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    1. Valck

      A Solution To Flying Spaghetti Monsters

      Does this allow for a "sweet zone" configuration, where efficiency would also drop when the distance is too great, not only when it's too close? I didn't follow your "alternative power config" thread too closely, but my quick impression was that it simply did away with all distance related...
    2. Valck

      Devblog 2017 - 10 - 13

      Then use a bigger reactor, for chrissake. That ship I mentioned is 40x20x20ish, and has a reactor almost seven times as large as that. With stabilizers to match. In a compact, non-pencil form factor. It's maneuverable, it shoots, and it doesn't run out of juice. With space for crew, cargo and...
    3. Valck

      Devblog 2017 - 10 - 13

      Yes, you're right. I didn't consider smaller reactors since my case was already well over a hundred, but of course the number of stabilizers required gradually approaches the number of reactor blocks - for ten reactors, that's where stabilizers begin to be required, the ratio is 50% IIRC. I...
    4. Valck

      New Power DEV Thread

      It doesn't put the button on your hotbar automatically, you have to do that yourself via the weapons menu. I don't have it in front of me right now, but I seem to remember you have to have one chamber connected to the reactor, one connected to that first chamber for jammers, and another one...
    5. Valck

      New Power DEV Thread

      Yes and yes. You get one combined "stealth drive" that activates jammer, cloak, or both, depending on which you have. PS.: Perma-stealth can currently not be deactivated, so you have to either "level down" the respective chambers, or remove the chamber blocks. Known bug.
    6. Valck

      Devblog 2017 - 10 - 13

      There's your problem. With only ten stabilizers, fifteen of your reactor blocks are just dead mass. Either remove them, or add more until you have equal numbers of stabilizers and reactors. If you have more stabilizers than reactors, that's no problem apart from the obvious mass they add, but...
    7. Valck

      Altered reactor config

      Yes, why don't you do it already, Schema. Yesterday. You know, things do require time to implement, it's not like anybody could snip their fingers and tap their hat and it's done. You can't build a house from the roof down, and you can't just build a game that's complete without laying the...
    8. Valck

      Devblog 2017 - 10 - 13

      Currently on 0.200.122, I just ordered a fleet to attack a pirate station and then defend that sector. Something is definitely wonky, but it's not the AI per se. The fleet attacked just fine, but it couldn't crack the station's shields, so I went in and torched it. Up to that point, the station...
    9. Valck

      Devblog 2017 - 10 - 13

      Could you be more specific? I have tried the following fleet commands with results as expected: - Idle / in formation - Move to sector - Attack / defend sector - Sentry / in formation If your ships rely heavily on turrets, then of course the outcome might not be pleasant. But the basic...
    10. Valck

      Devblog 2017 - 10 - 13

      There are multiple issues around logic and rails at the moment; AI as such is not broken, fleet and NPC AI works the same as always AFAICT.
    11. Valck

      Devblog 2017 - 10 - 13

      Short of a complete redesign of the current windowing system to allow switching between multiple concurrent windows while still being able to control the ship, here are a few thoughts on the UI as it is: That's just a few things off the top of my head, I may remember more as I encounter them ;)...
    12. Valck

      Stabilizer Alternative: Containment

      I can only speak for myself of course, but I actually do like the reactor system the way it is. I don't feel stabilizers are just an afterthought, the only shortcomings I see currently are the way conduits are quasi-invulnerable once they are in place, and that none are required to connect...
    13. Valck

      Devblog 2017 - 10 - 13

      So very much this. "None" should do what it says on the tin, and it should definitely be available as an option. If you have been playing the game for any amount of time, you may actually come to remember what certain keys do, and not want that in your face all the time. I mean, I could try to...
    14. Valck

      Translucent Mode - See your logic and systems easily!

      Awesome, thanks! It still kinda works, but for me it also opens the icon preview, and of course all of it is hidden beneath the player list that also opens on F1... EDIT: Nevermind, I rebound the player list key, and that also got rid of the icon preview. Back in shape! EDIT2: Yep, found my...
    15. Valck

      Translucent Mode - See your logic and systems easily!

      I'm pretty certain there was a key combination that hid everything except logic connections, but I can't for the life of me remember what it was, or whether it's still in the game. Not exactly what you propose, but extremely helpful. I'd be tremendously grateful if somebody could refresh my...
    16. Valck

      A Proposal For An Informative Turret Naming Standard

      "cool idea that i..." ...would like to see refined a bit more. Of course there are people that think it's ridiculous, or restricting their creative freedom, or simply too tedious to look up, but I definitely like the idea, and I think it can also be a creative challenge to design ships and...
    17. Valck

      New Power DEV Thread

      Apparently it can't be reiterated often enough. This game is in alpha, that is development of core systems is still ongoing. You are to expect bugs around every corner even with the "release" builds. Those are builds that are deemed to be "stable" enough to be mostly usable. The dev (i.e...
    18. Valck

      New Power DEV Thread

      ⚓ T2607 Inner Ship Remotes not working in the Dev build
    19. Valck

      No More Surviving Space Without a Helmet

      Just as
    20. Valck

      New Power DEV Thread

      And backspace being almost diametrically opposite - oh god, the strain...