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
https://wiki.starbasegame.com/index.php/Community_navigation_systems
https://wiki.starbasegame.com/index.php/ISAN
Is there a plan to implement a nav system?
https://www.starbasegame.com/roadmap/Starbase_roadmap_2021_1440p.jpg
Starbase won't (there is plan to be able to sell precoded yolol chips in the future) but the player base are slowly doing it.
At the moment YOLOL is so simple that it doesn't require many if any knowledge of coding. just problem solving skills and some basic math (And a good searching skills as many things are already done and well documented). Coding knowledge is more for very advance and complicated scripts that get really close to the limitation of the chips (Like ISAN).
Yes until it reach the maximum velocity of 150m/s.
And no mods?
... SkIlLs
If I follow your logic, Eve Online, Dual Universe, Star Citizen, Elite dangerous, Freelancer, No Man Sky have more skilled developpers than Starbase (And Space Engineer) just because they can slap a higher max speed to the game?!
And players will always want more speed instead of using the included game mechanics (Or Planned game mechanics for the case of a game in development), because players think of min max while dev think of balance.
ISAN speed determination is somewhat flaky AIUI. They were putting in offsets, last I heard...
That'll be 1000m, which you divide by time and get the speed, i.e. passing 1000m in 8,37 seconds equate to 119,47 m/s. There's of course some degree of error depending on your reaction, but as long as the start delay is about the same as stop delay, it should be reasonably accurate.
My problem is in design seeing thrusters put out different outputs and the reasoning behind this; some say it is to balance the weight distribution on the ship to keep it flying straight; this bothers me and might be very inefficient when you turn.
My thought was to run independant FCUs for opposite direction thrusters; I did this and solved the problem; its like the ship wants to stop when you want it to go; why do I ned to have thrusters on if my ship is balanced; well unfortunately it helps and not every ship will be balanced and when you load ore the ship goes unbalanced as well; I dont know how accurate the rear thrusters aligh an unbalanced ship as in one instance all thrusters were putting out 10000 output and I know my design wasnt balanced.
I still have some things to learn but I would suggest putting a text panel and reading power out of each thruster; easy to do then you can rebalance your ship with thruster output control to be the most efficient. Heh I dont even know if thats possible in yolol but I just thought of it. At least you will have a way to see if they are firing.
I just set the speed low and get out and look; visual inspection is part of pre-flight; I know I was a real pilot once. I even put a shark cage and able to walk back there lol.