There really needs to be an option to set turrets/docked ships to face a default direction (90° increments), preferribly through the structure menu.
Additionally it'd be nice if turrets returned to that default orientation after being idle (not fighting for x amount of time).
I just discovered that any issues with advanced build mode disappear if you turn anti-aliasing OFF. Turning this setting off will also make procedural backgrounds work!
I don't quite know if this is intentional but if you have a chain of 3 docked entities it is possible to go with the arrow keys from first, to second, to third. Once you are outside the first you can only switch between second and third.
Example: Clicking on the odd symmetry option will often lead to a placed block should there be a surface behind the button.
DevBuild Example: If i click on the dialog options and have a weapon equipped, the NPC i'm talking to will be shot.
Simply put, a 20x20x200 AMC shouldn't shoot a projectile that is the same size as the projectile of a single AMC block. This would make for much more impressive capital-ship battles and an interesting mix of fireworks when there are different weapon sizes and turrets involved.
I'd apply the...
Both of these server options have no effect on missles. A seperate config option for missiles would be much appreciated.
Additionally i'd suggest maybe also the option for a range multiplier.
Docking ports and other non-hull items fail to get rotated correctly when using symmetry planes.
(I looked through the last few pages of bug reports and didn't find anything. I'm also on the latest dev-build.)
Docking a bunch of turrets on a big ship is a lot of work already, but setting up every single one is just tedious. I hope we'll see a way to control all turrets with a simple interface.
Additionally it'd be great to have turret-commands on the actionbar along with the weapons of the ship...
Similar to other space games, it'd be nice to not have to hold down W all the time to go forward.
So when enabling this option the ship would go at a certain speed until the player decelerates/accelerates.
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