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Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
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Spacecraft unable to spaw...
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Ioplasma recipe missing i...
Forum: Bug Reports
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No Record of Shipment Fou...
Forum: Bug Reports
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Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
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System map does not refre...
Forum: Bug Reports
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favorite or funniest mome...
Forum: Cantina
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Picture Thread 2.0
Forum: Cantina
Last Post: Rockinsince87
03-16-2025, 06:59 PM
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Hold access for void asso...
Forum: Bug Reports
Last Post: Ivan
03-08-2025, 01:33 AM
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Minor bug: In exported sa...
Forum: Bug Reports
Last Post: Ivan
03-08-2025, 01:20 AM
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2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World |
Posted by: Haxus - 06-10-2024, 04:27 PM - Forum: Updates
- Replies (2)
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Leaky EV Suit
It would be nice to see a visible effect when an EV suit or helmet is leaking.
EV suit and helmet now emit a stream of steam/smoke when they are leaking.
Distance Sort Planets List
When the mission order to orbit a planet or sun is selected, the distance sort does not work.
Fixed.
Asphalt Roads on Inferno World
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.
Fixed.
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Aircraft Factory No Parking Spots |
Posted by: Deantwo - 05-17-2024, 11:48 PM - Forum: Bug Reports
- Replies (3)
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The default aircraft factory (and colony variant) blueprint no longer have parking spots for any vehicles, except for drop pods.
I also can't seem to get a drop pod out of the aircraft factory, maybe it should have a launch system?
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electricity not shared on Haxus' aerial platform design |
Posted by: Akynos - 05-17-2024, 09:32 AM - Forum: Bug Reports
- Replies (1)
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Electricty is not being shared through design ID: 3142 or 1000.
Hydrogen power plant fails to deliver to surrounding buildings.
Power plant and other buildings on the platform are shown as connected by land for trade and power distribution. However, no power reaches them.
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Helicopter Taxi Issues |
Posted by: Deantwo - 05-17-2024, 07:28 AM - Forum: Bug Reports
- No Replies
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Since my Gulliver class spaceship had a helicopter in its vehicle bay, I decided it would be cool to try driving it out of the vehicle bay from orbit. Sadly it does not seem like taxi works outside of the atmosphere, likely for the same reasons it can't fly either. I would have assumed that I could use its taxi even in no atmosphere or at least while inside my spaceship's hangar, since taxi is just using the wheels to drive.
After landing my Gulliver class spaceship on the planet instead, I attempted the taxi the helicopter out of the spaceship. Once it got out of the hangar it started gliding around, even without any upward thrust at all. I could almost fly the helicopter like a airplane for a bit just by using its taxi while in air.
I guess taxi isn't quite implemented as would be expected of a real life airplane. Would be nice if it functioned more like a ground vehicle when using taxi. I guess one way to implement it easily would be to have it toggle between acting like a ground vehicle and acting like a aircraft. Then you could also just have it use the SUV/motorbike controls while in "taxi mode".
If taxi gets fixed a bit, it might be useful to add it to other vehicles too. Maybe the space rocket could use a "taxi mode", have to move it down on its belly and use landing gear to drive it around. Transforming a vehicle between two modes like this would be really interesting for when we get the vehicle designer too, but it would maybe add some unwanted complexity.
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2024-05-16 Pirates, Fleet Improvements, Designer Bugs, Corrosion Shield, Thorns |
Posted by: Haxus - 05-17-2024, 12:46 AM - Forum: Updates
- Replies (6)
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Pirates
Pirates got some improvements in this update.
- Pirate marauders will form into fleets.
- Pirates sometimes escort a pirate freighter that could have any sort of cargo.
- Pirate scouts will sometimes be encountered.
Encounter size has always been determined by the relative mass of the pirate vs the human vessel. Previously the encounter size was limited to three; now it may be as many as five. Up to six if they are escorting a freighter.
Pirate scouts play an important role in the creation of pirate bases. Previously, the first pirate ship encountered triggered the creation of a pirate base somewhere in the sector.
Now a pirate scout is encountered when there is no base in the sector. It will move somewhere in the solar system and perform a sensor scan. If it completes the scan, a pirate base is created somewhere in the sector.
Scouts may also be encountered after a base exists so seeing a scout is not an indication that no base exists.
As before, once pirate base exists in a sector, pirate encounters are more frequent.
Designer Vertex Normals
Some actions in the designer cause the normals at the face vertices to get broken.
Fixed.
Designer Paste At Orientation
Orientation of pasted objects is wrong when using the Paste At function.
Fixed.
Ramp Bug
Try to walk on cargo ramp of Gulliver while it is hovering and I end up on the ground instantly as soon as I cross the threshold.
Fixed a hull void in the model.
Orchard Bug
I constructed an orchard but it did not start growing the product I selected initially.
Fixed.
Blueprint Not Loaded Bug
"Blueprint not loaded. Server is loading it." What server?
Removed exchange entries when the program starts if there is no corresponding blueprint.
Windmill
Can we have a single windmill model, instead of groups of four of them?
Done.
Near/Far Clip Bug
Planets morph strangely at a certain distance away. They seem to ooze into the scene.
Fixed.
Fleet Ship Maneuver
Will a fleet ship with 0 maneuver drive cause the entire fleet to fall into the sun?
When a fleet ship's maneuver acceleration drops below 10m/s, it will drop out of the fleet. When the flagship's acceleration drops below 10m/s, it dissolves the fleet.
Corrosion Shield
It would be nice to have some protection from insidious and corrosive atmospheres. A shield module was suggested.
Corrosion Shield Module added. It blocks 80% of kinetic and energy damage. It blocks 90% of acid damage and 100% of corrosion damage.
The name "atmosphere shield" was suggested. I did not choose that because atmospheres cause other kinds of damage besides just corrosion.
Fleet Orbit Bug
Atlantis orbited a gas giant with half the fleet hanging down into the atmosphere.
Fixed.
On Screen Avatar Buttons
Move the Recall Home and Avatar Selection Page buttons to the Avatar menu. They would be appropriate there and that would remove two buttons from the screen.
Done.
Huge Thorns
Thorns on plants are often huge, like walls of broomsticks sticking out of the trunks of plants.
Thorns were toned down a bit. They still don't cause any damage.
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Fleet Channel, named fleets channels and no Starforce channel |
Posted by: Ivan - 05-14-2024, 12:04 AM - Forum: Arena of Ideas
- Replies (5)
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I like the fact that fleets were added. But there a thing that bothers me: You cannot give orders to ships under a flagship that you're not berthed at.
I had envisioned fleets in a slightly different way:
- You could create fleets and name them, e.g. First Fleet, Orion Sector Fleet or Battlegroup Gamma.
- Hailing in the Fleet channel would then open channels to all individual ships like before, aswell as open channels to all named fleets. Giving orders in the named channels would then give the order to all ships within that fleet. Also currently it seems to open 2 different channels to flagships (one from Fleet and one from Starforce)
The formations and travelling together I had not envisioned, but they do sound nice, so I'm ok with that. I however envisioned it to merely be a way of communicating with a select group of ships (instead of all ships in system/sector range). But grouped warps/jumps do sound cool.
This would be nice because you could give orders to fleets aswell as to all individual ships of every fleet at all times. . After completing individual orders ships could then return to the flagship. That way ships within a remote fleet can be sent to do errands.
And best of all, it could solve the Starforce naming conundrum because that channel would not be needed anymore
I realise that this might be nitpicking a bit and maybe asking to much for Hazeron but i got that from X4 foundations where individaul ships can be sent do orders, then automatically return to fleet orders after finishing the individual task.
Might just be fueled by resitance to change, dunno, we'll see what other people think. :D
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