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Lurkily

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Posts posted by Lurkily

  1. Tags are already generic across multiple interfaces; they're standard.  There's nothing right now that brings up new options based on which sensor target you select.  If it's an easy fix, that'd be great, but I'm aware that it may not be. UI work can be notoriously finicky.

  2. If would require a customization of the UI when position trackers are selected, which the devs have historically been hesitant to implement; the UI is as generic per-part as possible given the features presented, and that probably makes their job a lot easier on the coding side of things.

    Each part has their own UI settings, but no part setting like sensor targets has a unique setting like this, which makes me suspect there's no UI support for it presently.  Not that that support can't be created, of course; I just can't see a way to jimmy it into the UI without requiring it to do more than it can do now.

  3. I'm racking my head for a way to fit this into the current UI cleanly, and I'm having trouble.  I thought of assigning colors that would be added to sensor target lists (Track blue position tracker, green position tracker, etc) or names, but that would result in a VERY crowded list or targets.

    In short, I'd like to be able to track a SPECIFIC tracker, rather than just . . . trackers.

    • Like 2
  4. I'd like to see position trackers project a tracing location offset from themselves.  Like distance sensors, give them a range.  Adjusting that range would extend the triangular 'point' that is tracked forward from the block.  This would let you do things like put a formation flyer off your wing without tracking multiple trackers (currently impossible).  It would let you use tracers as a laser-targeter for weapons, and a dozen other things I can't imagine right now.

  5. 6 hours ago, TheAlbinoNightfury said:

    No. But we do have a Unimoose

    Hell, have you seen a normal moose?  They're ridiculous.  I had always thought a moose was maybe a bit bigger than a big draft horse.  They're as tall as a bus, without exaggerating. They don't need a horn to be a mythical beast.

    • Like 1
  6. Try checking out one of these: I'll merge this into one of them (and possibly merge some of those when I get a chance to investigate whether it makes sense) later on, when I have more time.

    It will help the devs, and your idea, more to upvote ideas with support already collected, so that the devs can gauge the popularity of one idea, rather than try to tally votes that may be split between topics, or duplicated in two topics.

    It will also help to make discrete suggestions - such as large and powerful weapons to reduce lag - rather than nebulous things like 'we need more stuff.' 

    This forum here is used as a tracking system, so a topic without a concrete thing to implement and check off a list isn't really suited to it - the discussion and feedback forum is more of a traditional message board, suited to general feedback and brainstorming.

     

  7. 18 hours ago, Roger said:

    I was thinking out loud if factories would need resource on planets that you visit for the first time, because the factory part is OP and kills the challenge on new missions.. but it needs to be a reason for that to make sense.

    Really,  mean, it's like writing a book.  If you don't have a reason, invent one.  The matter conversion matrices have to be configured to match the regions quantum resonance signature before it can alter the resonance of cosmic strings to change vacuum into matter.  There you go. 

    Honestly, though, as long as there is still progress to be made with resources, parts and upgrades to buy, I wouldn't use a factory; a choice between progress and factory use isn't really a choice for me.

  8. What I mean to say is, they would make a good candidate for this weapon.  Prevent damage from impacts in their cardinal direction, and scale physics damage to velocity and impact direction.  Eliminate regular damage altogether.

    • Like 2
  9. Next you're gonna tell me we're all riding a wildly spinning ball doing a disco-shimmy around a massive fusion bomb that'll keep on exploding for billions of years.

  10. Wow.  The vector thrust makes things almost TOO easy.  

    This is a basic swarm drone.  A vector thruster on a bottom-heavy drone, so the thruster leads it.  Reverse it to avoid crowding in the front, strafe thrust on the side responsive to their sensors.  This is babytown frolics.  A nine-part swarm drone; kinda weirdly easy.  I'm not used to easy.

    Nimbatus_Screenshot_201901312004073629.png

    Nimbatus_GIF_201901312017581566.gif

    Nimbatus_GIF_201901312018131120.gif

    • Like 3
  11. I noticed that you can't offset a vector thruster by rotating it.  For instance, suppose I wanted its trust to put it alongside an object.  If you set it to thrust 90 degrees to the right of your drone core, it would circle your core until it was to the left of the thruster.

    You could visualize this by rotating the arrow on the vector thruster to point toward the offset, which would default to 0 degrees. (Straight toward the target.)

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