This is a simple request.
Create a function that will quickly stop your ship's movement and rotation and attempt to hold it in position, using the power of its thrusters. This would be similar to thrust dampening in the trust management window but much more powerful. It would also persist in the same way dampening does; through exiting the ship, spawning in a BP of it, re-logging, etc.
How this feature would work:
When moving by any means other than its own thrust, (tractor beams, collisions, that weird cavitational bug that bumps away nearby ships, etc.) your ship would apply full brakes, rotational stop and reverse thrust to bring it to a full stop as quickly as the ships thrusters will allow.
Purpose:
- Prevent small-medium strength collisions with other objects from sending your unmanned ships and turrets-in-progress spiraling out of control. As it stands now, the existing dampening function is far too weak and often lets ships get several sectors away before they begrudgingly come to a complete stop.
- Compensate for heavy cannon recoil at the expense of the energy used by firing your thrusters.
- Restore the ability to make mobile non-station bases for a nomadic play-style. This used to be possible by using "anchor stations"; small accessory stations that you can dock a large ship to in order to provide basic station functionality (respawn, small factories or a shop) but usually not as extensive as a full station (shipyards, large factory arrays, warp gates, etc.). It is no longer possible to do this because only the parent entity of a docking hierarchy can have an active reactor and working turrets. You are also, limited to the parent entity's reactor regen in terms of shield recharge for the docked ship.
Edit: Ideally, this feature would render a ship completely stationary and immovable until sufficient force is applied to over-power its thrusters and knock it out of "anchorage". Please see post #4 where I go onto a little more detail on this.
Feedback would be appreciated.
Create a function that will quickly stop your ship's movement and rotation and attempt to hold it in position, using the power of its thrusters. This would be similar to thrust dampening in the trust management window but much more powerful. It would also persist in the same way dampening does; through exiting the ship, spawning in a BP of it, re-logging, etc.
How this feature would work:
When moving by any means other than its own thrust, (tractor beams, collisions, that weird cavitational bug that bumps away nearby ships, etc.) your ship would apply full brakes, rotational stop and reverse thrust to bring it to a full stop as quickly as the ships thrusters will allow.
Purpose:
- Prevent small-medium strength collisions with other objects from sending your unmanned ships and turrets-in-progress spiraling out of control. As it stands now, the existing dampening function is far too weak and often lets ships get several sectors away before they begrudgingly come to a complete stop.
- Compensate for heavy cannon recoil at the expense of the energy used by firing your thrusters.
- Restore the ability to make mobile non-station bases for a nomadic play-style. This used to be possible by using "anchor stations"; small accessory stations that you can dock a large ship to in order to provide basic station functionality (respawn, small factories or a shop) but usually not as extensive as a full station (shipyards, large factory arrays, warp gates, etc.). It is no longer possible to do this because only the parent entity of a docking hierarchy can have an active reactor and working turrets. You are also, limited to the parent entity's reactor regen in terms of shield recharge for the docked ship.
Edit: Ideally, this feature would render a ship completely stationary and immovable until sufficient force is applied to over-power its thrusters and knock it out of "anchorage". Please see post #4 where I go onto a little more detail on this.
Feedback would be appreciated.
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