- Joined
- Jul 22, 2013
- Messages
- 76
- Reaction score
- 27
unpowered docking is a necessity of the chamber as fixed percentage system (and it also comes with the ship/reactor configuration menu getting confused as hell when docked to a station)
Well currently my ships seem to spontaneously explode when i over tax the new power system...so it's kind of like that now lolHuh, it's happening. The game is finally changing shape again. Wonder who'll be left afterwards and who'll return. Haven't played around with this, probably won't in the future either, but seeing some of the criticisms makes me wonder why we don't have a system in place that makes every arrangement "functional", with some just being less functional than others (perhaps oftentimes dangerously so, like jury-rigged parts in a homebuilt pirate raider or whatever)
Yeah, the weird merge thing needs to be either massively toned down or removed entirely. As it stands, this breaks effectively any and all split-hull designs unless you want to cut your power in half.I was refitting Xoza's Falcata NX with new power last night. The hull is big enough to accomodate 10k e/s with power chamber boost, but the twin fuselage kept giving me purple worm issues. Up to 7-8k I could keep the stabilizers in the widest part of the wings and got twin purple worms going off to the sides - perfect. But if I go higher than that and try to also put stabilizers in the front wingtips, the two worms merge into one and protrude out between in front. Nodes don't help, because it changes the path not the end-point.
The conduit has to be "indestructible" without adding hp to the ship. Maybe it could be a non-physical block like a launch rail?Honestly, even though i hate stabilizers, the node streams arent too bad of an idea. I just don't inderstand why we need the streams, instead of just using conduits to connect the stabilizers to the reactor. That gives you much more control over the size and placement of the "power path" without having a giant purple dog turd squeezing through the center of your ship. Would likely be easier on ppl's computers too
But why though? Why does it have to be indestructible? That doesn't make sense. "Lets have an indestructible, non physical line that connects our power system together? Why does it need to be a thing that exists? If i put it into my ship, YOU should be able to shoot it out.The conduit has to be "indestructible" without adding hp to the ship. Maybe it could be a non-physical block like a launch rail?
Here is a better question, why have these beams at all?But why though? Why does it have to be indestructible? That doesn't make sense. "Lets have an indestructible, non physical line that connects our power system together? Why does it need to be a thing that exists? If i put it into my ship, YOU should be able to shoot it out.
Also, why cant i simply place exploity docked blast door armor where that beam sits? The beam takes damage when a block touching it gets hit, right? What if that area is filled with a docked entity?
That's not the point. What he's saying is that having the game repeatedly check to see if there is still a conduit connecting the reactor and stabilizer apparently isn't feasible, which has been mentioned by the devs before. The current conduits, when broken in combat, will not disconnect their chambers, and any physical block conduits would apparently have to work similarly.But why though? Why does it have to be indestructible? That doesn't make sense. "Lets have an indestructible, non physical line that connects our power system together? Why does it need to be a thing that exists? If i put it into my ship, YOU should be able to shoot it out.
Thanks. I must have missed that detail when it came out.That's not the point. What he's saying is that having the game repeatedly check to see if there is still a conduit connecting the reactor and stabilizer apparently isn't feasible, which has been mentioned by the devs before. The current conduits, when broken in combat, will not disconnect their chambers, and any physical block conduits would apparently have to work similarly.
With these conduits, checking for a hit is as simple as a collision test with point projectiles and raycast beams.
The current conduits, when broken in combat, will not disconnect their chambers, and any physical block conduits would apparently have to work similarly.