We'll be taking a look at the upcoming version 10.6 with the new flight controller and of course the controversial CPU system and how it will change our builds, building and our gameplay in general. The stream will take place on both YouTube and Twitch: https://youtube.com/spanj twitch.tv/spanj If you would like to submit any questions to the devs, the best way is to join my discord and then post your question in the "dev-q-and-a-questions" channel. Join the discord: https://discord.gg/cwyYqwR For those not using discord, you can post questions by replying to this thread too. And if you're feeling lucky, you can post your question live during the stream.
This time Spanj didn't forget to save a template, but to post his own Twitch link: https://www.twitch.tv/spanj For people confused by all the timezone stuff, this page should display the event time in your local time: https://www.timeanddate.com/worldclock/fixedtime.html?msg=Live+Q&A+with+the+Devs&iso=20191025T20&p1=299 Looking forward to it. (P.S. Wish you further speedy recovery, Spanj )
Drink lots of hot tea with honey...Have ready a jar close to you when Q & A is in progress...Problem solved, you might even be able to sing opera.
Ah, ok. In my browser there wasn't even a white box, there was simply nothing there Probably indeed a Flash issue as Myrmidon mentioned. I added the link in my post with the "Link" button in the post editor toolbar, that seems to circumvent the auto-formatting shenanigans you have run into
Chicken soup some have as favorite. In Norway we might drink orange juice or chew down C-vitamin, along with "fish oil" ( called "tran") as fluid or capsules.
My question: If vehicle flight properties are being overhauled, will there be a proper Moment of Inertia calculation sometime soon? Currently your ship's turning rate is defined by the averaged mass spread throughout the entire bounding box. A single line of blocks sticking out behaves as if the entire weight of the ship spreads out in that direction. In other words: Anyone who adds tiny decorative features to their outer hull may be seriously hurting their rotation rate in an incredibly unrealistic fashion. Can this please be fixed? Currently, if you use the classic spinning ice skater for reference, Empyrion ships behave as if the "arms extended" picture were replaced with a giant marshmallow, with her core mass spread out as far as her arms reach: The effect of the arms extending is significant. If the entire mass is extended/retracted by that volume, the effect is (as in game, currently) HUGE.
1) Variable Thrust. An SV or CV hovering should only consume the power needed to hover, not 100% of all lifting thrusters. Will or has this been addressed? I watched the XCal video, and solely based on the Power % displayed in the HUD it didn't appear that this is working; yet..? 2) Are there plans to do away with the magic inflation of Mass for Blocks/Devices? 3) From XCal vid, paraphrasing, 'Shield Size has to stay the same to allow upgrading'. Have devs discussed using a 'base' shield block, then using additional, seperate blocks to upgrade the shield capabilities? It would allow for much more granularity, and help support smaller CVs, which look to become more common with the new CPU system. 4) SV --to--> HV Docking. Where the HV is the parent. Any chance of that being added? A large HV with Medbay and multi hundred ton hauling capacity as a Mobile Assault Base with a landing deck to carry Attack SV, for POI assaults and salvaging. 5) Is there -any- chance for Capital Hover Vessels? Even if they were gimped to only a CV equivalent of the HV Starter engines and 2 projectile turrets they would still be very useful for both mining platforms and Mobile Assault Bases. --- Sorry to be greedy w all the questions @spanj , but man o man do I hope you have time for them!
1. What is the current status/progress for NPC companions/crewmembers, computer terminals, mission/ quest tools and dialogue editor for NPCs? 2. Do the developers plan on adding ladders and Elevator blocks to SVs and HVs? 3. Is there any possibility that we will see armor broke down into individual items: Boots, legs, chest, arms, gloves or gauntlets, headgear(hats, helmets), Power Supply, Backpack, sensors and devices( tactical gear upgrades, biotic upgrades, grappling hook)? 4. Are you working on autopilot controls to set destination and will we ever be able to travel with a NPC fleet with other ships piloted by NPCs under our command? Example: Mothership, Carrier, Battle Cruiser, Frigate and Freighter all owned and maintained by you and your NPC companions within your faction. Think Starmade 5. Is a fully implemented Economy featuring: trade, markets, ship buy and sell, Real Estate, Black Market and other related features mentioned in the Economy suggestion thread on the official forums being worked on and is it realistic to see it being implemented during Alpha?
Maybe to you, but just because it's name implys that is a survival game doesn't mean it's required to only be that. If that's the case let me know that is the intention so I can take my happy @$$ elsewhere. You probably haven't kept up with this much, so I'll give you a break. Btw on a grander scale, everything I mentioned is still survival. Survival of the fittest; surviving as a faction/company amidst an onslaught of pirates, zirax and alien adversaries. It's the fight to be the greatest in the galaxy and to build yourself an empire while you weather the storm. You wage war against other factions to dominate and seize power. You bring on other people, through hiring and enslaving them to start focusing on bigger tasks leaving petty tasks to be completed by your companions. That's real survival on a scale that hasn't been done before. If you want to be original, expand your horizons and think bigger!