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Messages - lyravega

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General Discussion / Maintenance at primetime sucks.
« on: May 16, 2013, 04:05:43 pm »
It's EU primetime, and there is the maintenance.

Is it like this always? I mean this is just terrible. Beyond horrible. Etc... you get the drill.

2
Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: May 16, 2013, 02:45:23 pm »
Oh yeah, projectiles drag wildly...

3
Gameplay / Re: Achievement system flaw
« on: May 15, 2013, 10:12:23 am »
The achievement system's purpose is to make sure you try different things. You don't like the Goldfish? You should try flying it more, it's a really fun ship. Without the achievement system, you might never bother. It helps you try out different guns, ammo types, tools, etc. That's really important in a game like this.

I'm sure having a fire extinguisher as a Gunner is fun for the whole crew. Need to try something different, right?

4
Gameplay / Re: Suicide - risk/reward option or cheap tactic?
« on: May 15, 2013, 09:54:13 am »
This is completely against the idea of permanent hull. It's not a trick, it is an exploit. Something in the game is abused to bypass another part of the game; suicide to bypass hull damage.

5
Also, when you steer, you're using a rudder, and if you were to let go of the wheel, the force of the air passing by the rudder would push it back to center, probably violently.

So from realism stand point, it would make no sense for the wheel to stay where you left it after you've left the helm.

but while you're still actively piloting a ship, yeah, that might make a lot of sense.

Exactly what's on my mind.

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Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: May 14, 2013, 10:18:43 pm »
I checked the patch notes, and it states this:

"- Fixed a bug with the way ship angular velocity was inherited by projectiles"

However, I really don't think so.

7
Leaving can auto-center. Or not. I am really not interested in adjusting a direction and leaving the helm to do something else.

But I'm sick of having to press left/right and fully power left/right when I need to make small adjustments, even the minimal turns causing my gunners to miss horribly due to either a network bug of a poorly implemented feature. With this, at least my gunners can compensate with ease, without missing the target due to that bug/feature.

8
As I've said Moo, if the ship was very long, and the turret was located at the opposite end of the rotational axis (by which I mean, the point of "reference" where velocity in any direction is zero, center of rotation, etc...), then the angular momentum would cause more drag. It is mostly negligible, but as I've said, it should be minimized; it should be the absolute minimum.

If it is a bug, it should be fixed. If it is a feature, it is the most ridiculous feature I've ever seen, especially in a game that tries to adapt proper "bullet physics".

edit: I checked the patch notes, and it states this:

"- Fixed a bug with the way ship angular velocity was inherited by projectiles"

However, I really don't think so.

9
Feedback and Suggestions / Re: Quick Join Sabotage?
« on: May 14, 2013, 05:10:45 pm »
There should be a button for the ship captain to prevent quick-joiners coming on their ship.

Not only that, that you were doing fine with an AI Engineer, but for example on a Goldfish, a 2nd gunner joins and screws things up. Why do you need 2 gunners, especially on a ship like Goldfish for example? Not to mention that, whenever your "trusted" gunner leaves the middle gun, these people can get inside them and screw every one shot they fire...

10
Anyone played Euro Truck Simulator here?

Anyway, there is a control scheme in that game which gets rid of the auto-centering. I think the same thing could be useful in this game; I don't like when I press a key, it goes all the way down, I'd love to make just corrections, and a button to auto-center immediately.

11
Ok, I have a problem with the Angular momentum. Whenever your ship is turning, trying to fire will mostly result in a wild drag caused by angular momentum.

My problem is, yes, angular momentum would drag the projectile, but if the turrets were fixed. However, most likely, the enemy you are trying to shoot at would require you to turn the turret to the opposite direction; for example, if the ship is turning towards left, most likely you'll turn the turret to the right to keep up with the target.

Now, these both actions should cancel the angular momentum. Well, not entirely, since inheritance is based on the center of the rotation, and since turrets aren't located at this sweet spot, there'll be some conservation. But right now, the angular momentum "inherited" by the projectiles feels like you have a veeeeery long ship, and the turret is on the opposite side of the rotational axis.

This is why, in my opinion, rotational (Angular) momentum conservation should be minimized, but not completely eliminated.

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