BTW using several layers of thin decorative plating (3cm each) is way more mass efficient than standard 12cm plating. Thick slabs are the worst.
So with proper armouring technique you can already do some fast and tanky designs.
But yeah - better materials will be game changing.
You can link 2 resource bridges already, but transferring resources that way is not in game yet (it's planned).
And we're talking more about ways to structurally connect ships, rather than connecting their data/resource networks. So alternative for CLF and CB
How many fuel rods will you use hauling ore in CLF, and how many will you save by saving on mass while flying empty towards the belt?
How much time you'll use for manually placing ore cubes in CLF, and how much you'll save by being faster on the way to the belt?
I love the fact that those are...
Make each armour a column, rather than row. Should save a lot of spasse.
Oh wait. That's already a thing
You can also add rows for specific body parts. Not all sets are full.
You can paste pictures into google spreadsheet.
You can use mine if you want. Even though they are not the best quality.
Fun fact: Infantry and Toxine use the same chest and pelvis parts, just different colours.
To make the choice a bit easier, I took pictures of all the armours I could buy at Proving Grounds station.
Anyone know if there are any unique armours on other stations? I've heard there is something at Empire Outpost.
Civilian
Infantry
Orderly
Pioneer
Red Brigand
Rufian
Toxine...
It doesn't take that much time to redesign a ship. In our example - increased power draw - it's matter of removing few guns and adding few batteries or generators. Less than hour of work.
Will the ship be exactly as powerful as before? No. Will it still work? Yes.
It's a meaningful choice...
So far testflight behaves exactly the same as actual game (except that you can't unbolt stuff), so it shouldn't be the problem.
Yes. Just change the value of GeneratorRateLimit to something between 0 and 100.
Then the GeneratorRate will match it:
If you reduced, the change is instant.
If you...
A pilot seat and THREE! thrusters? Why so big?
Just one thruster, one button, no chair... and it flies forward.
If you want to turn, just pick it up and point in the right direction.
Turntable-based gyro-turning.
I have 2 ideas for shifting CoM. One is sliders, the other is cargo lock beams. But those use a lot of power and require sturdier structure. But may be better for bigger ships.
Here's some answers. I mean numbers ;)
Various component efficiency calculations, but also thruster resource usage:
https://docs.google.com/spreadsheets/d/1JvtXyMFQw89i24I25SgO1AGW5o2p8mOZx8WiJ2tjyrk/edit#gid=2140110931
Box use 140e/s, Tri 18e/s, Man 5e/s
Generator science (by Blitz)...
You can theoretically make a ship with just one thruster, by shifting center of mass. You won't be able to roll, but it's not really needed that much.
That's my next experimental project on the list BTW, so I'll know if it actually works.
Either would work.
Initially I though about completely blocking any payment until your balance get positive. So you'd need to buy all the supplies and tools before the ship.
But only limiting ship purchase would be more noob-friendly.
Also you couldn't own station lot or join company until you...
Debt could carry to new character, if you use it then delete the old one.
It could be up to one mil. Should be enough for decent starting miner.
You can take it only if you're not in debt already, and have at least 20%-50% of the ship value.
You can't buy anything more until the debt is paid...
Streamers are known for complaining a lot :P
But I agree, speed boost would be nice. But I'd boost only ground movement, and keep the jetpack way slower. To encourage people to actually build catwalks, rather than just leaving empty flying space.
I think it would be good idea to make the timer...
I absolutely disagree.
Old ships will get obsolete anyway, as the player understanding of the game mechanics will grow.
Many similar games suffered from trying to remain backward-compatible. It often holds back some really needed changes.
I.e. FtD would be much more fun with less drag, weaker...
Another idea - allow players to go into negative balance when buying ships.
I.e. you need to have only at least 25-50% of the ship cost before buying it.
So I have 250k, I buy ship worth a milion, my account shows -750k.
All artificial limitations (like not being able to leave safe zone or...
Just like belt mining overshadows hall mining, and ship designer overshadows ikea.
Yet both of these still have their place in game.
I'm all for combat arena starting job.
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