Just tested myself, and radius 3 is too thick. I also checked out radius 50 and it is slightly asymmetrical. The calculation based on radius needs to go in favor of diameter in my opinion. Radius is ignoring the central block as part of the radius itself to top it off.
#RM1127 Fix float rounding causing imprecise build helper values.
So does this mean that circles and such will now be precise and perfect? Thank god if so. I've been waiting for that for a while.
Yeah this would be cool. It should include the option to switch between in-game time and real life time so none of us have to alt-tab or look over our shoulders to a clock in the room for the time.
I actually did recently. I think it looks a lot better now. I never said I wanted to get rid of them or anything, but if we ever get actual nebulae in the game I just think they'll feel "fake" like how the real drawn stars look so much better than the textured stars now.
That comparison is a good point. At the time, procedural backgrounds were a great addition, but I think along with real drawn stars and the possibility of actual in game Nebulas one day, the backgrounds will just be superfluous. Also, if you really have a discerning eye, you can see where the...
I don't see the harm about exploring more ideas for how planets work. I remember when we still had the disc worlds and Schema was dead set on "oreo" style planets, but then that one guy came along with the dodecahedron suggestion and here we are today. Nothing is set completely in stone.
I...
It would be pretty awesome, but as far as the game goes we don't have any precedent to support that it can even be implemented as is. Would be cool if it could come in different versions with more or less buttons, preferably in multiples of 3.
I was thinking of this as well OP. This would help keep things a lot more simple and uncluttered even for a large ship let alone the small ships who have no room in the first place.
I was actually thinking about a rounded or a cylinder type block myself lately with the dev builds. It would be functional and aesthetic too. Additionally half-slabs would probably provide enough clearance as well in certain situations.
I really want there to be some way that we could do without all the cores for parts. Like if rail dockers themselves could be considered a separate entity when placed directly on a rail block of another entity, and have the indicator masked from players. Eliminating the need for a core and all...
You could probably preserve a slot by making the head a PD turret. That way it would automatically look at enemy missiles and shoot down with head vulcans. If you're going to go the extra mile and make a prototype psycommu MS with drone funnels, you could try and make it squat or some other...
To clarify, I didn't mean the topic itself. I meant posts within a topic. Like the godawful system Reddit uses that cultivates a circlejerk. Thank god we don't have that.
Looks like we've got hotbar assignable logic in the latest dev-build in the form of the "Inner Ship Remote" block. You can even name them. This should make transforming ships and fancy weapon effects much more practical on an everyday basis even if it only is for aesthetics.
Pfft, the whole system is still somewhat pointless in my opinion and reeks of social media crap. If you disagree just articulate why in a post. I'm really quite neutral to the whole thing now since I know it's not going anywhere. As long as posts don't start getting bumped up or hidden over...
A lot of games are closed source for whatever reason, not everyone is interested in using the GPL. I like Free as in Freedom software as much as the next guy, but I can respect if a programmer wants to keep their code proprietary. Schema has been working on this project for a couple of years now...
I'm surprised Skylord didn't make it. I think he was a very good representative for aesthetic builders, but I guess that's just me. How do you know that the people listed didn't make it?
Can't wait to see the results.
You can achieve an on-off setup like that by having a controller for clockwise and counter-clockwise, both buttons as the master to the target rail that you are moving and master to either another clockwise or counter-clockwise block. One of the controller buttons should be master to a flip-flop...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.