Did a first test of a static version of Project Eden (for use on multiplayer, or just to see how multiple solar systems might work with it). First I created a new map using the random generator, then I took it into the awesome new eWSSC tool to add the solar systems and move the planets around and change the warp connections.
One thing I overlooked. Apparently, there cannot be passengers in "docked" vessels. If that's true, then this was just a design exercise. I like it anyway!
I painted/textured all the elevator shafts on Nexus Station. I think I got them all. Been fixing and changing a few other things here and there too. I had a couple ideas for some other stuff I could do but I think maybe I'll save those for a future update. Next up redoing the lighting. It's going to be a bear tracking down all the lights in this labyrinth. Then it's working out the gravity generator placement(which would be much easier if they had a debug mode so I could see their area of effect @Hummel-o-War ). After that I just need to add a bunch more fuel/oxygen tanks. I'll probably leave LCD signage for another update. The sheer number of signs needed is a bit daunting but the idea is to make it easier for people to figure out where they are and how to get around the station easier.
I was hopping around on my Space Dock to find the borders of the Gravitational Bubbles and wondered about the same thing
Several Days into survival on the Dead Planet I built a small Transport HV. weighs about 16 tons, Playing with both M/V and CPU active, Did no kind of texturing yet.
Yeah I had a hard time getting them set up the first time and I ended up with dead zones despite how careful I was. If I could just see the fields I could easily tell where coverage is missing. I also wouldn't mind if the fields were larger(T2 grav gens!).
I don't know if this has already been answered, but my experience indicates about 75m range from the grav gennie. I would assume that would be the radius of a bubble but I have no definitive evidence. I hope this helps. Now, if I have your attention, can someone explain: 1. What is meant by "Remaining Thrust" & "Cargo Mass Available"? 2. What happened to the Fuel Tank specs. There's solar, batteries (thank you), and Pentaxid. What about ordinary fuel for the thrusters? Any help would be appreciated.
Anyone else think Eleon may have tweaked difficulty up a bit? I'm fine with it, and could be random, but my latest Not-so-speedy-speed-run playthrough has been just enough harder to make me wonder... Very few Ore Rocks. Scarce plant pickables. Zero nearby Ore Deposits on crashing. And my first Base Attack had two Lvl-3 Rocket Drones and two Minigun Drones. Though I'd added a third BA Minigun Turret before the attack, they were all in a line & damned if the drones didn't come in exactly from the North so two of the turrets couldn't fire. So I lost a brand new, 'Never Fired! Great Deal!!' turret & 500 rounds of ammo... ( ) Next BA Attack had -2- drop ships! Here's a ss of the map I took just after my earlier post about this game. Used the 'map' cmd to see everything. I'd only been around the island cluster I landed on at this point. The 4 POIs nearby are just Small Wrecks. I'm pretty sure I'd farmed every above water Ore Rock on every island, and I didn't have the full ~150-160 Copper & Silicon Ingots needed to factory the starter HV I'd planned to use. To be clear, there weren't any ore deposits on the islands, much less on any nearby ground. I hadn't even gone far enough North to discover that northern most POI yet. --- #1 basically if you use it all up the ship won't lift off vertically. Will be right at the edge so if you 'roll' forward the new flight 'lift' bit will allow you to get off the ground. **Note that there's no safety factor. Which should result in crashing upon re-entry. But the new flight model, and what I think may be some hidden coded in over-thrust when a ship is trying to come to a stop, and you may not crash. Been meaning to test this but haven't gotten around to it yet. Guessing but the 'Remaining Thrust' is likely for those folks who've become used to simply dividing kN or MN by 10 or 11 or 12 (depending if they want a safety factor when landing) to estimate how much cargo their ship can lift off with. Like if you had 3.5 MN Remaining Thrust; on 1 gravity planet so 9.81 m/s^2, round it to 10 & divide into the Newtons = 0.35 kt or 350 tons The 'Cargo Mass Available' is just 'Remaining Thrust' divided by the actual gravity, so for above would be 3.5 / 9.81 = 0.35678 kt or 356.78 tons As to #2 not sure what you're asking...?
Nothing changed with the difficulty or the starter planets, but you got bad luck with so much water near the crash site. The normal POIs and ore deposits couldn't spawn because of the water.
Thanks Ravien, that part makes sense. Though the Tutorial could use a check for when it points you to the Farm or whatever prefab, as that didn't spawn in either, heh On Ore Rocks though, there's not many at all compared to earlier starts, and not just around where I started. Haven't seen a lot no matter where I've been on this planet. Which is okay, I'd actually considered saying, 'hey Eleon, there's an awful lot of Ore Rocks laying about...' based on several starts during the experimental phase.