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AssaultShaker

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Everything posted by AssaultShaker

  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.
  14. Perhaps a separate Arcade mode with old physics and overpowered thrusters would be good to appease the crowd that wants some casual space fun, and then the Hardcore mode with more realistic physics for the people that like engineering practical ships and doing manuevers. I, for one, really enjoy refitting and redesigning my ships to make them work with new physics rules
  15. Just a reminder that you don't even have to retrograde burn if you actually moderate your forward thrust
  16. And Koonschi, you're doing great things that make sense. Having paid attention to all of the patches since I started, I absolutely trust your judgement on these things. pls keep these physics changes
  17. The community I play with, at least, has formed a consensus that the X3 turning on a dime in zero G took away some enjoyment with how broken that physics aspect is. I can guarantee this won't be the last update that affects how your ship handles Just expect it, and rework your build if you have to. These physics are way better, and the work is worth it.
  18. I'd like to amend my post to include people who aren't expecting any updates on this brand new Early Access game to mess with their ship builds :P
  19. Koonschi, this update is great. I'm still getting used to it, but it feels so good. Myself and some others might headbutt some asteroids while getting used to it, but don't listen to any people that are butthurt because they don't know how to pilot a ship.
  20. That did it!!!!! Thank you so much for helping, Koonschi. I look forward to putting more hours in now!
  21. Email is sent, Koonschi. Thanks for the help.
  22. I'm having something cause the game to hang on random jumps and then corrupt my save afterward. I can create new games and jump to other sectors, but after a while one will hang the game. When I try to load that save afterward it hangs at the end of Loading. This happens on Single and Multiplayer. When it happens on multiplayer it will not let me back into the server and will either "connection failed" me or will hang. Sometimes the game will hang on bootup. I put 40 hours in before this started happening yesterday, and now it won't stop. I can reproduce this on normal and Beta branch. Logs are attached. Specs: Windows 7 AMD FX-8350 8-Core 4Ghz 8GB RAM AMD Radeon R5 200 Series graphics OpenGL version 4.4 clientlog_Sun_Feb_05_15-39-20_2017.txt serverlog_Sun_Feb_05_15-40-18_2017.txt
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