Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Odd things (Mr.Bufferlow) - true - Here's 1 I did earlier, just for a bit of fun :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1735456013
Most rotate pieces using the technique called "base glitching." If you search for it on Youtube and sort by date so as to avoid pre-Next methods, you'll find some good videos. A particularly good video was posted, I believe, somewhere in the base sharing thread, probably page 35 or later. Base glitching involves joining pyramids in various ways to get different angles, and once you get those angles, use one of the methods of attaching wood/metal/concrete pieces or pre-fab rooms. It's been months since I examined and estimated, but if my memory is right, pyramid angles are 24, 24, and 66 degrees. If that is the case, you could add two 24 angles to get 48; you could add 66 and subtract 24 to get 42; or you add 48 and subtract 42 to get a 6 degree angle difference. 6 degree increments in virtually any direction is actually a lot of building flexibility. It's even way better than the 20 degree increments we could do in v. 1.38. But it is time consuming even when you know how, and involves spatial estimations that take lots of practice to learn and are still tricky, so making building pieces touch and line up at different angles in mid-air is very time consuming and more art than science. Still, it can be very satisfying. I'm not sure, but I think Lhleslie may have found a way to rotate pieces in less than 6 degree increments using the Save Editor. Very cool.
If any readers haven't already, I recommend that they take a look at many of the great bases people are building in the Base sharing thread. Have a great day, everyone.
I didn't know what you meant by orbital, although I guessed. Anyway, I tried using the save editor to build an orbiting base. Limited luck. I can't seem to get any object to build if more than 1000 U above the planet surface, even though the objects are in the save file. They just don't get put in the scene.
When one builds a base the origin of the base get's stored as x,y,z relative to the planet center. At least that's the way it looks. I made a simple base on the surface consisting of a main room, landing pad, and a beacon in the main room. The location of these objects is relative to the x,y,z base location, so I figured that if I moved the base, everything would go with it. This includes the base flag which is just the thing that appears as the base computer. It can be moved without changing anything else. I tried 2000 U above the surface. When I entered the game the base was gone and I was on the surface next to my ship. Makes sense since I used the ship for the save before editing. I looked up and could see the base and beacon symbols. When I flew up, there was nothing there besides the icons. It seems that NMS has some sort of elevation limiter, at least for the way I'm doing it.
So, how did you do it and how far off the planet were you able to get? Oh, and which version of NMS in case it makes a difference.
For anyone who doesn't like to build, fine - no prob there. I just like having the choice :)
Most builders will agree, it very rarely ends up the same as the picture you had in your head when you first started that project :)
A big Well Done to anyone who does indulge in a little creativity +1 to all :)