Recent content by Kenshkrix

    1. K

      Read by Council Playable Races

      I'm against the disappearance of blueprints, but I'm fine with a shipyard's product being of generic quality compared to a hand-built ship. To compensate for the bonus in a personal shipyard, it could just work more slowly and require the player to actually be there.
    2. K

      Universal Cargo/Storage Module

      When it comes to cargo, 'small', 'medium', and 'large' modules are entirely subjective in regards to what you're trying to do, whereas an astronaut is always the same size. This makes it very different to try and equalize. It's a good idea to have a cargo system blueprint in the game to give...
    3. K

      Why power reactor module formula is not something like the power capacitor formula ?

      The way you phrased 3 is quite confusing, "doesn't gives you slightly less than" is the part where you're defining what the comparative result should be but doesn't make sense. I assume you mixed up '2 lines of 125 blocks gives you slightly less than 2x' and '2 lines of 125 blocks doesn't give...
    4. K

      am i blind or?.....Is the under fire shield recharge gone?

      So if one of your turrets is struck, it and the main ship both go into 'under fire' mode. I guess the only reason to put shield chargers/capacitors on your turrets is to optimize the grouping effects, then?
    5. K

      What happened to the PvP scene?

      I agree that giant battles should be costly, but renewable resources definitely need to be possible somehow. Empty and dead systems aren't interesting, and the older a server is the more areas would have been completely mined out if there's no way to sustain conflict.
    6. K

      Read by Schine Mobile Shipyards (shipyards on ships)

      I think that the cargo overhauls will solve most of the problems with mobile bases being OP. If a mobile shipyard requires enough volume/mass/resources it would be highly specialized, at which point the balance is that your shipyard has compromised its offensive and/or defensive systems and...
    7. K

      State of the game and necessary changes.

      How do you design your cockpits? Just having a 3x3x3 zone above the ship core has completely solved this issue for me, even while moving. I would certainly prefer it if I'd just reappear at the relative location I activated the core from, but it hasn't been a big deal since I changed my...
    8. K

      State of the game and necessary changes.

      I might get some free time to experiment later this week, but I imagine it might have something to do with a turret's center of mass if it's a recent issue, but I don't actually have time to test it out for awhile. My turrets are almost all centered around the docking module regardless of size...
    9. K

      State of the game and necessary changes.

      I'm still honestly confused at how people have a problem with getting stuck in blocks, but that's also one of those things I designed around literally after the second time it happened to me so... I consider listing things as Planned in the roadmap as sufficiently communicated, personally...
    10. K

      State of the game and necessary changes.

      You can also just design all your ships/stations so that there's plenty of space around the core/build block, since I started doing that I haven't had any problems. But seriously, my laptop is kind of terrible, even so at 5-10fps in a heavily populated sector I can tell if I materialized inside...
    11. K

      State of the game and necessary changes.

      Several of these ideas are definitely planned, like rail transferring, cargo/storage, and mass enhancers. In fact there's an entire cargo update planned, which will probably encompass rails, storage filters, and other sorting methods. As far as spawning inside things goes, when you leave a core...
    12. K

      Read by Council Unconstrained Steering

      Alright that makes a bit more sense now, thanks for elaborating. Locking the mouse into pitch and yaw makes some sense, and if you'd find that easier to control then that's fine. Multiple control schemes are something I've always been in favor of, even if most games don't bother with them.
    13. K

      Read by Council Unconstrained Steering

      It's not that it has to be that way, but that space has no absolute position. Turrets are connected directly to another object, giving them an automatic default angle plane relative to said object. Astronauts are almost always aligned to a nearby ship, station, or planet. So, what should a...
    14. K

      Empty system fixes

      'Real space' is actually dim to bright all over the place when you're inside a galaxy, because there's a distinct lack of things to cast shadows and there are stars all over the place. Of course, there also aren't a lot of things to reflect light back at you so you only see the stars/objects...
    15. K

      Teleporters like in star trek

      Gonna go ahead and wholeheartedly agree with you on that one. A new type of teleporter block is unnecessary once the warp gates act as point-to-point gates. Anybody wanting to make a wide range of warp locations will just have to make a gate room with a dozen gates or something.