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    1. Viridis00

      Where can I find a good tutorial for a multi-floor rail elevator?

      I don't play on servers (yet). There shouldn't be a problem with a call function except maybe on the middle floor. I think I have a general idea of how to check which floor it's on though.
    2. Viridis00

      Where can I find a good tutorial for a multi-floor rail elevator?

      I could but I'd rather not as it would compromise the seamless look of the lift.
    3. Viridis00

      Where can I find a good tutorial for a multi-floor rail elevator?

      I'm going to ask this question here since it's somewhat related and I'd rather not make another thread. I want to make a 3-floor elevator, but with 1 input button for the elevator itself that cycles between floor 1-2-3-2-1... with each button press as well as a callback function for each floor...
    4. Viridis00

      moving the ship core

      When you guys convene on the core movement issue, please consider the idea of having an in-game have a function to just move the ship around the core instead of actually moving the core. An out of game editor being the only way to do core movement doesn't really seem like an elegant solution.
    5. Viridis00

      The Rail show off thread!

      I love how it totally just bugs out crossing the plate border and down slopes. A+ for creativity that's for sure!
    6. Viridis00

      Weapon direction should depend of module direction instead of computer direction

      I'd much rather have it be dependent on the output module's face and only the output module's face. That way it's very easy to change, you can have your other modules in other directions for aesthetic purposes, and the computer can be place in whatever direction. Mufti-directional firing sounds...
    7. Viridis00

      Hull Panels

      Seconding OP's suggestion. I've been asking for slabs for ages now. Rails give even more reason for them to exist because of clearance problems with full blocks. a 1/2m and/or 1/4m would add a lot to building aesthetics and mechanics.
    8. Viridis00

      Quick Question

      Not the answer you want to hear, but you can adjust the filter in the navigation pane. Unfortunately this disables view of ALL ship entities since rails they basically are ship entities. Hopefully in the future there will be a way to differentiate but for now we're kind of screwed.
    9. Viridis00

      Beam and Cannon Visibility Through Glass/Crystal

      How have the maintainers of OpenGL not fixed such a bug is what I want to know. It is really sad because at certain angels blocks with transparency can't be seen behind other blocks with transparency as well, not just lasers and cannons.
    10. Viridis00

      Random Planet Generation like stations

      I'd guess the reason would be consistency for actual implementation. Except for "Epic Huge Planet" which won't happen because of the "seamless" philosophy the game's development follows. Even a transition is a loading screen, just dressed up in a way. I think Valiant70's planets would be amazing...
    11. Viridis00

      Space ships: movement, turn, strafe and roll

      Because NASA ships aren't made for combat. I guess because NASA ships don't have canons means we don't need them either. Oh wait— Yes it is. Rolling to strafe is adding an otherwise superfluous action to do something we can already do by just pressing a single key. Go play an actual space sim...
    12. Viridis00

      Space ships: movement, turn, strafe and roll

      That's air combat, it's literally planetside and not in a zero-G environment. Play a game like Space Rogue or Frontier: Elite II that adhere to space physics. That's how Star Made is as well. Eventually we'll get a system with adjustable percentages for each direction and you'll have to choose...
    13. Viridis00

      Recommendation for impeachment process

      This was from the election thread, a round-by-round gif made by DraconisDomini In the end, Tomino doesn't represent all too much more than the other counselors when it comes to highest preference.
    14. Viridis00

      [64x64] DirtySpace

      You'll certainly be missed, and despite whatever drama is going on in the background I'm sure that more than just myself would welcome you back should you decide to come back. Take care.
    15. Viridis00

      The turret thread

      Well, one other advantage I can think of is that say in the unlikely case that the turret axis is destroyed and not the turret itself, it will still operate separate from your ship without burning out through the core's power. Very unlikely though. Though, typing power was a mistake on my...
    16. Viridis00

      The turret thread

      Good point. I'll leave in the thrusters for the default blueprint, and replace them with a power source when mounted (or a shield if I want to go that way). Best of both worlds.
    17. Viridis00

      The turret thread

      Single shield block isn't really worth the trouble. Don't turrets share shields with the mothership up till 50% anyway? I haven't had a chance to field test the ship itself just yet, just that the CIWS works well (but lags the crap out of me since I have 24 of them on this cruiser).
    18. Viridis00

      The turret thread

      I usually do the same. This design happened to have a block of dead space that I couldn't use for anything inside of it though so I figured it couldn't hurt.
    19. Viridis00

      The turret thread

      I've been working on a low-profile ship for a couple months in anticipation for the rail update. Now that we've got them I decided to make some low-profile point defense CIWS to go along with it. Features- 90-degree barrel articulation compact and almost fully armored only 3m high and 5m...
    20. Viridis00

      Recommendation for impeachment process

      I'm all for transparency and letting the community know the circumstances of impeachment, but letting the council themselves handle impeachment like it was done recently doesn't seem to actually be a bad idea since it would allow them to quickly resolve conflict and let them get back to actually...