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Maoman

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  1. I absolutely love the DLC and this new update with all its little QoL changes is really fantastic... but I can't help but be a little disappointed that this particular suggestion was not implemented. At the very least allow the keybind to toggle smooth camera to work while in build mode so I can turn it off without having to exit and re-enter build mode.
  2. Implementing this would be so ridiculously complicated, and why would you even want all of this stuff automated? This is like 90% of what you do when you're not flying around and shooting stuff.
  3. Yeah, you're right, I forgot engines don't scale with material.
  4. I honestly love flying around with smooth camera turned on. It makes me feel like I'm actually piloting my ship as opposed to just pointing with my mouse and watching my ship do what I tell it to do. More importantly, I am far better at aiming while dogfighting (i.e. flying around enemies while constantly moving my aim to try and keep weapons on target) with smooth camera enabled. Also when flying a massive behemoth of a battlecruiser, a super slow smooth camera feels great! I really love the sense of weight and scale it gives me. I made a gigantic ship, I want to feel like I'm flying a gigantic ship. However, 90% of the time I just leave it off because for some ungodly reason it applies to build mode too, and I never remember to toggle it off before I enter build mode. Why would I ever want to sloooooowly swing my camera around while I'm trying to build my ship? Especially on a huge battlecruiser since the camera is much slower and I'm spending way more time in build mode. It just doesn't make any sense and makes this really nice feature far more frustrating than it needs to be.
  5. When you enter building mode, the camera defaults to aiming diagonally left and back. When you exit build mode, the direction your camera is currently facing remains the same back out in normal view. So if you accidentally open build mode and immediately close it, your ship starts spinning around away from whatever you were pointing at, potentially causing problems if you're mid-combat.... you have to intentionally remember for yourself to toggle freelook before entering build mode, or to point the camera forward again before you exit build mode, if you don't want to mess with your aim and make your ship spin around like an idiot. There's a similar problem with strategic view: when you enter strategic view, the camera zooms way out and up, then turns to look diagonally down at your ship. However when you exit strategic view, the camera just zooms straight in at your ship without turning, so your ship immediately noses down and you have to look back up every single time (you can even rapidly toggle strategic view on and off to spin in a forwards loop). These are ESPECIALLY annoying if you are using smooth camera because you can't quickly snap the camera back around to your previous direction, so your ship turns almost all the way around before you move the camera far enough to start turning back forward again.
  6. I like the concept, but I would prefer if traits such as these were randomly / procedurally assigned to factions, then you could officially join a faction (i.e. a step even higher than allies) to gain that faction's bonuses... but you can only join one faction at a time and leaving your faction to join another causes a HUGE reputation loss of like -175,000 (enough to go from maxed positive to *almost* hostile). If you find a faction with better perks, not only do you have to build up your reputation high enough to become allies and then whatever additional thing it takes to join, and not only do you have to weigh losing your current faction's points, but you ALSO have to weigh ruining your reputation with your current faction when you probably have stations or worker ships inside that faction's territory.
  7. The more cleanly you scale a ship, the fewer issues you'll have related to this. Scaling by 50% and 200% (that's 1/2 smaller and 2x larger) is always perfect, and I'm pretty sure 150% (that's 1/2 larger) is always perfect too. Scaling by 75/125/175% (1/4 larger or smaller) will occasionally have issues where the edge of a block is exactly in the middle of two snaps on the grid, so you have to halve your snap grid size to make things fit perfectly. Scaling by 90% or 110% is pretty messy - that's 1/10th larger or smaller. Don't even try to scale by 1/3 or 1/8 because that would need to be 66.6...% (down by 1/3) or 87.5% (down by 1/8) but you can't do decimals. Basically the farther you get from 1/2 up or down, the messier the scaling. Scaling by 172% like you did here... that's 18/25 larger. It doesn't take a mathematician to see that's pretty far from 1/2 😛
  8. There is currently no block unique to ogonite, which makes me sad. Ogonite has little purpose outside of a slightly more efficient armor by HP/weight and giving you a place to put your shiny new ogonite turrets until you get some avorion. Even avorion allows you to finally upgrade your inertia dampeners to be more effective, but ogonite doesn't do anything new. Tractor beam modules are really useful, especially on very large ships (which you're more likely to build towards end-game) where you might zoom out so much that an item can look like it's right next to you yet is actually too far away to pick up without a tractor beam... but they use a module slot which could be more useful elsewhere. A block which increases tractor beam range would be very useful for such a ship, and could be easily balanced by simply making it give very little increase per volume, like computer core does now. A very small ship with just 1 cubic meter of tractor beam block would receive a completely negligible increase, but a cruiser or battleship could easily have 1000 cubic meters buried somewhere inside it and raise it's base tractor beam range to, say, 0.5km without modules. That way you can't just get some ogonite and immediately give all your ships awesome tractor beams.
  9. Maoman

    Torps

    This confused me at first too, but it actually makes sense once you understand what's supposed to be happening. I originally expected the torpedo would shoot out the hole in the launcher block like it's the muzzle of a rocket launcher or something, but it's actually more like dumping a payload which turns into a guided missile. Instead of imagining a square hole pointed forward, think of a long and skinny rectangular hole pointed down (because missiles are long and skinny), then the torpedo drops laterally through this hole and, after a second, ignites and flies off on its own. ...Actually here, this only took a few minutes to make and is a lot easier to understand than trying to explain with words. Backup image link if it randomly breaks again: https://imgur.com/VtjwxcB That's why when you're placing a launcher block, it has the big grey output area and then also a long thin arrow that turns 90 degrees. The grey area is the *plop* and the arrow is the direction the torpedo flies away in.
  10. I just wanna say I really like this suggestion since we can't react to guest posts. I've been at the barrier for a while but I still use trinium engines on my main ship because I just don't like the color yellow very much and don't want giant yellow engines in my face all the time, even if they're faster.
  11. I think the best fix would be to make docking speed dependent on a fighter's maneuverability, rather than making it a set percentage of its max speed, like it seems to currently be. To pull some numbers out of thin air as an example: Current behavior: Assume two fighters have maneuverability of 10 and docking speed is 20% of max speed: Fighter speed = 500 m/s, docking speed = 100 m/s, easily returns to hanger Fighter speed = 5000 m/s, docking speed = 1000 m/s, cannot easily return to hanger Proposed behavior: Assume two fighters have the same max speed of 5000 m/s and docking speed is 50x maneuverability value: Fighter maneuverability = 2, docking speed = 100 m/s, easily returns to hanger Fighter maneuverability = 10, docking speed = 500 m/s, still easily to return to hanger. Obviously the exact values would need tweaking, but I think this would work a lot better. It would also mean that when creating a fighter, if you sacrifice maneuverability to put points in other places, then you have a much more obvious penalty of needing to wait much longer for your fighters to dock.
  12. In the "view" menu when building, add a toggle that changes it from "show only specific blocks" to "show all BUT specific blocks." With this toggled, if you select "armor" blocks then all the armor blocks get hidden but everything else remains, or if you select "xanion" then only xanion blocks get hidden and every other material remains. It would make this menu a lot more flexible and useful, and should be a lot easier to code than the previously suggested "check boxes" system.
  13. The devs marked this as "currently declined" but didn't say why, so I'm guessing it's not feasible or even outright impossible within the limits of their game engine.
  14. I suppose so, but by that logic what's the point of even having a root block at all?
  15. An alternative that would probably be much simpler to code: add a toggle that changes it from "show only specific blocks" to "show all BUT specific blocks." When you toggle that and select "armor" blocks, then all the armor blocks disappear but everything else remains. ...Actually I'm gonna make this a whole separate post to improve visibility.
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