XOR is helpful in the context I've use it for the purposes that I've described. How is it not helpful?
I just mean "not all false" and "not all true" - which is XOR, which is what I meant.
The suggestion was intended to create a counter to huge splash damage.
The idea here is that if you have an unarmored ship, someone hitting you with a missile is going to basically blow a hole in your junk. Once they get through your armor, it's going to blow a hole in your junk too.
Until...
Ship docks assert when a ship is docked? I haven't seen this. I'm not able to link it.
Also the area trigger needs to be momentary instead of a toggle. it's much harder if not impossible to determine state just from a change, considering you really have to complicate circuits to try to lock...
You're not thinking this through.
(area trigger) -> (not gate) -> (ship core)
If you aren't standing in the right spot, the ship brakes.
Lots of other ideas too.
My only goal is to get the devs to think about what their 'top end' target should be for DPS for a given weapon set under ideal circumstances so they can envision and design around it.
With the way things are right now, there's no sensible math that can be done on balancing defensive armor...
One thing that modern armor is traditionally extremely effective about are high explosive blasts. As we all know, the purpose of a tank is to protect the crew inside. A High Explosive (HE) round detonated on the tank is likely to do nothing,. because the force of the blast is easily reflected...
Suggestions for this :
1) Jumping should drain ALL of your jump drive cores. Having 6 1-block jump drives that you charged with a keyboard macro is lame.
2) Distance of jump should be proportional to mass and # of blocks. If I have one block jump drive on a million block ship, the jump drive...
I have some requests and some justifications for them.
In the following I mean :
XOR input : more than one signal, at least one true and one false.
OR input : any true signal
AND input : all input signals are true
NOT : all input signals are false
1) Lock 'secondary cockpits' to the assigned...
We all know the numbers behind weapons. They are out of whack right now.
My suggestion is that all effects, and all cumulative systems employ diminishing returns.
In oversimplified terms, the first weapon block I add to a weapon gives me 100% contribution. The second gives me 90%. The 10th...
Need a throttle control that is :
Max negative = 0 throttle. max + = 100% throttle.
control event for "reverse thrust" momentary
this is so that throttle accessories (such as flight stick throttles) work with the game.
The current mappings only work for 2 joysticks or gamepad.
I'm going to follow up with the OP on this and say that without the prejudice of wanting to keep the status quo, I find the manufacturing mechanics specifically very awkward.
The complex and counterintuitive effort required to make things in this game is somewhat of a barrier to entry for...
Suggestions regarding cameras and displays -
1) Cameras be access points to 'board' ship control system so that the ship control point can remain internal.
2) Display units be able to be 'slaved' to cameras, and if they do will show the viewport of the mastering camera
3) "letter" mode for...
I find that resource management and inventories are very awkward on stations.
I'm finding it hugely awkward to refine X, transfer to Y, make Z and then move those units around for creating things.
I'd like to suggest the following :
Stations and capital ships have generic holds that can store...
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