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AssaultShaker

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  1. I haven't seen any major issues regarding this. BUT I don't have any fighters or AI ships on my side usually, and that seems to be where people have the issues/
  2. Looks like a great way to improve on things people were complaining about while still keeping the physics improved, as well as a lot of quality of life improvement. Looks good, Koonschi!
  3. Good guide Oreganor. Everyone read it before complaining any further :P
  4. True. But it might as well not exist, because no one is willing to waste a slot on that. This is 100% accurate haha
  5. I'm not sure if I'm loathing or loving the idea of all the posterior distress this would cause.
  6. ^^^^^^^^^^^^^ This one knows what's up. To attempt to answer your question, I think that is the actual power of the engines now. I believe Koonschi explained it as artificial acceleration constraints being taken off. And yeah, lots of break power is possible with D-Thrusters now. If anyone can expand further on the engine acceleration changes, I'm all ears.
  7. These stats are actually better than before the update, since I reworked with D-Thrusters. I don't mind low rad/s, Edit: The red stats are just because I have pros. Is bug.
  8. This is what I've been trying to say. The directional thrusters work even better than regular ones, all you have to do is put more thought into placement.
  9. Koonschi, my Kraut Space God, stay strong. You're doing great things with the game and the people in my community are loving where it's going.
  10. T+48 hours and people are no longer complaining about "MUH SHIP CAN'T TURN" hahahaha. Not bad.
  11. It's simply not feasible to have both in its purest form, it's already a compromise. If your ship stops while doing the flip you already have pretty strong thrusters. I'd prefer a no-flight-support mode where your ship doesn't get braked/steered by thrusters. Pro: You can stop pressing W after you've reached your speed. You have newtonian physics in it purest form. Con: You have to be very careful while flying. Edit: Another pro could be reduced energy consumption by thrusters. Myself and the engineering games community would not mind this one bit
  12. I wil say, I'm glad to be on the same page as you with the whole "just adjust your thruster configuration" thing. Having gyros that can be individually balanced would be reasonable, I think. I hope there would be some diminishing returns in relation to mass or amount of gyros though. It seems we are on the same page about this, generally as well, though. Big ships need to feel big.
  13. 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. Considering that these ships are built in space, they don't have to be delivered to orbit, and also will never see atmospheric flight- There are not a whole lot of constraints needed here, except for balancing center of thrust with center of mass, which I'm fine with not having to fuss with so much. I don't think it's too farfetched to assume that a galaxy with advanced technologies as warp gates would still be subject to basic Newtonian physics.
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