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  #21  
Old October 28th, 2003, 11:06 PM
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Default Re: List of oddities

Unfair to Lefties.

Need ability to remap keys.
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  #22  
Old October 29th, 2003, 12:14 AM
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Default Re: List of oddities

Quote:
Originally posted by Wardad:
Unfair to Lefties.

Need ability to remap keys.
In-game menu -> Controls -> click key window -> press new key
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  #23  
Old October 29th, 2003, 05:12 PM
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Default Re: List of oddities

what? more work?
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  #24  
Old October 31st, 2003, 11:22 PM

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Default Re: List of oddities

You can also add this:

speed slowing damage and true engine damage behave differently. If you are hit with a speed slowing weapon, you slowly drop down to your new speed. If your engines take damage you drop to your new speed -instantly-.

I'd prefer them both to work like speed-slowing damage does, myself..
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  #25  
Old November 1st, 2003, 07:57 AM

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Default Re: List of oddities

Have just recently seen a REAL oddity...

An INVISIBLE PLANET!!!

Yep, I entered the system as instructed and docked with a starbase. I got my next instructions and left. On the way out of the system, I hit something invisible!

So I reloaded the autosave game for that system and on way to the Starbase, I saw what I hit... a
planet! This planet was NOT there (at least not visible) on my first entry to system!!

I had previously encountered ships that were not visible, except for a strange light effect, and I thought they must be cloaked - now I wonder if the game glitched while displaying them.

Anybody else see one of these invisible planets?

(...and no my navigator was NOT drunk!)
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  #26  
Old November 1st, 2003, 04:50 PM
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Default Re: List of oddities

Quote:
Originally posted by Phoenix-D:
You can also add this:

speed slowing damage and true engine damage behave differently. If you are hit with a speed slowing weapon, you slowly drop down to your new speed. If your engines take damage you drop to your new speed -instantly-.

I'd prefer them both to work like speed-slowing damage does, myself..
Under a SF QNP system, taking engine damage would cause you to coast along at a constant speed and be unable to turn or stop... The speed slowing damage would actually cause you to slow down.
Interesting effects, and it would solve the problem of engine damage being too deadly. Rather than being stuck there, you'd tend to sail by and hopefully have enough manoeuvering power to avoid any planets and asteroid belts in your path
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  #27  
Old November 1st, 2003, 06:42 PM

Phoenix-D Phoenix-D is offline
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Default Re: List of oddities

[quote]Originally posted by Suicide Junkie:
Quote:
Under a SF QNP system, taking engine damage would cause you to coast along at a constant speed and be unable to turn or stop... The speed slowing damage would actually cause you to slow down.
Interesting effects, and it would solve the problem of engine damage being too deadly. Rather than being stuck there, you'd tend to sail by and hopefully have enough manoeuvering power to avoid any planets and asteroid belts in your path
SJ, this was after I implimented a quasi-QNP system. Perhaps I did it wrong, but what I did was give the hulls a high maximum speed and put the turning/acceleration on the engines.
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  #28  
Old November 1st, 2003, 08:49 PM
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Default Re: List of oddities

The top speed referenced in the ship hull is just the point at which normal engines stop having any effect (some sort of structural stress derived speed limit)

One of the key points is that the actual top speed (sum over "propulsion base" divided by "# engine slots") should have nothing to do with the engines.

So, even if your engines are completely destroyed, you'll still have a top speed of say 10,000.
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  #29  
Old November 1st, 2003, 09:02 PM

Phoenix-D Phoenix-D is offline
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Default Re: List of oddities

SJ, propulsion base appears to give speed..if you take it away from the engines, you just move it to some other component which now acts like an engine..and if that gets damaged, you stop.

EDIT: unless, I suppose, it can be put on the hull itself..?

[ November 01, 2003, 19:07: Message edited by: Phoenix-D ]
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  #30  
Old November 1st, 2003, 09:38 PM
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Default Re: List of oddities

Putting it on the hull would be the best choice, but I don't think it is possible yet. (I've made a request for it)

Alternatively, you could give propulsion base to EVERY component. Only once you're down to like 5 hitpoints will you notice a forced slowdown, at which point you're dead anyways.
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