Please someone tell me; is there an orbital station with a Sky Guys bar in RE 1.6? I can't find it in the Alpha or Delta systems ( I started on Pandora in Delta) I can find the Kennex station and all the Pol trading stations on planet. Driving me mad not finding the Orbital Station..... help? thanks
Sarcasm was set to 100% regarding drones with shields from Zeus... I meant that there are occasions where they refuse to die lol
Solar panels are already available but have a quirk: https://steamcommunity.com/workshop/filedetails/discussion/2550354956/3057366778465573862/
but they cannot fold, and it is very difficult to fit them into the design of the ship. So far, the developers have just taken panels from the bases. But in reality, the panels on the satellites look different, they can be folded out. I don’t know if it’s possible to implement this, but it would be nice if the solar panel could be pulled out of the block, the texture of which can be changed.
It's clear. You have done a great job, and it is impossible to work through every little detail. A panel from a base is better than nothing. The problem is precisely in the appearance of the panel; it looks good on a space station, but not on a futuristic ship.
The past few days I have seen some great ways to incorporate the solars on a CV and make them look like they belong.
Hello. Started mission Obj82. Task in the terminal: 21-character access code and valid surveyor credentials. Next come 4 lines with a random set of words. As I understand it, I need to select lines so that the percentage of hacking is gained faster than the percentage of blocking the terminal. But there is no system here, just a random set of words. As a result, the terminal is blocked. End of the game? Where can I find a description of what needs to be done in order to correctly solve the problem? And is there a way to continue the game?
That doesn't sound like Object 82. Can you share a screenshot in the forum here so I can see what you're talking about?
the terminal of object 82 sent me to another system, and there it is required to solve the problem. in my case - terminal hacking. right now it's locked and I don't even know if it will unlock. Long Range Probe.
@ravien_ff , we've found the 3 Talon shards, got the star shard cleansed, but can't figure what to do next. No-one on the UCH ships has any dialog. What are we missing?
Suggestion: Perhaps add a really good SV Radar, to add an incentive to do playfield scouting on a dedicated Scout-SV instead of your standard CV. Would need to be better than the the CV Long-Range Radar, would need to come with some downsides to balance it. E.g. very high CPU cost and high power consumtion, some of the more expensive components to build it. Might just be me, but it always kinda bugged me that the best way to scout a planet/orbit is a CV. It just kinda hurts immersion to "scout" with a 50kt Battleship and there really isn't any point in building a dedicated ship for the task yet...
SV already get the Long-Range Radar. That's their high CPU, high power consumption scanner. It would hurt immersion more to get to a planet in your CV carrier and have to get out of it and into an SV inside the hangar for a better scan using a smaller device.
The SV Radar however only has half the Range of a CV. There is no point in using that to scout. There is some thruth to that. Still, that wouldn't rule out putting the large device on a SV as well, i.e. with identical performance. That is actually something we do to an extend in real life. There are some pretty capable Radar-Planes that provide bigger coverage than ground- or ship-based radars (granted, that comparison is somewhat flawed since the main reason for the higher range is the higher elevation). Nevertheless even from a scifi-logic, if you wanted to scout a planet, why not put the best Sensor you can build on the fastest platform you have? Also, power&size isn't necessarily the limiting factor for sensors. (If it were I would demand a 100km radar, just super-size it!)
Here's my attempt at incorporating them into a ship Not a practical design at all, but with a bit of signal logic they "close up' whenever I get into a fight...