well yes, the angled ones work perfectly fine Buy my building has a lot of straight ones, and thoes u cant see out of, befor the change you were able to, but now they are blocked by the shutters
My problem is more with the vertical windows. Like the ones you have down the center and the sides of your room there. The slats obstruct more than 50% of your view unless you stand in exactly the right spot. Before the update... After the update... Its not that I don't like them for certain situations, I would just like to have an interior glass plane without the slats to play with.
Well, I'm sure we will get some more window types in the future, anyway I will forward your critique to the developers.
Gotta add those two from the research station in orbit, used to have a nice view onto the stars/asteroid field from the room with the plants.. now it looks more like some stairs then some windows sadly Old ones looked better imo, more window types is always a great idea of course. More building blocks in general would be nice too, especially more curved ones.
Have you tried putting the windows on... upside down? I don't know if it's possible to place them so that the bottom edge in those pictures is at the top, but if so, then the slats would be horizontal instead of vertical, and you could see fine.
I have no issues with the windows except its still missing 2 window types, the flat triangle and the corner triangle. I want my bio-dome <sigh> Some Day I hope to see more windows http://empyriononline.com/threads/suggestion-glass-panes-one-and-two-sided-windows.2214/
I have ran into corners all the time building as some blocks shapes are not present, and now i build the CV wrong way so the trusters foward is literary non working as i can't change ship direction. And the build is just to test out the build options, its a colonial Battlestar so its huge and rebuild it is not an option !
This is a message to devs in hopes to get some feedback from them about how objects like RCS's and Grav Gen's work. In short we need a RCS guide from those that know how they are intended to work. Here are some of the questions: How does placement of the RCS impacted how they work? Is there a soft cap on their collective value, if so how much? Do RCS use more power when the ship is turning? Does the location of Grav Gen's impact RCS performance? Can you stop Grav fields from other CV's from impacting your CV's? It seems that multiple RCS's work against each other dependent on placement, is that possible? Is a CV's center axis for Yaw/Pitch/Roll the same as the build center or is it RCS placement? Does distance from axis center and RCS have an impact? How is rotational speed calculated?
One thing i don't realy get, why the blocks for CV and Base are huge, it would be more easy if they where same blocks as the SV as then the design can be more fluid, you may say then it will take to long, not at all as the building is good as one can plase whole floor/walls easy. and plz itroduce more other hull blocks-
Building would be better if you could set a number of blocks in a direction, I was building a large base and after laying the Nth block I had almost lost the will to live in RL
SHIFT for a row? I hold the LMB and drag out a row. But I would love if I could open an interface and type in how many blocks to place. Or better yet a ruler overlay / numbered grid for the symmetry plane. Counting out where you are on a big CV is taxing.
Still needs work. As mentioned adding landing gear can be a pain. Procedural parts, (IE: Parts that can be sized to fit, or at least a good selection of sizes.) An UNDO button. Currently the "trigger" point for adding a block to the edge of another block can be something on the order of ONE pixel in size. Leading to many minutes of mouse movement before it will allow the connection. ANGLES! The ability to rotate less than 90 degrees, would be especially useful. A "MOVE" function. (I'm fairly certain this is being worked on, but just in case.)
*facepalms* .. yeah, i do too... i have NO idea,, what i was thinking when i added an imaginary button to ppress for rows .. mah bad, sorry
How are armor plates intended to be used? Not as in what they are for but how did dev envisioned their placement. We have only a flat thin wall which leaves gaps and bad seams. The lack of color and shapes makes them mostly useless on the exterior. When I use them on the interior I am stuck with unusable gaps. So what is the intended placement of these blocks?
They are intended to be armor over your hull over critical areas to protect against weapon fire. It isn't made to look cool cause it is intended to absorb damage like armor is supposed to do.
A project I'd love to do myself as well. More window types, especially ones without the shutters would be great. I love the shutters for certain applications, but there are times (like the interior) a clear pane of glass would be better. Also, I'd like to see us be able to put deco items closer to thin walls. Having all that space is great, but then it gets negated when you can't shove any of the shelving or cargo containers up against that wall.
As I stated I know their function but I feel that the implementation needs work. Having only thin wall I find is limiting their usefulness.
It lacks intermediary structures, in particular to the pillars and pipes. Currently we can try to turn the Antenna [deco] to make horizontal pipes but the pillars must use the too bigs std blocks. I said here, I do not think it urgently or make a suggestion new topic. Smaller diameter would be interesting.