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    1. Valiant70

      Ye Olde Planet Thread

      We won't acknowledge YOUR OPINION about what is doable so you won't stop repeating it. It's getting old and obstructing other opinions from being discussed so I have politely asked you to stop repeating your opinion.
    2. Valiant70

      Ye Olde Planet Thread

      Then why don't you just ignore us and let us create "poorly botched explanations" if we want to? Why does it pain you so much to let us have a discussion. You have made your point repeatedly to the point of being pointless and spammy. Please stop.
    3. Valiant70

      A few simple aiming HUD improvements

      Joysticks are unusable because you can't aim precisely enough. Unless you have a really expensive joystick and a lot of skill, a mouse is superior. This needs to change. The current control scheme is awkward and will likely be altered between now and beta.
    4. Valiant70

      Ye Olde Planet Thread

      The question is, how?
    5. Valiant70

      How I'd like to see base weapon types act

      Realistically, cannons go farther than beams but are less accurate, which is what we see in game now. Lasers are hard to focus at range but easy to aim, while cannons are easy to focus (bullets don't have a habit of falling apart without an outside influence) but hard to aim at range. For...
    6. Valiant70

      Message Beacon block

      I think the "warpgate ready" message is kind of a temporary thing that's supposed to be replaced with an icon or something later. Maybe something like a holographic billboard would do what you're wanting to do, or did you have something completely different in mind?
    7. Valiant70

      Rails: Fantastic! What's missing? SOUNDS!

      Aye, but inside my ship and station I'd like my elevator to sound like I'm in Metroid Prime. Metroid Prime elevators are very satisfying to use, and replicating them in starmade is a goal of mine. Maybe I won't get the sounds, but I'll definitely build the elevators! I might even figure out a...
    8. Valiant70

      Ingame blueprint screenshots

      There should be more information about the ship in general, like being able to access the structure menu without building the ship, or even entering something similar to build mode in order to inspect the ship. Perhaps this could be a part of the shipyard update.
    9. Valiant70

      Ye Olde Planet Thread

      The thread has been sufficiently derailed that no discussion of what I was trying to do will occur.
    10. Valiant70

      Ye Olde Planet Thread

      I'm trying to think of ways the game can operate planets differently, that allow parts of a larger whole planet to be simulated without killing the computers we have. You're right that no optimization could make these planets work for that. In fact, they often don't work as they are. They will...
    11. Valiant70

      Ye Olde Planet Thread

      I understand everything you have said and have read that thread before, many times. The entire purpose of this thread was to try to find a solution to overcome the limitations of the game engine. If you're suggesting that no one wants sector-wide planets, you'd be incorrect. Lots of people would...
    12. Valiant70

      Ye Olde Planet Thread

      I have an idea that would work but look horrible from orbit. I'm not going to bother writing it up though because you'll just troll me and I'll wind up getting irritated and I don't see Schema actually implementing it. The best thing is to load dodecahedrons in a more efficient way. Making them...
    13. Valiant70

      Introducing... USD type 1 *updated*

      Why didn't I think of that? Well, you could still move the docks one meter down to allow controls in the middle.
    14. Valiant70

      Ye Olde Planet Thread

      Everyone knows today's planets are full of problems when they're very big at all. Personally, I find them rather disappointing, although I still consider the dodecahedron a great idea. It was definitely on the right track. The problem is, to make the planets very big at all requires a large...
    15. Valiant70

      Introducing... USD type 1 *updated*

      Honestly, I really like the whole idea behind this and I think it can be made to work in a cosmetically pleasing way with some creativity and sliding pieces. However, I suggest that the rail and docker be placed at the top and bottom rather than the sides to allow for more conveniently placed...
    16. Valiant70

      Please make secondary weapon accessible with wireless logic

      The primary weapon is what shoots. It's in the barrel. That has to stay. Secondary weapons and effects don't shoot. Secondaries and effects might be on the opposite end of the ship. Realistically, pumping in additional plasma doesn't mean that part is shooting. Even if it were in the base...
    17. Valiant70

      Female Avatar: Stephanie (the counterpart to Steve)

      Please don't even bring that thread up again. Delete the link, please.
    18. Valiant70

      (Bigger stuff = better) => how this can actually NERF big ships.

      This sounds a little bit like EVE's approach where big guns tend to miss little ships. Honestly, accuracy is the most reasonable and common way of balancing big and small ships. This is a creative extension of that. The only problem is, I'm not sure if you could make big weapons spread enough to...
    19. Valiant70

      Implement a REAL fix for bug #1178

      I must have written that when I was pretty tired! LOL There's no need to extend or implement anything, really. My best guess is that an explosion is its own class which is instantiated with particular properties on impact depending on the weapon. (At least that's how I'd do it) The simple...
    20. Valiant70

      Implement a REAL fix for bug #1178

      Ah, that makes sense. Is this related to the fact that two missiles exploding near each other stack into a single explosion?