made a post about a prefab CV https://empyriononline.com/threads/pre-fab-cv-got-no-brakes.96341/#post-423637 since this seem to be no bug: how should i leave the cockpit since this ship (right from the factory) wont stop in a while (unless i crash it somewhere) as i cant leave the cockpit as long as the ship is moving ? and bulding prefab stuff just to modify it to use it is .... well .... bulls.....t
Maybe you would use the command console in some way? Unfortunately I do not know the commands that would help you, maybe this to teleport your character, who know, just an idea. Good luck. The commands: https://empyrion.gamepedia.com/Console_Commands
but all i want is to play. its annoying enough even with pulling up commands to make a ship stop to get me out, or shut down power. imo this makes 0 (zero) sense. why does one make a ship with no brakes in game where u can't leave the ship as long as its moving. and stopping the ship is as easy as releasing the W button .... and yes, i placed 2 thrusters myself already, but imo this issnt the point of a prefab
Because you're meant to land it on a planet. While in atmo, it will slow down of it's own accord when you stop pressing W. You'll find that there are multiple ships that don't have all-axis thrusters in the prefabs, and the Skyfortress is one of the most popular CV prefabs. Better yet, there's even an instruction manual in the ship's cockpit to explain exactly how it's meant to be used.
u mean i ramm it into the planet, rather than "land". but then again it would be nice to see the manual before i build it. that means further to drop every prefab in creative mode to see what its doing and and what not. all i thought when i started this game is to see how it works now, as i didnt play a few years. wanted to play a multiplayer again (like i did in my 700 hours from before) and wanted to find out how things are woring before doing this. turns out it much harder now.
Because way back when, people whined about accidentally leaving their ships and having them fly off without them, and as a result, the devs nerfed the fun for everyone. If you want to be able to exit a moving ship (and walk around a moving ship), Space Engineers may be the game for you. Or Dual Universe.
you dont understand. i know i have to stop a vehicle to be able to get out. but i waste a ton of time if the ship got no brakes, as the one in the topic. as far as i understud it ment to ramm it to the ground to stop it or wait untuil it stops from aloe after, how long time ? have fun with it in space ....
Yes, but the devs could also change it back to the old way and you could just exit a moving vehicle. Which would be preferred.
I continuously find I'm unable to "land" because random collision detection means the ship takes a long while to "settle". It's possible to cut thrusters to land/settle quicker, but that feels like a bit too much overkill. Is it possible to tone down the wobble every time I stop my HV (also happens in a CV which I just built.) Powering off feels like a unwise solution especially if you are coming under fire and want to bail and continue on foot quickly. Woudl work if not that the "settling" was unpredictable and breaks immersion. Is it possible to tweak the settling time, by changing landing gear configuration I don't recall it being quite so jumpy before.
I think there may be more issues at play here than simply prevent players leaving a flying ship and having it fly away. Obviously, a player doing that must have thought about it before taking the decision, just like jumping out of a moving car has obvious consequences. I think that trying to prevent players from doing something obviously "stupid" was not the prime intent. Maybe it has more to do with exploits, since a powered-on ship could be sent as an auto-firing drone while the player just escapes battle safely. Less true for SV since it only got auto-firing turrets recently. This is probably one of the many "blanket solutions" that we got for specific issues that also affect unrelated things. Now if collisions all get better and "ships ramming ships" cause damage at some point, that's another reason not to allow players to leave the ship while it's still moving. I also realize that if a CV can be left slowly drifting towards a target then a player might as well do the same with multiple CVs, jumping from one into another to direct it at targets, then leave it drifting, jetpack to next one and do the same, etc.
But I have no issue with jumping out of my seat and having the ship stop instantly like if it had actual anchors. I'm pretty sure we could live with that behaviour even though it might feel unrealistic, and even though I can dismount the motorbike in motion. I'm puzzled as all "shades" why we use the same "ships" rule for entities (the bike is not a ship.) I mean the bike carrying on moving is a way cool effect, but not necessary for ships.
Honestly, this is just 1 key press away from stopping the ship and then pressing "F" to get out. Is it even worth the effort for the developer ? I can only guess what you mean here as I have a problem with the way you wrote it (French speaker here). Can be an asset from the store (the script, not the "model"), and they didn't code it themselves. I can be wrong.
Got a feeling we are talking about not having on autobrake. Hit the I key to turn autobrake on/off. On planets you should turn it on and keep it on. That will settle your ship almost immediately.
Planetside the brakes often don't work on a HV/SV , that is the main gripe I have. I'm far too often trapped in the cockpit while the game collision engine shakes you about trying to settle the ship. The algorithm needs to have a timer that stops the ship and the collision algorithm from bouncing it around. I doubt this is "stock" collision script, but rather code the implementors had to write, it's 3 years along now.
Just hold O button and press F. I know it is not the fix, but I ended up doing this to save my nerves lol