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I decided to plot my CV max speed data vs acceleration instead of mass, and this is the result: [ATTACH] It looks fairly linear with...
I don't think anyone should waste their time on that, honestly. We need the devs to actually talk to us about the situation, which they seem to be...
I see so many issues with it. Anyway, there are two different max speed calculations happening: terminal velocity from v^2 drag in atmosphere,...
I think it's because the devs don't consider acceleration-dependent max speed in space to be a bug. It's an intentional "feature" intended to...
Depending on what you use for the projectile velocity, you could end up giving the target a few m/s velocity if half a ton of projectiles were...
Except that it doesn't, because there's still "drag" in space. . . .
I mean, why stop there? The next-step evolution of this sort of design would be a nearly full covering of combat steel that docks to a carbon...
Note that with an actually modular system, the concept of tiers for the structure itself is completely unnecessary. Also, a more granular approach...
With everything else, you can dump in piles of ingots and the ship gets built. If the blueprint also requires grow plots, then you have to...
Containers are the right size (125 L for SV/HV and 8000 L for CV/BA); it's the player inventory that's too large (should be more like ~100 L or...
All that would change would be device stats (not the same thing at all as changing a mechanic); the learning curve would remain the same: add...
A player's first ship will be extremely basic. It will likely be unarmed and unarmored, and have little cargo space. A few directional thrusters...
Only for ships intended for planetary operations. With the recent improvements to the docking system, there's no reason that every ship needs to...