If I try to replace several blocks at once and I run out of blocks not all selected blocks can be replaced, but are still removed. When there aren't enough blocks to replace all selected blocks, there shouldn't be block removal without replacement as well as a warning message.
After reading this suggestion from @Planr and thinking about it my conclusion was: "Better than the current system, but still not good enough. Why not going pro and use the inertia tensor (Trägheitstensor)?"
The Advantages:
- It's real world physics and will thus result in a realistic feeling...
1: Is it possible for turrets to drain shield power from the ship they are attached to?
1a: If so, can this be done on demand, i. e. only when the turret's shields aren't full?
2: Is it possible for ships to support the shields of attached turrets via supply beam?
2a: If so, can this be done on...
Purely decorative blocks should have no mass at all. It wouldn't even be that unrealistic. The mass of a screen, a light or a chair is negligible compared to one cubic meter of massive steel. The only problem is that it could be misused to make hull without mass which can absorb one hit unless...
If a default value in the server.cfg or blockBehaviorConfig.xml, for example, is changed in an update and I have modified this value in my installation, will this value be updated, too?
This suggestion is based on an idea by BeefBacon posted a thread about targetable missiles (and other stuff).
Fighters use chaffs (radar reflecting stuff) and flares (heat sources) as decoys to distract radar-guided and heat-seeking missiles. This could be implemented into the game as...
I have a series of delays linked to each other in a circle. I can activate a delay for a certain time to get a signal that's running through the circle indefinitely. This way I can make longer or shorter signals. So far everything works as expected, but if I add an AND gate to the circle and...
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