Simple Questions and Suggestions

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    • Legacy Citizen 2
    • Legacy Citizen
    Here are some simple questions that should be answered and included in every FAQ, WIKI, Tutorial and guide.

    1. How do you delete or drop items in your inventory?

    2. How do you create a space station?
     
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    • Legacy Citizen 2
    • Legacy Citizen

    1. How do you destroy_entity if you have no way of seeing entity ids?

    2. Why do ships that work fine randomy stop working and say no power connected even if you have 1M+ power cells?

    3. How do you fix the above?

    4. Why does half the wiki not exist?

    5. Where is the documentation on almost half of these features?

    6. Why can you not use /give NAME 65 or /give NAME red?

    7. Why do certain blocks not work with the above command at all?

    8. Why are certain commands so unintuitive in the first place?

    9. Is there any intention on fixing missle lag?

    10. Is the any intention on fixing large ship lag?

    11. Why can you not delete ships by name?

    12. Why do NPC's randomy become invincible?

    13. How do you fix the above?

    14. Why is there no switch to turn NPC's off, when people save big ships and they spawn, goodbye server?
     
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    • Legacy Citizen
    Bumping, still curious and I am sure so many others are as well.
     
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    • Legacy Citizen
    While I am at it. Are voxels being put ona ship being added to a group and all being controlled that way? If so it is ineffecient and will fail with large projects by causing lag. Not all blocks have to be loaded either, only visible ones, though I am sure that wont help much with calculation math either since it will take nearly as much. Is it not possible to have a the ship made into a 1 solid object after building by putting faces to the visible points in one single geometry object, the math wouldnt be all that hard for you guys? Yes it would make it so ships cant be destroyed as dynamicly but it would make very large projects worthwhile and attract more interest then destroying small scale ships while also peeking interest in the idea that some smal noob wont be able to come by and take down a cruiser just because it is a bit faster because armor would be calculated as a whole and not block by block.
    Simply, the way it is now will always fall short of the reqs perfomance wise to build larg projects and atually fly them. I can easily provide a ship to prove this.
    Missles should not destroy everything instantly because large missle arrays then cause lag. Send the blast point to another thread and calculate the coords for the blast radius on that thread then retrieve it from the main thread and damage only so many blocks at a time. This would buffer out the terrible missle lag.
    Shields scale better to large projects if they were half or full blocks that cover a certain part of the ship. It makes large ships be able to utilize shields without the ugly shpere on sphere or giant blocks of shields while reducing render times. Shield generators when stacked increase the amount covered.
    Are their any intentions on a star map to be able to map out discovered sectors? Pretty essential for navigation.
    Tractor beams would solve the ship out of reach bug where you can not get back to a knocked ship without leaving the sector, building tow ships is just with giant hooks is just odd and will elude most people.
    Wouldnt saving entity locations and making entities only visible based on a visible radius be a bit more efficient then sectors the selves? Sectors should not be loaded areas but guidelines for spawns and navigation. This would give a better feel to the idea that its space.
    Beacons/lights should hav a control module.
    Turning modules to increase turning rate would be nice for large projects as well, but not really that important.