Ah, that. The twisting docks is a known bug. The devs have been made aware of this (unfortunately, as you have seen, it is not fixed yet). In my opinion this should be a higher priority because it is a major in-game inconvenience, but work on fixing it seems to have gotten a bit waterlogged...
The bug was fixed, but it has resurfaced again. Although yesterday when I was testing it out all of my entities were consistently being shot out backwards (rail points left, ship goes right). In the dev builds before this recent release, I was also having issues with entities on single...
It does work, but the problem is there needs to be a minimum distance between the shootout point and the pickup point, otherwise the pickup point won't pick up the entity. Additionally, there is this one really weird bug that makes shootout rails spit out the entity in the wrong direction for...
I personally have no idea, but I have used an alternative to that involving pickup and shootout rails. What's great about them is that when a ship leaves a shootout rail there is no 4 second delay before it is able to dock again, resulting in the possibility for an instant docking transfer.
This is kind of where something I mentioned previously could come in handy. Instead of allowing soft-deleted derailments to be seen after deletion, you could try creating a function that allows the mods to "collapse" off-topic discussion into a subsection of the thread. Basically, you are...
I've seen that happen in the past. There was a deleted post I saw recently that didn't have a reason for deletion on it, even though a mod deleted it. A lot of it really comes down to diligence and consistency.
That I don't know, as I haven't done much in actual combat since the update. I haven't tried that yet. I do know that if you damage a space that falls under two shields' influence, the damage will be distributed to both shields.
I get where you're going with that. I had a bit of a problem with that at one point, too. Really you just need to play with the recharger group and its placement. Sometimes shifting the shape or adding a few rechargers can just barely get the shields to cover the whole ship (or at least the...
I have two things to say about this post. One is a correction, the other a suggestion.
You are not limited to a single shield bubble on an entity. In fact, you can have any number of recharger groups on your ship as you want with one limitation: shield bubbles cannot overlap with recharger...
Actually, it's not all bad. I'm seeing a lot of clarity coming out of the discussion in this thread. Sure there is a lot of muddled argument going on, but there is also a lot of explanation and reasoning going into it on top of that. Things are surfacing here that haven't surfaced yet in...
Hm. I feel like I've been hearing that a lot in the past few days. It seems there was a bug that was missed that messes with the inclusion of stabilizers. The same issue came up in a discussion with another player last night, as well as in one of Gmodism's recent streams. But don't worry...
I think the reason-giving should happen in a two-part process. The first part would be the short explanation, which would appear at the original location of the deletion (basically what has been happening in the past where it says the reason for deletion after saying who deleted it). The...
Actually, all it took me was the chance to play with it and a decent visual example with some numbers to go with it. If we were to get an actual demonstration of it (I'm looking at you, Saber ;)) I'm sure everyone would have a much more complete understanding of the mechanic. I also expect the...
*Smashes phantom agree button* (in attempt to help facilitate the formation of a new inside joke)
Yes and no. The bonus is calculated based off of a combination of all dominant stabilizer groups compared to the largest-contributing stabilizer group in the form of a ratio (ratio of each other...
I understand where your reaction is coming from, as I can see both sides of this issue. The reason I suspect that post was given a hostility warning was that the statements made, although satirical, could easily be seen as intentional provocation. Phrases like "shoved in a gulag" or...
As for actual changes to stabilizer distance, if you look at the latest update notes and test things out in the newest release build, you will find that there is actually a way to significantly SHORTEN stabilizer distance by building stabilizer groups on multiple sides of the reactor, the...
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