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Not really the point of the topic.
For the topic:
Agreed on fuel use in space. It should only be for altering direction. Sadly though, the ship is always trying to 'stop you', which eats fuel when you let off the key. So when you are on the key, its expending fuel too. Hopefully they look at this, and employ a sort of dampeners off setup.
For speed...Think of the speed right now as 'tactical speed'. The speed in which you can do manuevers, fight, explore, plot. Then think of a faster speed in which those things are not really viable. Then think of the warp speed to jump between systems. They are missing that middle speed... but it was in the survey as something they are thinking about.
Kind of like E:D and its 'supercruise' mode, vs 'drop out' mode. In non-supercruise, you truly feel like you are moving slow. Dogfighting in roids is very slow, and evenslower if you are in an Anaconda, or other large capital class ship. When you escape into supercruise, you are going much faster than the guy you left behind... but, you cannot shoot your weapons, or turn on a dime either.
So... I think a 'middle' speed is coming. Just need to wait a bit.
We don't actually have full Newtonian physics or we'd be sliding sideways when we turn the ship around without stopping the forward motion first.
However, it is strange that thrusters don't work on a planet but do in space. We don't have thrusters stopping forward or sideways sliding in atmosphere but we do have thrusters stopping us going forward in space.
In space, there is reverse thrust (in all directions you are moving). When you let go of any motion key, you 'stop' (as it applied reverse thrust to stop you moving in that direction).
On land, as you say... reverse thrust is missing for pointing down/up, or being rolled sideways. It exists for directly level (down thrusters), and upside down (up thrusters).
I've been on their case to get that fixed, to have reverse thrust in all directions so long as your ship is designed with enough force to compensate its mass in gravity. I mean... space engineers does it, how hard can it be if that mess can do it? ;)
Yup, I don't acually want full newtonian physics either. Already play too many games like this and I like the arcade feel that this one has. But as you pointed out, holding down the thruster is really annoying. Maybe they can add an option for using the key to increase thruster power, not just toggle the thruster on/off. This way you can hold W until max power, then let go. And either decelerate with S or press X to go to 0 thrust, which will automatically decelerate it and slowly stop.
Sadly we still can not add component groups to the hotbar to easily switch on/off the thrusters.
Using kerbal technology I should be able to reach the moon by barely using any thrusters :P. But luckily that won't happen here. Too complicated.
Yup, I'm a big Elite Dangerous fan. But even in normal cruise you can easily reach 400m/s.
But I'd love a supercruise speed in Empyrion. Then I could do as our friend suggested and change the distances in the file.
The horizontal sliding is due to what Frigidman said about reverse thrust not being applied side-side or front-back while in atmo, which means if your ship is tilted slightly, the reverse thrust attempting to keep you stationary from the bottom actually pushes you in the direction you are tilted in
Alternatively, have the ability to turn on and off "anti-drift" in both atmosphere and space so space flight acts like it does now but atmospheric flight stops us sliding when tilted when it's turned on. When it's off, we get sliding in atmosphere like we do now but full Newtonian physics in space.
It also means the center of mass of the ship is way off. I hardly ever get drifing in my ships.
On the subject of game mechanics and the 110ms2 speed... its more of a physics issue with the block based game and other components (weapons fire too). They can increase it a bit more, but it starts to get a wee bit unpredictable. The faster two entities are moving toward each other, and weapons fire... the higher chance the collision tick misses and the shot flies 'through' an entity.
Especially when you take an almost unlimited way to build a ship into account.
In E:D, they have 'set ships' and 'set bounds' and 'set rules' for everything. They can kind of get away with the higher velocities (even though visually, to us, it SEEMS like the ships are moving in the same reaction times, maybe even more slow in ED... despite its 'telling us' its going 400ms2).
Heck, EGS could double all its display numbers, and then people suddenly think we are all moving twice as fast! Hehe.
Every ship I've tried, both made myself, and pulled off workshop (and even the prefabs), ALL slide into the ground if I am anything but 'perfectly level' to the ground.
Well, the point is not really power usage %. It's fuel consumption. You can have 100 generators and then your % would show less than 1%. My problem is the juice to run that.
Ive been asking for a completely new fuel system for thrusters, the ability to thrust up to speed and turn thrusters off and drift, and for the brakes code to be modified so it only kicks in if the ship is un-occupied as a failsafe for run away ships, like we saw in SE.
So if they go down this road they need new sections to the tech tree, new techs, liquid fuel and then solid fuel research in tech tree, all the animations and 3d models that come with new things in a game need to be done, the base code for its functionality as well, fair bit of stuff to be done so I hope they start looking at it soon and go for 5.0 or 6.0 for this change, would be a nice change.