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    1. Auriga_Nexus

      List in-progress features in dev build

      Just a small request to the devs for those of us playtesting the dev build; would it be possible to list current in-progress features somewhere for those of us on the dev servers? Like basically a changelog explaining the differences between the dev build and the last full release.
    2. Auriga_Nexus

      Activation Blocks + Thrusters

      Rather than this, however, I would rather see a "throttle control" system on ships where you can set it to automatically accelerate to a given speed. Not only would this allow for easier integration of joystick controls (since most joysticks use a slider axis for throttle), it would also allow...
    3. Auriga_Nexus

      Storage: Set Pull to Contents

      One of the many little tweaks that will make Starmade that much better of a game. I'll be honest, when it comes to factories and storage, I'm for getting rid of drop-down menus completely and instead doing a collapsible list-by-category setup like they do for shops.
    4. Auriga_Nexus

      New Core Element for Modular Components

      Ok so the main issue with building modular ships and stations is that the game treats everything like it is a separate ship. Which is great and all when you want it to act like a separate ship but for a lot of rail applications that isn't necessary. This can lead to some issues. For example...
    5. Auriga_Nexus

      Planned Allow rail-docked vessels to travel along rails made of multiple sections

      I had a similar idea only for weapon systems. Basically the core ship would have logic-enabled hardpoints for weapon pods, each pod would contain a dual-chained weapon system (Cannon-Cannon, Beam-Missile, etc) slaved to the main ship. Unfortunately the way weapons work this isn't a viable option.
    6. Auriga_Nexus

      Control Customization and Joystick Support

      There's a similar concept in a space-flight game has been a Steam game called Evochron Mercenary. In that game (which IMHO is the best example of Newtonian physics in a spaceflight sim thus far) your joystick movements basically corresponded to directional thrusters, and you had an "inertial...
    7. Auriga_Nexus

      Recognized by Council Relativity and ship speed limits

      Oh yeah, I forgot. Friggin Twin Paradox...
    8. Auriga_Nexus

      Control Customization and Joystick Support

      Ok so as always, I understand Starmade is an alpha game. Things have yet to be refined to the point where they need to be to make the game truly enjoyable and intuitive. Not to say it hasn't come a long way, but there's always room for improvements, that's why we have these forums, yeah? So if I...
    9. Auriga_Nexus

      Recognized by Council Relativity and ship speed limits

      I think he's referring to my thread about using wormholes as a way to slingshot yourself into FTL by crossing the event horizon and then jumping out. He's right though that may make things too difficult. Though a decent application of something like this would be something along the lines of an...
    10. Auriga_Nexus

      Read by Council Ship Weapon Aim Rework

      Yeah, I forgot to mention that doing that would make joystick control much more viable. Which reminds me, I need to post some suggestions on that subject...
    11. Auriga_Nexus

      Brainstorm This Perfect turning system - no half-assed solution

      Agreed, even a large ship can go into a super-fast spin given enough time. Keep in mind that even though we have arbitrary things like server speed limits and friction coefficents we are still in space, and therefore our thrusters should be putting out FORCE, and the amount of force should...
    12. Auriga_Nexus

      Read by Council Ship Weapon Aim Rework

      What about weapon auto-tracking within a set radius? Basically for cannon/beam weapons you have a circle in the front of your FOV, and so long as the enemy's projected position* is within the circle your weapons will adjust themselves to automatically hit. But the trick is that the circle does...
    13. Auriga_Nexus

      New logic: activater / deactivater

      The good news is that with RS latches become easier with the new pulse logic buttons. Before you needed about 14 blocks, 10 of which were block chains designed to simulate a logic pulse activator. And even then, the pulse buttons would only work when you toggled the activation switch ON, meaning...
    14. Auriga_Nexus

      New logic: activater / deactivater

      Well, part of the problem is that grav units still don't play nice with logic modules. If they were completely logic controllable things would be different. That being said, one way to set up seperate, mutually exclusive activator-deactivator blocks is to use an RS latch. Basically, two...
    15. Auriga_Nexus

      Parking "Brake" for Unoccupied Ships

      Well I do know that a player aligned to a ship but not in the ship's core still shows up on the navigation panel as that ship's crew. Since the game already detects the astronauts inhabiting a ship based on that, why not make to where the automatic dampeners do not kick in unless there are no...
    16. Auriga_Nexus

      Recognized by Council Relativity and ship speed limits

      Regarding time effects in multiplayer games, one major one I can think of is the time dilation effect in EVE Online, but that has less to do with relativity and more to do with helping the servers keep up with combat calculations during massive nullsec fleet fights. With that effect the server...
    17. Auriga_Nexus

      Ragnarok Galaxy, Persistent RP, Dangerous Reavers, Active Community

      I already signed up for a forum account but I don't know if it went through. So before I post my character, a word of caveat: I know the admins want us to choose a preset race, but my character is sort of customized, she's basically human but with a distant strain of Daemorin - according to the...
    18. Auriga_Nexus

      Recognized by Council Relativity and ship speed limits

      Now that we have rails and whatnot, I've seen a lot of people using catapults and docking collars, it kinda makes me think of the move Interstellar. But while we're on the subject, there should be some major changes as to how ships fly. Now I can understand the need for a speed limit, but to be...
    19. Auriga_Nexus

      Parking "Brake" for Unoccupied Ships

      This is a good idea for ships, but planet chunks and asteroids are going to have issues. When playing on ElywnEternity I have had several instances where I've gone into an asteroid field too hot and rammed the roid I was trying to mine. Because it has no thrusters and therefore no means of...