Alpha 11: Flight model, CPU, Docking

Discussion in 'Patch Notes' started by EleonGameStudios, Nov 18, 2019.

  1. EleonGameStudios

    EleonGameStudios Developer
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    Alpha11_Header.png

    Hi Galactic Survivalists!

    Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.

    Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK posts before starting into a new game or giving feedback.
    The threads are available here: https://empyriononline.com/forums/faq-feedback.25/

    Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding a new core gameplay will never be frictionless nor perceived the same by everyone. We are taking all (fact-based) feedback and discussions to heart and, as those that are around for some time have seen a lot of times, we are more than willing to refine initial feature releases (although maybe not in the initial release) with those well thought ideas and suggestions made - if applicable and if time permits.

    Said that, and on behalf of anyone here at Eleon Game Studios, we would like to express our biggest thanks to all those, that are constantly offering help to improve features with on the spot feedback and are supporting the game design on a global level. Not only by in-detail testing new and changed features, bringing up issues and problems but also by helping new (and sometimes also recurring) players to get accustomed to new features and game changing updates in general! You guys rock! :)

    FlightModel.jpg

    Now, without further ado, everyone please check out the feature list and the full changelog below.

    Main Features & Additions of Alpha 11

    1. CPU Points & Tier System
    2. New Flight Mechanic & Techniques
    3. New Pilot HUD
    4. Vessel Docking: any-to-any
    5. Thruster Rebalancing
    6. Base Attack changes
    7. Building additions
      - Material Blockshapes (+16)
      - Heavy Windows (Full Glas, Connectors,...)
      - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings)
      - New Hangar door models
    8. New POIs
      - Default Survival Orbit: Wreckages
      - Default Survival Snow: Civilian buildings updated
      - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
    9. Technical demo for Multi Solar System: Akua-Omicron Scenario (MSS will be extended in the next releases)
    NOTE:
    - Version of Config.ecf has been increased - please review and adapt your modifications!
    - When using available mods you might also need to update to their most recent version (please refer to their respective creators for further questions)

    Thanks a lot in advance for reporting any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.24/

    Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

    Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES: https://empyriononline.com/threads/...-requirements-known-issues.47082/#post-290036

    And now: Have fun playing! :)

    PS: Please note about the "Official Public" server: we will full wipe our "Vanilla" Eleon server and activate CPU system to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).

    CPU.jpg Devices.jpg HVSVdocking.jpg MSS-AO.jpg NewPOI.jpg

    Hotfix 2019-11-18 (Build 2714)

    Fixes:
    - Workaround: Temporarily deactivated multi pf loading on pf servers to avoid problems when two pf's get loaded at the very same time (will be fully fixed tomorrow)

    ==========

    Hotfix 2019-11-18 (Build 2713)

    Changes:
    - Ship throttle match speed instead of thrust
    - ModAPI: Setting text on a LCD will auto-convert it to new mode if not yet happened
    - CPU efficiency level reduced from 71% to 50% when overshooting by 100% the CPU max limit

    Fixes:
    - Fix for CV docking not working any more
    - Speed is dropping to 0 when activating Cruise Mode
    - Mod Interface: Event_GlobalStructure_List lists structures in multiple playfields
    - 'Windows L' Window 1x1 damaged texture is is changed when the window's HP goes below 115
    - Missing damages states for T1 generator & multiple armored doors

    ==========

    Full Changelog (Build 2712)

    CPU
    • Added CPU Extender T2-T4 for HV, SV, CV and BA
    • Added 4 new collectibles required to craft T3 and T4 Extenders (Large/Small Optronic Bridge, Large/Small Optronic Matrix), available in rare and ultra rare alien containers as well as from all QuantumSTAR, Bertrams and Servant traders (more will be added, Default Survival > Polaris Orbital Trading Station)
    • Added crafting templates for all CPU Extenders
    • Added CPU information to 'di' console command overlay
    • CPU Points system is by default active in CREATIVE mode
    • CPU Penalties: Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
    • CPU efficiency rebalancing: 100% overshoot of the CPU tier level -> 70% efficiency
    • Added CPU infos to list of data in Blueprint window
    • Added option toggle for CPU system (CPU = OFF by default)
    Base Attack
    • Zirax attack Hacking Swipe has been reduced to 8-10m
    • Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
    • Hacking swipe for Talon Shaman has been removed
    • Note: both changes are temporary changes. More changes are planned for future releases (Change of attack pattern, targets, damage balancing)
    • Added new particle effect for Talon Shaman (visible during Talon Base Attack)
    LCD & Projector
    • LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
    • Improved LCD Projector:
      • dimensions and offsets now all have 1/4 block steps
      • 4x resolution of dimensions
      • 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
      • added z offset (front / back)
      • added 45° rotations for all three 3 axes
    • LCD screens: increased character limit
    New models & model updates
    • Addel L, M2 and L2 Thruster for SV (available in Small, Large, Advanced Constructor)
    • Added new Ventilator shapes
    • Added new full-glass Heavy Window shapes
    • Added 16 new Material shapes to all block groups and blockshape menu
    • Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
    • Added 4x double Railings to Walkways & Railings group
    • Updated Boarding Ramps (Removed front side ledge)
    • Added standard and armored round, centered and corner doors (BA, CV)
    Other additions & changes
    • Allowing to spawn HVs in space
    • Ship controller: add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
    • Added possibility to upgrade from Carbon Composite blocks to Steel Blocks
    • Supporting now flexible docking between ALL ship types
    • Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
    • Docked ships are now considered when calculating the total weight of a structure
    • Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar
    • Added type name and custom tag checkboxes to Blueprint Publish dialog
    • Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
    • updated playfield of "Invader vs Defender II" scenario
    • SSG: Improvements to Sector Type parameter settings
    • CtrModifier key now configurable
    • Added blueprint name to 'di' output command (only available as game host)
    • Add “Target in Range” Crosshair color change also to non-zoomed weapons and all fixed vessel weapons as well as manually aimed turrets (all structures) => crosshair gets red (bright) if in range
    • Removed RCS from 'essential devices' as they are no longer needed always
    • Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game)
    Playfields & Multi Solar System (tech demo)
    • 'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
    • added first version of a Galaxy Map
    • The LightZenithColor of a planet can force the light color of its orbit when the new playfield_static.yaml parameter OrbitUsesLightColor is set to TRUE ( playfields without this parameter are set to FALSE by default)
    • Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
    • Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
    • Set OrbitUsesLightColor to false for creative playfields
    • Lava planet has slightly less redish atmosphere color
    • A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
    New/updated POI
    • Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
    • Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
    • Updated non-snow POIs (Civil Settlement-B)
    • Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
    Balancing
    • Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
    • Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
    • Increased crafting times of all Thrusters
    • Increased crafting times for all RCS
    • Techtree SV/HV: Manual doors now default unlock; Shutter doors lvl 3, Ramps lvl 5
    • Reduced Unlock-Level on SV Thruster L, M2 and L2
    Technical optimizations and changes
    • optimized explosion related code
    • Setting max count of spotlights to 30 to avoid performance problems
    • Suppressing now Unity error message failed triangles and outputting a warning instead
    • Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
    • Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
    • Docked ships will not send position updates in MP any more (optimization)
    • performance improvement when loading LCDs in 'new mode'
    • Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
    • Performance improvement when shooting a gun
    • Pooling now rockets, ground blast and destroy particles
    • Removed MaxFireAngle from items config
    • Low memory check on startup, texture resolution reduction on low memory on startup
    Server
    • Playfield server outputs INFO line now for each loaded playfield
    • adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
    • Dedi: added server name and password to UI
    Dedicated.yaml
    • The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
    • If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
    ModAPI
    • Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
    • Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
    • adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
    • callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
    • renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
    • INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)
    • added IPlayfield.GetTerrainHeightAt()
    Updated 'Invader vs Defender II' scenario
    • Implemented optronic items to NPC Trader to be able to build large CPU Extender
    • Added repeatable PDA Mission to get CPU Extender items
    • Reduced Resource quantity in the outer and middle ring greatly
    • Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
    • Fixed couple of issues

    Bug Fixes:
    • Fixed: Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
    • Fixed: CoQ from global effects manager -> Solar panels
    • Fixed bug with player digged out areas in far terrain not showing correctly
    • Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
    • Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
    • Fixed: Can’t connect to LocalDedi => App not Running
    • Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
    • Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
    • Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
    • Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
    • Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
    • Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
    • Fixed: Turret targeting other turrets below ground
    • Fixed: Texture & colour tool 'Textures' UI glitched
    • Fixed: Shooting effects and blinking planet atmosphere
    • Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
    • Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
    • Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
    • Fixed: Players can be disconnected from their vessel if their internet connection drops
    • Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
    • Fixed: Distant planets go black & disappear when viewing from certain angles
    • Fixed: Text from LCD screens appearing on other LCD screens
    • Fixed: X key already assigned to action message when X key is unbound from shield
    • Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
    • Fixed: AlienBug02 hitbox
    • Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
    • Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
    • Fixed: CoQ when try to open Chat
    • Fixed: CoQ prevents loading into playfields with lpf command
    • Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
    • Fixed: [MP] Not possible to load into a MP server if character was left on a planet
    • Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
    • Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
    • Fixed: Base attacks triggering on a player base whilst honoured with zirax
    • Fixed: Access to locker cause COQ
    • Fixed: Base attack not appearing after alert triggers (full fix)
    • Fixed: Reloading weapons or tools triggers a CoQ
    • Fix for ship not moving in MP
    • Fixed: CoQ loop from Drone data
    • Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
    • Fix for terrain showing gaps sometimes
    • Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
    • Fix for OutOfBounds exception when leaving a playfield
    • Fixed: Long render time for structures
    • Fixed problem with collider of boarding ramp on playfield server
    • Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
    • Fixed: POI Shield Gen Keeps Resetting
    • Fixed: Chunks of structure missing on first visit
    • Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
    • Fixed: Survival Constructor stuck on backward time skip
    • Fixed: shields cycle on & off repeatedly when docked
    • Fixed: Copy Paste of multiple LCDs result in wrong order / issue
    • Fixed: Previosuly placed Solar panels are not working
    • Possible fix for ticks getting out of sync
    • Fix for console command 'ticks' not working any more
    • Fixed icon size of Sprite selection button in Screen Edit window
    • Fixed: When a HV touches the bedrock it will get repositioned above terrain
    • Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
    • Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
    • Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
    • Fixed: Weapons and tool effects remain after docking
    • Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
    • Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
    • Fixed: Chapter window does not take CSV key
    • Fixed: NoSkip does not work in COOP and bug carries over to SP
    • Fixed: Items can disappear from containers when CE's are added
    • Fix runaway "CONSTRUCTION" difficulty setting label
    • Fixed: Removed wrong pivotpoint from BAJ_JunkT1_06.epb
    • Fix for sporadic NRE when changing playfields
    • Fixed: [MP] Items given by NPC's are spoiled when looting their corpse
    • Fixed: Dedi: fixed that stamps txt files got copied into wrong location (NewGame/Stamps)
    • Fixed: [SELECTION BUILD TOOL] Possible to symmetry-glitch 2 or more cores per structure
    • Fixed problem that on bad connections it was not possible to enter the game
    • Fixed: Corrected a bug that caused rockets not to fly their full range
    • Fixed: CoQ when loading into a playfied with 'lpf' which can also make current saves unloadable
    • Fixed: Blank inventory spots prevent scrolling
    • Fixed: Scrolling in cargo doesn't work in slots below initially visible ones
    • Fixed: Turret target options element becomes stretched out when turrets in the group have different target options set
    • Fixed problem that tracers sometimes did disappear immediately after shooting
    • Fixed: [ModApi] IContainer.SetContent doesn't work and removes visible in-game items
    • Fixed: [MP] WA for 'Exceeded id list' reported from public test server
     
    #1
    Last edited: Nov 19, 2019
  2. Myrmidon

    Myrmidon Rear Admiral

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    Wonderful....:)

    Looking forward for the new MSS improvements and automated warps with ploted course.

    Hmmm, seems Pantera has a retirement plan. I 've found his planet on the second solar system. :p Is the new MSS generated randomly or was made by hand?

    Multi solar test_2019-11-18_14-31-17.png
     
    #2
    Last edited: Nov 18, 2019
  3. spanj

    spanj Captain

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    BUILDERS! .............. Assemble.
     
    #3
  4. HoboTruth

    HoboTruth Ensign

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    How do you toggle CPU on?
     
    #4
  5. Taelyn™

    Taelyn™ Administrator
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    In SP @ the difficulty Settings
    In MP GameOptions.yaml > EnableCPUPoints: true
     
    #5
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  6. Myrmidon

    Myrmidon Rear Admiral

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    On the difficulty settings.
     
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  7. HoboTruth

    HoboTruth Ensign

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    So there's no way to toggle it in Creative? Every ship says 100% cpu Efficiency...Can't get an idea of how ships will perform with CPU on
     
    #7
  8. Taelyn™

    Taelyn™ Administrator
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    Yes > edit the gameoptions.yaml of your creative save game and add that line
     
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  9. HoboTruth

    HoboTruth Ensign

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    awesome. Thank you!
     
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  10. Taelyn™

    Taelyn™ Administrator
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    Before we get the bug reports :)

    Seems CV doesnt dock to anything anymore

    No CV <> CV / CV > HV / CV > SV


    We are aware and will fix this!!

    Other docking works fine
     
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  11. Germanicus

    Germanicus Rear Admiral

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    @Hummel-o-War seemed to be surprised that docking a CV>SV was possible...:D;)
     
    #11
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  12. Hummel-o-War

    Hummel-o-War Administrator
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    CPU should be default-on in Creative. Did you get 100% when you got over the tier level of the CPU points as well?
     
    #12
  13. Hummel-o-War

    Hummel-o-War Administrator
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    Yes, but this was nothing we wanted to turn off to be honest. The problem is: Docking a CV to a BA has shown a lot of inconvenience reports, so we would have liked to intentionally deactivate CV>BA, but turns out it is a bit more complicated than hat. If we can fix this in a Hotfix, we will do - if we can not, i think we will reactivate the CV>BA docking for the time being (so the "inconvenience" will persist until we bring in the Auto-Manual docking setup)
     
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  14. KnowItAllDM

    KnowItAllDM Commander

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    While I, personally, plan on utilizing the CPU system, as I believe that is how the developers intended the game to be played, i understand the annoyance, for those who choose not to use it, of having to require the Extender device components in blueprints, if you get no use out of them in the first place. For this reason, from now on, as long as this is the case, I will upload two versions of my designs that would require these advanced extensers to the workshop (one with extenders and one without) so that no matter what your playstyle is, you may enjoy the use of my Designs.

    They will be built with CPU usage in mind, so that those who wish to use this feature, such as myself, can use my designs unaltered, but will be uploaded once with the extenders in place, and once without, to allow anyone to spawn them how they wish.
     
    #14
  15. HoboTruth

    HoboTruth Ensign

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    yes, all the ships I'm referencing are over CPU limit, but still show 100% in creative. Can't tell whether CPU is on or off even after adding the .yaml line
     
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  16. stanley bourdon

    stanley bourdon Captain

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    Can someone explain to me why the direction of travel in space has an effect on top speed? I can understand there is a difference in acceleration but can fathom no reason for there to be a difference in max speed. I can also not understand why there is any limit on max speed in space. there is no drag if I have any acceleration I should be able to keep accelerating until I reach the max speed the game allows. How is it if I am drifting at 100m/s forward than rotate left I slow to 25m/s and then rotate forward again I go back to 100m/s. What happened to the laws of physics, even in a fantasy game some things should work the way we understand the them to work in the RW.

    please explain I need help.
     
    #16
    Last edited: Nov 18, 2019
  17. Taelyn™

    Taelyn™ Administrator
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    will be checked out
     
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  18. geostar1024

    geostar1024 Rear Admiral

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    I can't explain it, but I can quantify it:

    https://empyriononline.com/threads/alpha-11-release-candidate.91196/page-7#post-374920

    The max speed right now varies with acceleration, so when you switch to lateral thrusters (which presumably have less thrust than your ship's main drive), the ship's acceleration decreases and thus its max speed gets decreased as well. This is clearly non-physical nonsense that the devs intentionally put in again (after trying once before: https://empyriononline.com/threads/6-0e-feedback-cv-max-speed.10938/#post-122418). No word on what problem this is trying to solve, or why other alternative solutions (that don't mess with fundamental physics) weren't considered.

    Among other things, this prevents you from rotating your ship once you're drifting at high speed unless you have equal thrust in all directions.
     
    #18
  19. sillyrobot

    sillyrobot Captain

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    LOL, but you get a really fast way to decelerate without building a lot of thrusters on the front. Set the front to have almost no thrusters and then use them. TA DA! you stop on a dime.
     
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  20. KnowItAllDM

    KnowItAllDM Commander

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    You can also set a signal on your cp to shut down all but one small thruster on the back, drop from 150 to 10 in a split seccond.
     
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