Hi, Is there any difference in acceleration between CruiseMode and the "W" button forward? What I noticed, with a heavy load, CruiseMode accelerates to half of possible speed with the same fuel consumption. My test: Survival scenario + Weight/Volume On HAC 454 + 516 t (127 armored concrete blocks) CruiseON about 17 m/s "W" button about 35 m/s Is it ok ? Or it is a bug ? I just ask
Hmm... i'm unsure if this is a bug, but it seems suspicious to me, so i'd recommend Bug Report just in case.
The motorbike is still awful. It gets stuck in the ground and the camera flips out. Turrets on HV's are still TERRIBLE at targeting and firing. I hovered all around a bunch of Zirax patrols and the stupid thing wouldn't target and shoot most of the time. I eventually just left them alone. I was also nearly killed by a drone because the turret just sat there and didn't even shoot (drone was in range). Base turrets are pretty bad too. They're a little better than HV turrets, but not much. Drones will be lighting up my base and the turrets just sit there. Also, why do turrets not target Otyughs?
I noticed this too. Acceleration is noticeably lower on cruise, to the point that even my nimble and unburdened hv often won't even reach max speed on uneven terrain.
Have ya tried messing around with the Turret Targeting Checkboxes in each Turret in the Device List of these Creations? If those foes's Checkboxes are checked on & the Turrets still do what ya say they are here, Bug Report worthy.
Oh yea, I've tried all kinds of different settings for the check boxes. I notice sometimes the drones or enemies aren't targeting me too. Basically it seems like the code behind the targeting for enemies and auto turrets is just bad/laggy. Sometimes it works, sometimes it doesn't. And it seems really bad when you're moving - essentially limiting the players ability to circle enemies and kill them.
Definitely Bug Report this here then with all the info ya can give... this has long been needing assistance in getting fixed as the Devs keep having a hell of a hard time getting enough reproduction info to find the damn Bugs's damn hiding place(s) to get them squashed.
Alpha 9.4 is looking good and the engine is slick enough again to actually play (rather than the slideshow a few versions back). So how about taking time to start adding automation now? There comes a point where you've picked enough plants and dug enough holes for a lifetime. Let machines do it.
Overall the game is good, thank and good job devs, the thing that bugged me are turret sound and marketplace turret sound like many other reports (the turret sound come from bullet impact not the turret itself, so for stereo user its bit confusing to locate the turret ) and marketplace Defenders vs Invaders scenario When selling: I can register/sell item from Eleen to Galactic Marketplace Trading Center (TC) and I can claim credits anywhere anytime when it sold. ** But when buying/abort: I can buy/abort item from anywhere anytime, but why I must go to item origin to claim it? Why you are not allow us to claim it in any marketplaces? My feedback, allow us to claim anywhere in any marketplaces but add tax if we want to claim it outside the origin item, no tax for claim at origin item. ** Spoiler Spoiler
Apologies for posting something that may well have been discussed somewhere in this mammoth thread but... Are you going to update the recipes on the various constructors? I'm currently level 4 in my new game and have made a nice little underground base with those lovely new stone textures but have found myself in the slightly ridiculous position that I can build complex base cores, drills, sentry guns, fridges, clone chambers, hover engines and cargo boxes linked to a logistics network but I'm apparently unable to make furniture or lights until I'm level 5 and can build a huge great constructor. Should lights and furniture not be the most basic things you can produce? As it stands it seems that the small constructor does absolutely nothing to justify its existence and has some really glaring holes in it's repertoire! Seriously, I'd settle for some of those ruddy torches and the ability to buy some wooden furniture of the Talon. Well, if they's accept their own coins, that is...
I started a new game and noticed a few things that I think could use a change. The escape pod, the only thing it ever has is a water bottle. Why not have the players starting inventory inside it? Why is it persistent when the tent serves the same purpose and can be crafted? When I reached the wreckage base I was attacked by 3 spiders. 3 spiders, when the only weapon I have is the survival tool. Thank goodness they were LVL 1. Side note, I have been attacked by those spiders every time I have started a new game and reached the wreckage base. Veteran players know that you need plant fibers / wood logs to make biofuel and nitro cellulose, but someone brand new to the game? I think a mission needs to be added to the Robinson protocol where the player makes a chainsaw and harvests a few trees.
Does the use of config.ecf (rename config_example.exf) make any difference? The recipes are also in there.
The RP has such a mission. It can be started after you reach the Wreckage. I believe you get the advice to make some Bio Fuel for the Drill that you should create. The other way is to open the PDA and look for ways to make Bio Fuel (I believe it's there). Btw., if you don't like to be attacked by Spiders play on the ARID Starter Planet where things run different
Make a chainsaw and collect wood for fuel. Not make a drill and mine for ore. It should be before the quest to make the drill, since the drill also needs fuel.
@Pach and me have pointed that out several times to do such a change to the PDA as you need at the start on the ARID Planet Bio Fuel for the O² Generator BEFORE anything else...