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Altissimus

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Posts posted by Altissimus

  1. I got myself a Legendary trading system at a research station, so decided to do a bit of trading. It has a 12 system memory.

     

    Running around in a Trinium/Xanion ship, though currently in the mid-map area (200-250 from core).

     

    Spent some time trying to trade.

     

    - Stations have very few resources for sale when the price is good, or

    - Stations have little capacity to buy!

     

    Latter point means you have to go and check how much capacity there is to buy your goods before you buy from the seller, in case you're left with stuff you can't shift.

     

    Basically, all the best trades I can find cap out at about 300-500k profit. Given that my crew gets paid about 700k, this is not helping too much.

     

    I've got about 5m in cash. I watch you-tube videos of players (before trading nerfs) sitting on 500m in cash. The problem is that you need that kind of money in order to start laying down stations in a system and working towards crafting your own turrets etc. With this current "cap" on trading, not being able to find something over the ~500k mark, the grind is SO BIG that it isn't actually worth it. It's actually quicker to just put on a bunch of hyperspace range finders and a decent c43 and go and find unclaimed asteroids.

     

    - The trading system REALLY needs to show how much stock is at buyer/seller.

    - More stock needs to be available, especially closer to the core

    - Trading is just too grindy at the moment, and all your profit is gone in crew payments, which means it's not even practical

    - We DO need lots of money in order to craft stations/systems.

     

    Thoughts?

     

    Cheers,

    A

  2. Hi,

     

    After a few minutes playing, the sound suddenly stops.

     

    I don't mean the soundtrack, I mean ALL sound.

     

    If I alt-tab to second monitor / another application, sound is fine.  If I return to the game, no sound.  If I restart game sound returns, then stops again a few minutes later.  Happened about a half dozen times now.

     

    Cheers,

    A

     

    I may have fixed my issue by ordering a new headset (!). We'll see.

  3. Hi,

     

    After a few minutes playing, the sound suddenly stops.

     

    I don't mean the soundtrack, I mean ALL sound.

     

    If I alt-tab to second monitor / another application, sound is fine.  If I return to the game, no sound.  If I restart game sound returns, then stops again a few minutes later.  Happened about a half dozen times now.

     

    Cheers,

    A

  4. 'Tis a minor thing, to be sure, but one of the lines reads (something like):

     

    "Some blocks need surface area over volume, such as solar panels and thrusters".

     

    Thrusters, of course, are now volume-based.

     

     

  5. My ship has 50GW generated energy and <10GW required energy.  When I fire all my weapons for a sustained shot (say, 10 seconds), the top energy bar is still not all the way over to the right hand side.

     

    My understanding is that this means I should be able to fire indefinitely.  I.e. generated energy is still greater than required energy even with all weapons firing.

     

    However, in prolonged space battles, I've noticed that my energy bar progresses towards the Right when I use my teslas, and does not fully reset when the weapons are rested.

     

    Why is this?

     

  6. by the way check out this website for free gift cards codes. removed link

     

     

    WTF???

     

    This OP is a completely generic cut-and-paste question that could be added to any general forum of any PC game ever. It is, in other words, spam - designed to pass on the link in the post.

     

    Report please.

  7. You govern the axis that gyros affect by rotating them, like any other block. There's an indicator that will show you which axis the gyro is currently affecting when you're placing them in the editor. Also, as far as I know, the output of gyros scales with material whilst thrusters do not, therefore it would be logical to build your thrusters out of the lightest material you have available, that being Titanium first, then Trinium when available. As a side note, one stat that isn't yet displayed is how much thrust you have horizontally, vertically, and backwards, something that thrusters are also responsible for.

     

    Aside from that, I don't really feel that it's really limiting ship design, it just requires you to think more strategically about your component placements... And, well, think more in general.

     

    Example ---> http://imgur.com/a/LAh8q

     

     

    xwyhf8H.jpg

     

     

     

    gDPP1KU.gif

     

     

     

    qf5oLo0.gif

     

     

    For the larger ship above and others of similar size, I'd consider even 0.5 rad/s to be quite high, otherwise, I personally think you wouldn't "feel" the weight of the ship and it would feel awkward to pilot. Also, rotating too fast in a massive ship can have some undesirable effects, breaking parts off or slapping things away among some of them, especially when navigating through tight spaces.

     

     

    From Patch Notes 19th March:

     

    "Gyro Arrays will only affect the rotational speed of your ship. Their placement is not as important as with thrusters, since they apply torque directly to your ship. On the other hand, you don't have lever mechanics (like with thrusters) that will allow you to get better stats depending on the distance to the center of mass of the ship. They also scale with material strength, so you might want to upgrade them along the way to the center of the galaxy."

  8. Huh? You can cover thrusters if you want, doesn't affect functionality. So no, no point in reworking thrusters, just put tiny slices on the outer hull where you want them aesthetically speaking, and hide the more functional ones. Also, you can improve movement on a specific axis using gyros. It really shouldn't be that hard, regardless of the shape. (well, not totally irrelevant to the shape, but unless you have something extreme, it shouldn't be a problem)

     

    Yeah, sorry, it's more complicated than that.

     

    A (let's say) 3x3x3-volume thruster (multi-directional or directional) has significantly more effect 10 squares away from the centre of mass than one square away. Thus if you build it close to the COM to allow for aesthetics (covered or not) it is less practical.

     

    Something designed to resemble a V22 Osprey is therefore always going to be more effective, manoeuvrable and ugly than something designed to resemble a Fer De Lance.

     

    You need WAY MORE thrusters if you build them within aesthetic shapes, which adds way more mass and causes a heap of other problems, affecting thrust, breaking etc.

     

    However, I may be doing it wrong...how do you improve movement on a specific axis using gyros? Though these only affected roll?

  9. I'm no expert but I'll help where I can.

     

    Integrity Generators increase the health of affected blocks by a factor of 10. You can see where the field affects when you add/remove blocks in build mode. I've found a 2x2x0.1 square of IG works well, with a thin layer of armour over it for added protection.

     

    Ship HP = total block HP; may also be related to total damage you can take before dying

    Block HP = damage needed to destroy that single block, not counting IGs and shields.

     

    Hope that helps.

  10. This will probably be controversial.

     

    It seems that building in this game is a choice between the aesthetically pleasing and the efficient.

     

    Attempts to reproduce Star Destroyers, Voyagers, Fer de Lances etc result in nice-looking ships with very low pitch/yaw/brake/thrust ratios.  The cube with the strap-on thrusters-plus-wings design, however, performs far better in pretty much all areas.

     

    I would like to see a re-design of thruster dynamics that encourages wider builds.

     

    (This doesn't have to be curtailed by "laws of physics" arguments - for example, the "gyro" could easily apply a field that allowed pitch/yaw thrusters to be more effective, or "inertial dampers" could decrease, as well as increase mass (depending on acceleration/deceleration).)

     

    Thoughts?

  11. Been playing a couple hours or so.  Mined a lot of asteroids, found a small amount of titanium, built a couple of generators and integrity field generators.  Laid some iron armour over the top.

     

    Got into a fight, seemed to be going ok, then <boom>...a generator went, and I'm dead.  The integrity field generator was still fine, the armour over the top was still in place - what happened??

     

    Got a message saying my stuff was still by the wreckage.  Went back to that sector (first one I'd visited past home start area) and...well, needle in a haystack.  How do I find my wreckage?

     

    Also, on another note, the "you've paid your crew" notice seems to be their permanently.  And on that point, how can I see how much I will pay them and when it happens next?  I've set it to auto-pay, but I'd like to know when it will happen so I have enough cash.

     

    Cheers,

     

    A

  12. I have just bought this game and within 10 minutes of playing I've registered on the forum specifically to add my vote to this thread.

     

    Running a 4k monitor and I need a magnifying glass to see what the text says.  I'm too old, too blind and too cranky to peer at my screen every 20 seconds. 

     

    Loads of people run 4k monitors these days - not to mention general preference to re-size UI - big oversight to not include this.  Please add soonest!!!

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