Hi. I'm new here, so I'm sorry if I've missed something and these features are already planned/implemented/denied, but I didn't find anything, so...
Anyway. I just thought that it might be good to expand the physics a bit.
1. Asteroids.- I may be wrong, but as far as I can tell asteroids are static objects. I've rammed plenty in my day with massive ships, and they don't seem to move, so, thus, my conclusion. Perhaps these should be physically active?
2. Fracture-instigated rigidbody division.- I just mean that when something is shot in 2, they could split into 2 separate physical bodies. It's kinda odd to see a massive cluster of unconnected dots floating about in unison... And then, perhaps, you could reattach them with some tool to repair ships. It's not like it would cause much lag-- everything in the Starmade universe slows down pretty quickly on its own, and once it's done that physics can be suspended, effectively making it just a static object.
Thanks, any feedback appreciated, if this has been suggested a lot lemme know and I'll delete it (if I can. I'm not sure how that works here yet)
Anyway. I just thought that it might be good to expand the physics a bit.
1. Asteroids.- I may be wrong, but as far as I can tell asteroids are static objects. I've rammed plenty in my day with massive ships, and they don't seem to move, so, thus, my conclusion. Perhaps these should be physically active?
2. Fracture-instigated rigidbody division.- I just mean that when something is shot in 2, they could split into 2 separate physical bodies. It's kinda odd to see a massive cluster of unconnected dots floating about in unison... And then, perhaps, you could reattach them with some tool to repair ships. It's not like it would cause much lag-- everything in the Starmade universe slows down pretty quickly on its own, and once it's done that physics can be suspended, effectively making it just a static object.
Thanks, any feedback appreciated, if this has been suggested a lot lemme know and I'll delete it (if I can. I'm not sure how that works here yet)