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Discussion in 'Patch Notes' started by EleonGameStudios, Feb 28, 2017.
I'm glad they're doing this for CVs too because CV is pretty much a flying base.
Well spotted. I don't mind being wrong on this one.
Also note the texture not lighting up is on concrete. I tested it on steel in a CV and an SV and all the illuminating textures worked in those.
You don't notice you die! Sad!
I think that we are getting brand new HUDs, with visible stuff & information - especially with new helmets of different kind!
At the moment you (visually) don't know you wear helmet 90% of the time... and at the same time you have your Personal Drone with a definitely 'HUD overlay' but without ANY type of data on it - and it was fine, we played & enjoyed, and returned for more
Looks good ... but ... the doors seem to not close automaticly anymore.
Can anyone confirm ?
Thank you for the new update, Eleon team.
Thank all community helpers on those POI's .
Looking forward to 6.0
Bug Report worthy. *Points to Bug Report Thread*
When the Helm is on, I always figured the Helm's Visor was the culprit for the Lens Flares... when the Lens Flares happen when the Helm is OFF though, that is kinda... well... awkward...
*Cue Nostalgic Memories of Unreal Tournament Weapon, "The Redeemer"...*
For the Topic: I can't help but to wonder if 6.0 will make the WASD Games Server have to Reset again... & when it does, I STILL won't yet have my Underground Base done cause of my Mining HV's delinquent behavior... & the damnable HV Drill Max Count Limit... :/
Any chance that there will be any new music in Alpha 6?
Any particular size or all ?
SP or MP ?
Is that right? Well if it is like this for now, I'm ok with a quick toggle of power to close them, over the PacMan treatment my ships were getting.
HEY! This patch wiped my Dedicated.yaml file again - FYI Server ops!
nvm I have just tested everyone of them BA & CV & they all worked fine in SP & MP.
I find you need a space of at least 5 large blocks between the hangar & the sv or hv for them to close automatically.
Well, never mind.
After a second restart ( in creative btw) it did work...
Dunno why it wouldn't work the first time.
yet another patch without a much needed block...
PLEASE add a "decontruct" bay block or some other means to either restore to Blueprint or at least break down old half destroyed ships! Pressurized rooms and such are cool.. but not as much of a game impact as the hours people have to spend multi-tooling old ships or trying to figure out where the missing RCS unit is when fixing battle damage!
Further thought on this.
~It would only be truly great and universally usable if CV-CV and CV-BA connections were possible, but you'd need to maintain the current docking pad rules that prevent crazy horizon spanning cv trains.
~considering that, maybe the bond of the docking ring is strong enough to hold two things docked together, but when either/any one moves at all, it detaches from the mover?
We need tiers of armor with all the additions of turrets.
Can we remove helmet of other players and play football with it when we get 6.0 atmosphere?
Great work and amazing stuff for 6.0 ! Keep it up guys you're the best !
BA-CV docking would be great and fairly simple compared to CV-CV, and really all we would need is the docking logic set between BA and CV, along with laterally place-able (facing left or right, instead of only down) docking 'pads' for CVs. between that and a little sci-fi copy and paste, you have a dry dock station your CV can lock to just like in the movies and IRL!
Edit; docking rings were mentioned before as well, though im not sure how well they would work as all these ships these days are heavily varying in size. would have to be a 'multi-block' design like in some of the mods for minecraft for it to work flawlessly.
"....Finally, we integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures. More optimizations to follow (decorations and grass)...."
Finally, a very welcome improvement. Also I can't wait for the alpha 6.0.
I made little cv base, just plain steel blocks, set all turrets, then ahead of every turret i put 3 parallel blocks (bottomramp) as protection, artillery gets full cubes. Observing line of fire behind such cover give me questions about artillery and rocket turrets.
I do not know, how is provided aiming process, but it seems, that stabil part of rocket turret could be made little higher, lover barrels are below zero horisontal level of top bottomramp block. Possibly turret will be unable fire, if we need fire horisontaly or litlle below (5-10 grads).
For artillery turret - there could be the same, just with full cube scope.
Common inherited "feature" from older versions is collision detection - turret barrels can be turned into armor blocks and other barrels, which looks strange enough.
Globaly, new cv turrets looks good, it would be logical made similar models for ground base for these, which looks too simply. At this way will be my taunting question, "how is such turret feeded with ammo?" shifted aside.
For turrets for ground base, these visibly have no conflict with line of fire behind full block for artillery, cannon, flak. About rocket i am not shure, minigun, laser and plasma are ok behind bottomramp block.