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Discussion in 'Feedback' started by EleonGameStudios, Jun 26, 2015.
Wow, thank you. I was in creative and grabbed the wrong one.
Yeah now that you mention this I see the issue now. I have the same problem trying to salvage things. Pull one block and sometimes large structures just crumble. Yet with pieces levitating mysteriously in the air that don't fall.
Yeah ok we can't have this added to CV's, it would be devastating.
Small vs. Large Containers
Currently small and large containers have the same storage space, despite the smaller ones being 1/9(?) the size of their large versions. e.g. it is always better to drop an SV/HV base in your CV and then attach 20 small cargo boxes/constructors to it. In addition the small constructor is almost as fast as the large one, making it way more worthwhile.
I feel this needs to be fixed.
Also the Closet/Wardrobe is the same size as 2*0.5 Cargo box, so should have the same storage capacity.
- EDIT: Sorry, my mistake no it isn't! It's 1*0.5 not 2*0.5.
Here's a few thoughts on the building system.
First, it would be nice to have a click and drag delete option.
Second, an option for 3 or 4 axis symmetry would be valuable to have for making larger builds more feasible... or at least a hell of a lot faster.
Third, at least on ships it would be VERY nice if ships and vehicles would split into multiple grids if separated. Maybe have this as an option to go from "Build mode" to "Flight mode." One of the good things about The Competition is you can blow ships in half or shoot chunks off and watch them fly away. Now why I don't expect you to use the same kind of CPU strangling multiplayer neutering, sim speed murdering kind of nightmare physics deformation system, seeing a part that got blown off by weapons fire float off would be REALLY nice.
Along those notes, an option to set the origin point to center of mass would be very nice. Both in aiding construction and in allowing for the above.
An "Area of effect setting" on the paint and texture tool would also be wonderful. On very large builds it can take hours to paint and re-texture a ship when varying areas of effect.
Also, not sure where to put this so I'll do it here...
CV thrusters and RCS OP, Plez Nerf!
I build a 280m long, 120k ton battleship recently... and it has the acceleration profile of a light fighter and is shockingly nimble only uses a dozen RCSs and just enough thrusters to look like it has thrusters.
Now I'm not asking for it to be functionally immobile, but one way to make SVs more attractive in some situations than CVs is to make CVs actually somewhat lumbering.
I had some nice elevator shafts coming out of these two holes and a walkway in the red rectangles there I drew on the picture. It was all good. Then I came back tonight and put a single elevator block on top of the right one and the walkways and 5 blocks off the top of those ciruclar holes broke...just flew off.
I thought they were pretty darn strong!!
Structural Integrity has severely bugged.
Structural Integrity seems to be behaving rather inconsistently in 5.5.1 even after the update. Structures that would support a 40 ton Large Constructor fail trying to support a single 30mm cannon turret. This can be mitigated somewhat by putting extra horizontal supports underneath or to the side of the turret location, but it's extremely hard to judge how much will be enough (and if you guess wrong, everything comes tumbling down).
A suggestion: in Creative mode, add a toggle to allow the destructive aspect of SI to be switched off, but still highlight parts of the structure that would break and be destroyed. No blueprints could be saved in this state, but it would make it relatively painless to debug the stability of a building without having to rebuild it continually.
I just noticed last night that structures are more reliably falling down when their footing is taken out from under them....such as a POI when you take all the blocks out from underneath and any connecting block on it's site. Finally gravity seems to be working a little better in SOME cases.
Why the offline protection works only to the sides and to the top, why does not it work and down too, like the space buildings.
There's the problem. You are trying to build in 4 dimensions...
What I mean by 4 axis is basically right now we can do
XY YX YZ
WE should be able to do XY/YZ, XY/ZY, XY/YX, and XY/YX/YZ as well.
"maximum consumption" should not be variable in space or on planet. the installed devices on said craft have an amount of power they're capable of using. that's not something that should change just because you're in space. I realize you want to cap our max speeds etc... but at least let words have an intuitive meaning, and give us the information we need to build our crafts. when I build an SV I would like to know I have the needed generators to *fully* power all of the devices on it. whether I build it in space or on planet "max consumption" is not something that should be considered to be a variable, period. the info we need to properly design a craft is true max consumption, not whatever this weird thing is you've given us.
I don't know if this thread is right place to ask. Yesterday I forgot that turning on symmetry plane and placing XL thrusters is bad idea. I'm in the middle of creating large CV and I have one invisible thruster... Any Idea how to remove it?
Go back to the opposite side, where you placed the thruster. Place any block in the exact spot opposite the phantom thruster. Then turn on symmetry and remove the block you just placed.
Symmetry will remove the invisible thruster on the other side. Tricky to find, I've had to place 4 blocks on the opposite side to find the exact spot.
That's a great idea Dirt Wizard, I ruined a build over this issue.
Browar, be careful when using Symmetry on any un-normal block, meaning one of the wide windows or the alternate cargo boxes.
It would be nice to be able to delete blocks from the panel.
It worked, thank you!
You're right. Once I spent one hour checking why my base is not airtight. Source of the problem was large ammo box symetry plane...
Is there a way to keep shutter doors always open? I want to create cheap CV with "force field" around landing pad:
Have a signal logic element set to TRUE, and set all the shutter doors to follow it. Simplest might be to have a switch somewhere whose signal the shutter doors follow. Not sure exactly how this will behave as the CV is powered off and on, though (it might be fine).
I tried with moion sensor. When I entered sensor's range all doors have opened. Unfortunately when I passed by shutter doors they closed. The problem is that signal TRUE is set only once when you enter sensor area. Is there a sensor that constanly sets value to true? I can also try to set sensor detection area close to shutter doors.