrusters up and down at the very edge of my ship (thats the starboard nacelle) expecting to get hella roll thrust. instead im getting hella brake thrust... converting them to normal thrusters kills the brake thrust and gives more roll thrust as i expected. those preview dots are always pointing forward too no matter which way i rotate the block, even though the actual dots are pointing up and down. pretty sure they are a bit hosed, i keep building that line of my up-down thrusters and im getting silly amounts of brake thrust per block XD
  6. i confirmed this was not the issue on discord chat before coming here to post about it.
  7. i'm thinking maybe flat plates we can stick to the hull and apply text rendered as texture to them. for doing things like sticking the name of the ship, on the ship. i wouldn't worry about curves and all that unless you're super into the idea. just a flat block that scales x,y and can be rotated to be bolted to whatever flat surface we have. you've already got working angle detection since bolting turrets to edge blocks works well. i think this would be really cool and step up the level of awesomesauce especially in multiplayer. taking that even farther, depending if you have a way to project textures, like how world of warcraft et al put circles on the ground when a character is active or when they cast various spells and runes distort to always be projected on the floor... we could then have non-flat surfaces work well too. the blocks then could have a directional indicator for the direction of projection. but honestly just a flat plate would be fine 99% of the time.
  8. being able to rename the ships would be pretty sweet. tried to hex edit the player save that ended poorly XD
  9. i agree on the engines/thruster power ratios... but the engines need severe help. they are way underpowered. way. way. way. underpowered. plus finding the balance between size and weight seems to be near impossible once you get to the 10mil volume range. i have this one ship that no matter what i do, what size i make it, adding an engine causes lost of thrust and lost of max speed. seems like the trust to weight ratio is just weak. finding the balance between realistic and movie-like is probably pretty difficult. though i do imagine most players will be coming at it from the movie-like expectation.
  10. with 0.10.5 the thrusters get green dots on the surface to show you how much you are getting. the problem is the larger the thruster get the larger the dots get, to the point the dots eat the block and you cant even see how it will attach to the ship anymore.
  11. i'm actually working on a balance mod too. you are right in both posts. both player/eventscheduler and events/pirateattack need to be modified. events/pirateattack seems to be an event connected to the sector, whereas all the others seem to be attached to the players. the version im working on attempts to balance how often events happen based on how beastial the sector is. the first thing we wanted is when a sector is empty, we want to simulate pirates not having enough interest to even bother going there just to screw with you. on the other hand we also want pirates et al to gtfo when a sector is defended to the spaceteeth. so the result we are creating a curve that modifies the frequency and chance of an event happening based on the total volume of ships in a sector and compare that to what the game expects the average ship in a specific sector to look like. if the volume of ships is simliar enough to what the sector expects then we allow the events. if its too empty or too full then we start applying chances to skip the event. still working out a few kinks, my lua is rusty. probably push it to github with diffs in a few days if interested.
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