Separate names with a comma.
And I'm saying that having different speed caps isn't necessary to achieve the type of gameplay (high-acceleration ships catching...
Just because there's a technical max speed doesn't mean we need to also impose an acceleration-based max speed. The fundamental problem is that...
This is exactly what's in the game already, including the part about not slowing down when rotating (so long as thrusters aren't fired). Whether...
The current restriction of only 2 ships in any given docking chain is for technical reasons. The devs have indicated that it will be worked on...
Nope, unobstructed means direct line-of-sight to the bounding box (again, as it's done for weapons). Here's a way to look at things: the skin of...
I assumed unobstructed thrusters, as Eleon has mentioned that they will be implementing a thruster obstruction check at some point (similar to the...
Ah, ok, fair enough.
The thing is, you don't notice properly-implemented physics. But you do notice poorly-implemented physics (acceleration-dependent max speed cap,...
Thrusters above and below the plane of the ship isn't the only way to generate pitch; up/down thrusters will do that too. For atmospheric craft,...
We're talking about how to abstract real-world physics into a form that is suitable for a game and that will lead to reasonable ship design....
The physics is actually quite comparable to SE, in many ways. What Empyrion mainly lacks is a proper moment of inertia calculation and collisions...
Why? Because the devs stubbornly persist in thinking that there are meaningful differences between HV, SV, and CV besides block size. If they...
And that's where the square-cube law comes in: the volume of a ship grows faster than the surface area of the ship as the characteristic size of...
True, which means that weapon stats will need another look (they need it anyway).