Is that a server configuration ? Meaning that each different server may config the way a ship's systems works ?- added new config value to select the type of block scaling for block groups by type. linear(weapons), box dim add (power), box dim mult (docking).
The old thruster method actually helps keep craft smaller most of the time. Instead of having to place a ton of blocks to get a good thrust, if you worked around the system, you ended up saving a lot of space for other systems like energy and shields. I've been working on refitting my ships recently, and my past release of the StarViper, which was at the time was fairly inefficient anyway actually suffered. I'd need to add more blocks to even match the past thrust. If I had designed it properly in the first place I probably would have taken even more of a hit.I MUCH prefer this new way engines work. Compromising ship designs for efficient power setups is all the complication we need. Having power storage and engines act the same way gives you a lot less to worry about. All you need is a clear path so you can link the block groups together.
Go into Options and assign the Grappling Hook to a different key than your jump key and it'll be fixed.did the gravity system get changed sense .151 because now my gravity keeps getting canceled out if I move like 5 blocks and jump.
What the [foul words] are you talking about??? Landing on and inhabiting planet is very possible. Just give it more than a single second to load.Just started testing this game out and it seems pretty legit. Too bad you cant land on planets and walk around and inhabit them tho or have I not found the right one yet/
This is something, as a ship builder I'm very worried about. Having the ability to configure your servers is fine, but there needs to be some reasonable standard of balance in the vanilla that we can base our ships around.The biggest problem i see is that ships in community content wouldn't be universal, as some may be built to be efficient on certain hardcore servers (i.e. no shields) but as the Starmade would be closer to the final release and wider known = more players, every server build will have its own niche.
You can't quote part of my message out of context like that. People will build a huge single reactor because it is super efficient per block. I was specifically saying it is a bad idea because the ability to cripple a ship in a single shot. You may be disagreeing with me because you never fully understood how the last implemented thrust mechanic worked. I'm not sure what you mean by "web design" but if you are talking "checkerboard" that was the worst possible way to build your engines since .14 until this updateShips big enough to being "pierced" don't really rely on one single "cable" of engines anyway to have this problem. The "web design" prevents that well. Still, fighters are now even more weak and useless due to the increase of needing on space for engines. That means less space for power/shielding/weaponry. So yes, since I'm into small crafts, I hate this change with all of my heart.
No they were not spam designs, they multiplied in efficiency as they increased in box dim, like power generation but with much more rapid growthSven_The_Slayer Engines were always spam designs, just like everything else in the game with an integer TBH. Doomcubes still prevail, and I get the idea that this may hurt fighters (small ships).
This is very true, every ship I refit for .14 got an increase in every stat thanks to having efficient engines. I was able to take ships that were kind of garbage and turn them into not so bad ships. I still cannot pass judgment on the new scaling method because I haven't had a chance to apply it in practical situations yet but it does look poor for small craft.The old thruster method actually helps keep craft smaller most of the time. Instead of having to place a ton of blocks to get a good thrust, if you worked around the system, you ended up saving a lot of space for other systems like energy and shields. I've been working on refitting my ships recently, and my past release of the StarViper, which was at the time was fairly inefficient anyway actually suffered. I'd need to add more blocks to even match the past thrust. If I had designed it properly in the first place I probably would have taken even more of a hit.
There would be a proper balance, which most likely would be used by many players (with minor tweaks). Current weapon system is pretty new and also there were (and still are coming) some changes to shield and thrust equations, to prevent immediate coring of the ships. Anyway so far we can only get close to the final balance, but can't achieve it, because there will be added new features influencing ships' combat/flying and probably adding new features, so only once everything (or great majority) is implemented, we can talk about pretty stable values in the config file.Having the ability to configure your servers is fine, but there needs to be some reasonable standard of balance in the vanilla that we can base our ships around.