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Post by Durandal on Oct 21, 2016 3:26:31 GMT
So I'm noticing that a ship I have that's using 1m of graphite aerogel that was able to just TANK hits last night gets rounds through it like a hot knife through butter. Was there a stealth update or something?
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Post by concretedonkey on Oct 21, 2016 5:44:54 GMT
So I'm noticing that a ship I have that's using 1m of graphite aerogel that was able to just TANK hits last night gets rounds through it like a hot knife through butter. Was there a stealth update or something? I think you will find the answer here childrenofadeadearth.boards.net/post/2721/thread berried under all the "armor is no longer necessary "posts .
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Post by zuthal on Oct 24, 2016 6:29:30 GMT
If it's not too much to ask, could we get a roadmap? Not necessarily a long one, just some info on what the next update might have. Would be nice knowing what to expect next. Currently, aside from crashes, the top items I'm working on are missile guidance, proximity detonator issues, and railgun/coilgun issues. For rail- and coilguns, I think what would be more or less needed is doing at the very least implicit capacitors - and I feel that explicit capacitors might be what you have planned, since there are, in the game files, already capacitor-related constants for some materials. What I would suggest is to let the player set, for both types of electromagnetic artillery, the energy per shot (instead of the power). From that and the parameters of the weapon, it then calculates peak power demand, and from the input energy and the fire rate it calculates average power demand. If you want to do a capacitor-less design, you need reactor power equal to or greater than the peak power, and for a design with capacitors, only reactor power at least equal to the average power (but your caps need to be able to keep up, and of course add cost and mass). And missile guidance and proximity detonator changes? Yes yes yes yes! Thank you!
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Post by beatle on Nov 9, 2016 18:47:01 GMT
Added a release changelist for post-release builds, starting with 1.0.1. 1.0.7 (11/7/2016) ...I literally yelled out loud in joy upon reading the feature list of 1.0.7 update! So many of the improvements, that I much longed after, have been implemented! My deepest gratitude to the Dev for the wonderful work with this update and for continued improvements for this already one of a kind game!
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Post by Argopeilacos on Nov 10, 2016 9:11:58 GMT
Is there an official place to find out what qswitched is working on next?
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Post by Bag_Herro_Bon on Nov 26, 2016 22:59:34 GMT
I just bought the game and found a major bug regarding the text in-game. It's like the game can't decide which language it's using does anyone know how to fix it, I've already verified game cache.
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Post by newageofpower on Nov 29, 2016 9:13:12 GMT
Currently, aside from crashes, the top items I'm working on are missile guidance, proximity detonator issues, and railgun/coilgun issues. AMAZING simulator you have here. Convinced a friend to buy it. Working on two more friends. That being said, yeah, missiles, warheads, and especially rail/coilguns have problems. There are some 'easy' features I'd like to request, though. -Add Osmium as a thermocouple material. (Other players have asked for it too)-Add a Intensity chart to lasers; just like the way guns/rails/coils have a short reference for range estimation, Lasers could use a similar little box stating X watts at 10 KM, 50 KM, 500KM. -Some way to fine tune component placement optimization. I've been dragging my modules back and forth, hoping I didn't go a few centimeters too far, to minimize cross-section in my designs. As a result, my mouse hand is in quite a bit of pain. EDIT:Oh, and please fix RCS thruster's weird wobbling/overdrifting behaviour. Sometimes consume vast amounts of dV and still fails to aim the broadside.
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Post by Argopeilacos on Nov 29, 2016 9:36:00 GMT
You might want to add your suggestions to thorneel's UI Thread.
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erik
New Member
Posts: 34
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Post by erik on Nov 29, 2016 9:36:35 GMT
Is this also wishlist thread? I think the single most important thing missing now is mission editor. I think most of the players would be satisfied with almost any kind of one for now, we fear no UI. Will PayPal donation become here on the website or forums be introduced at some point? The game can be bought for oneself only once.
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Post by newageofpower on Nov 29, 2016 9:38:47 GMT
Is this also wishlist thread? I think the single most important thing missing now is mission editor. I think most of the players would be satisfied with almost any kind of one for now, we fear no UI. Will PayPal donation become here on the website or forums be introduced at some point? The game can be bought for oneself only once. Can gift copies to friends. I'm holding off for now, since I'm pretty sure they will bend and if I just gift them a copy they might not play it.
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Post by dragonkid11 on Dec 1, 2016 4:23:33 GMT
It has been almost another month, will we be having a patch very soon?
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Post by teeth on Dec 1, 2016 5:55:15 GMT
I think he's either been taking a break or focusing on a very big surprise update, judging by the fact that he hasn't been talking about what he's working on.
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Post by Argopeilacos on Dec 1, 2016 13:11:54 GMT
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Post by qswitched on Dec 1, 2016 21:44:57 GMT
The next patch is planned for pre-holidays, mid-December.
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Post by teeth on Dec 1, 2016 23:54:24 GMT
Christmas comes early this year.
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