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Post by darthroach on Mar 4, 2017 1:57:02 GMT
So wait, how exactly does moving maneuver nodes work? I haven't had a lot of time lately, but I did load the game up for a few minutes and couldn't figure out how. Pardon my stupidity. There's now a new maneuver node, temporal. It lets you move the time your maneuver starts at. It appears as a small grey arrow. Thanks a lot.
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Post by vegetal on Mar 4, 2017 3:07:10 GMT
I'm still confused by the deltav bug, I don't ever see it. It's only ever present during combat. Try launching missiles at a static target during combat, you will see that they will cruise at quite a lower speed than it's deltaV stats say.
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Post by lieste on Mar 4, 2017 7:50:06 GMT
Temporal Node: You can only move one node, and it automatically removes all those after it. Also the control for dragging it around more than a tiny amount are awkward - it can be better to 'drop' the adjustment half way and then reselect and make a second adjustment than to try to manipulate it around 2-3 orbits. This 'sometimes better to take two bites' is true of the linear adjustments to actually designate the burn too, but more obvious with the weird behaviour of the temporal node.
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Post by subunit on Mar 5, 2017 7:57:45 GMT
Throwing kg+ projectiles now requires huge amounts of power. Has anyone managed to get their payload throwing coilguns back in their old form? Gun design behaves quite differently now... The new extruded turrets made an old exploit very easy now though. If the front of your ship is wider than the back, and your turrets are on the back, you can basically fire them while they are protected by the ship's armor. The shots go through your own armor basically. If that got fixed somehow in the hotfix, that would be nice. And the half deltaV bug in combat too. I wasn't able to get my nuke-throwing coilguns to work again. My NEFP munitions are now more viable in cannons than in coilguns, which is kind of cool because cannons are actually useful for something now.
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Post by Enderminion on Mar 6, 2017 18:44:49 GMT
maybe my flak cannons could work too, at least for close range
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Post by dragonkid11 on Mar 7, 2017 1:52:27 GMT
I always have my own conventional nuclear cannon design made already.
But trying to get the cannon velocity to above 3kmps (To at least get the drone out of the range of that sniper coilgun), the gun will end up being really heavy.
Maybe worth it, maybe not. But yoy could definitely brag about making a nuclear cannon.
Now if only you don't need a control module to make sure that the nuke detonate.
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Post by bigbombr on Mar 7, 2017 6:01:48 GMT
I always have my own conventional nuclear cannon design made already. But trying to get the cannon velocity to above 3kmps (To at least get the drone out of the range of that sniper coilgun), the gun will end up being really heavy. Maybe worth it, maybe not. But yoy could definitely brag about making a nuclear cannon. Now if only you don't need a control module to make sure that the nuke detonate. If you're willing to use modded materials, than large bore Graphene barrels work quite well.
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bard
New Member
Posts: 4
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Post by bard on Mar 9, 2017 3:49:57 GMT
Because I had a 100g flak shell for a drone gun that was set to 10km and never detonated untill the last second no matter what I did to it. You need a remote control to have fuses go off. This Flak's shrapnel can't do damage beyond 460 according to graph, correct? Has to be set at 460m or less, or computer seems to ignore hard range settings? W/ Flak as close as possible is most powerful according to graph, is that right?
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Post by David367th on Mar 9, 2017 3:58:21 GMT
Because I had a 100g flak shell for a drone gun that was set to 10km and never detonated untill the last second no matter what I did to it. You need a remote control to have fuses go off. This Flak's shrapnel can't do damage beyond 460 according to graph, correct? Has to be set at 460m or less, or computer seems to ignore hard range settings. W/ Flak as close as possible is most powerful according to graph.. right but deltav the idea was to get the activation range to work, not set a timer.
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Post by Rocket Witch on Mar 11, 2017 17:05:10 GMT
Final piece of feedback I think: While position on the module menu is now remembered after editing one, it still isn't after deleting a module. Obviously it can't remain on what you had selected if you delete it, but if it could remain in the same category of items and even move the selection to the one above or below that would be an improvement.
Also addendum to previous feedback: a 'force broadside' order would be as useful as a 'force nose-on' order for broadside designs that just happen to have a frontal gun.
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Post by samchiu2000 on Mar 22, 2017 13:33:26 GMT
I see the crash. Happens when you have more than 20 stages on a coilgun. Will send out a hotfix soon. As for electric motor turrets, that was planned, but I had to cut them (as well as a lot of other planned features) in order to make the February deadline. I hope to have them in the next patch. For example?~
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Post by Enderminion on Mar 22, 2017 13:35:19 GMT
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Post by newageofpower on Mar 22, 2017 14:09:35 GMT
Likely putting food in his belly. As much of nerds we are, CoADE simply hasn't sold enough to pay for his Cost of Living. : /
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Post by samchiu2000 on Mar 22, 2017 14:44:17 GMT
Likely putting food in his belly. As much of nerds we are, CoADE simply hasn't sold enough to pay for his Cost of Living. : /
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Post by dragonkid11 on Mar 22, 2017 14:44:34 GMT
And we are now back to the stage of 'IT'S ALMOST TIME FOR UPDATE, WHERE IS IT!?"
Either we are the most annoying dedicated fan in the world or we are really just a bunch of experiment addicted test rat.
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