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Garheardt the Black

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Everything posted by Garheardt the Black

  1. ZMG! Did my World Slayer get an achievement named after it??!!
  2. Brutal feedback time. Speaking for myself only, campaign mode isn't fun. I spend next to no time innovating. I spend tons of time doing tedious things. I can't create anything to make it better because of random part limitations and launch costs. Nearly every weapon I find is useless and it feels bad. I don't bother with logic, even when it's available. None of my drones are interesting. All I do is build a generic drone and replace small parts with larger parts I find in order to make a cheaper, more efficient generic drone. Creative mode isn't fun. I can make really cool stuff there, but now that campaign mode is a thing, I feel like I'm playing with cheat codes on. There is no challenge. I want to build cool stuff and be challenged to build even cooler stuff, but I'm not. Versus mode is fun. I get the to play with all the parts. I innovate. I have hundreds of designs. Since I'm up against other players, there are always new challenges to face that can really get me thinking. The other two modes, not so much
  3. Howdy! Nice drones you got there! If you aren't concerned about part count, larger drones tend to be less dependent on shields and better able to make use of them when you use them. It's easier to build in redundancies that prevent a lucky shot from totally crippling a critical function. One thing any drone can design around is using it's less critical parts to protect more critical parts from harm. The order I typically protect parts in is Core>Logic>Sensors>Propulsion>Shields>Weapons>Fuel>Mission Critical parts>Everything Else Lastly, your drone will be more stable and somewhat more survivable if you connect parts to either the core or the part with the most mass and hp nearby. Having never played the demo, that's about all the advice I can give, I'm afraid Salutations and good luck!
  4. It's hard to tell, but there were a lot enemies there 😀
  5. Glad it's working better for you. Here is an example of ballistic turrets in action.
  6. I bet it was the scrap. Something about using magnets on scrap causes the physics to become erratic when the scrap contacts your drone. It's a good idea to keep the magnet at the rear of your drone for hauling stability, but scrap physics are really weird. The best workaround I've used is rapidly toggling your magnet in order to pull scrap without it touching your drone. As long as it doesn't touch, the physics are fairly stable.
  7. Cute lasers. The problem I ran into with automated laser turrets is the need for extremely fast target acquisition. Every moment spent in range without positive acquisition is lost damage. In the gif above, you have less than 50% potential acquisition, which translates to less than 50% potential weapon damage. Without a better way to acquire and maintain a lock, I fear automated lasers simply aren't efficient enough to be practical compared to alternatives. Ballistic weapons, on the other hand don't need 100% time on target in order to be highly efficient due to weapon recycle times. Test out some ballistic variants, I think you'll be pleasantly surprised
  8. I like it. What if the block was similar to a directional sensor so you could adjust the angles that register as movement precisely? That would also allow it to double as a form of directional movement sensor.
  9. Here's a weird one. I booted up both my new campaign save files today and both were at 1k gold and 0 red resources. Yesterday, they were significantly higher. I rebooted the game after acquiring more, but haven't been able to repeat it yet.
  10. In "Recover the black box", if you pick up the container the black box is located in and drop it in the bin, the container despawns and mission cannot be completed. This is a bit of a bummer since the containers are worth quite a bit of resources and you'd otherwise be better off retrieving them.
  11. Feedback! Nice intro. I like having a clearer purpose, but I think the wording of the English translation could be smoother. I like the captains idea. Unique play styles are great. Here were my initial takes on them Boxer: A good beginner captain, but the name was odd to me. I have a hard time seeing anyone placing a state of the art, experimental star ship in the hands of a boxer. I could see a mechanic, or a military veteran, maybe, but a boxer does not a good captain make. %bigger and %stronger energy shield would be nice to know. Pilot: Gotta go fast. I love it. Miner: With finite resources, it has a neat place. Drills are problematic though. They're heavy, terrible weapons, fairly fragile and if you lose one, you can't dig effectively. Engineer: Wireless everything. Tons of logic. Half deploy costs. It's really, really good. Possibly too good. Researcher: This one was problematic to me. Out of the gate, the description was confusing. I didn't understand what "weapon Editor and technology tree" meant until I learned that it's the only one with access to the old weapons tree. That alone makes it strong, but I'd rather see all the pilots have the tree and give the engineer something else to be more unique. For the second perk, "Batteries Power Thrusters and Have a High Recharge Rate" was vague compared to some of the clearly stated other perks. Pilot says 2x thrusters, for example. "Thrusters use energy instead of fuel", "Batteries recharge x% faster" would be useful info when weighing perks on a first play through. Using energy for fuel is novel, but the perk didn't really work out that way in my run. I didn't see any more energy blocks than in the other runs, but I still saw fuel, making me feel as though I had less overall resources than the other captains. Other observations: High air density maps with the newer, faster, dual snakes will drive a man to drink Low air density maps with Uber hammerheads are similarly hard on the liver Due to high part launch costs, logic was hardly worth using, even as an engineer Because part number is the limiting factor, small parts were always worse than their larger counterparts. Because of the previous bullets, my drones weren't very interesting Timed one-shot missions weren't worth the added threat to me and had a high chance of failure. Nitpick: The Nimbatus just suffered massive external damage, enough to rip off it's ftl drive, but it starts at 100% health? Debris on planets behave erratically when effected by magnets after contacting the drone. The physics get really weird. This can be frustrating since they're worth resources. That's most of my notes! Thanks for all your hard work and good luck on the next phase!
  12. I did! We covered this and a lot of crazy stuff back in this thread: If you want crazy weird inspiration, you may find some.
  13. If we're going to nit pick, the use of "only" as an adverb can mean "No more than" Translated: "Using only one directional sensor" = "Using no more than one directional sensor." "No more than one" means <2 Source: https://www.dictionary.com/browse/only --------------------- At any rate, here's a better look at the swarm drones. The parent unit follows from orbit and spawns more as desired. The individual units aren't 100% fuel efficient, but that's preferential. They're fast, hard hitting, obscenely responsive and disposable. This design is old by Nimbatus standards. There's plenty of room for improvement.
  14. Meteors don't trigger distance sensors via intuitive sensor settings. Giving them a code such as "enemy" or "danger zone" would allow automated systems to behave accordingly. The bin is currently considered an "obstacle," so a code for meteors other than that would be desired. Because turrets. Thanks! Love ya!
  15. Now you're making up new rules You're docking merits for speed and fuel economy when: One large fuel tank provides 32 fuel per second Drone fuel consumption cannot exceed 32 fuel per second There was no mention of fuel economy in the challenge There was no mention of top speed in the challenge Also of note, the drone I designed is most definitely a small drone. It will perform under the requirements fairly well, but if you want something more interesting, you'll need to drop some limitations. As for drone swarms, this was last winter:
  16. It's possible to use vectored engines to orient a drone and propel it at the same time. This isn't fast, but it derives handling and thrust out of two engines. That leaves two thrusters for strafing. With this setup, you can drop sensors altogether. As an uncomplicated drone, there is some nuanced behavior. Expect decreased handling when you force a turn-and-burn. It also has to let off the thrusters if the mouse gets behind it. At any rate, it checks the requirements without breaking any limitations. It wouldn't take much logic, sensing, or many additional thrusters to make this thing better at basically everything, but if you want simple AND your specified behavior, this is about as good as I can think of. If you're going to put weapons on something like this, I strongly recommend using zero recoil.
  17. Those are some hefty requirements you have there. I don't think this is possible. Typically, drones have to trade off responsiveness with stability. In order to get high levels of both, one uses a combination of: Multiple sensors Multiple thrusters Complicated logic Your challenge asks for: No more than a Single sensor No more than four thrusters Simple logic In other words, you're asking for complicated drone behavior from an uncomplicated drone. Sadly, I doubt this is possible. Further, you're asking for a drone that won't "bob" but you want sensor tolerance at zero. With no tolerance, the drone will most definitely bob, the question is less about if and more about how much. I hate to say it, but with the current tool set, I don't think this can be done.
  18. This request comes up from time to time. If memory serves, the devs have mentioned having experimented with more rigid drones, but that it tended to take much of the challenge away. While it can take some time to learn, it is entirely possible to create huge drones with things as they are. I've personally learned a thing or two about general physics while working out how to construct my own behemoths.
  19. What if some parts could monitor their hp similar to how fuel and energy tanks monitor their energy levels? The parts could then be configured to send a signal when their hp dropped below a determined threshold. Perhaps a shield could do the same based on shield health?
  20. Aye, jettison the button. It's wireless. You could do this with regular thrusters as well, but since you're moving on to using shotguns, you won't need thrusters anymore. You want increased recoil and multiple projectiles.
  21. Glad it's going better. Here are a few more tips to increase your times. Add another spring and push your fuel farther out. Don't worry about fuel being on center line. Use the extra room to move your afterburners closer to centerline. Prioritize your afterburners for centerline. The regular thrusters are low priority. You want as much thrust near the center as possible. With the number of thrusters you're using, you should be able to get every afterburner no more than one unit off the center. Put your logic on a release and set it to release at the start. Use the extra space for more centerline thrusters. Your fuel is overlapping. This is probably a bad idea unless you know something I don't. You'll probably still need to adjust a few thrusters for a more reliable run. Many of the record setters only complete the course once out of a pile of false starts. The faster the drone, the more instability becomes an issue. If you absolutely can't prevent your drone from hitting a wall, use guidance. A wall strike will cost you more than the extra weight. You can make top ten easy even with guidance. Eventually, you may want to give up regular thrusters entirely
  22. Garr! My tip is to concentrate as much of your thrust as close to center line as possible, all attached to the core. While an update a while back helped to reduce thrust inconsistencies in units attached to things other than the core, it still happens. In my experience, anything attached directly to the core has a much more stable thrust pattern than anything else. Placing as many thrusters as possible near centerline reduces the effect of inconsistent thruster performance by mitigating the rate that any given thruster can turn your drone. Many drag racers are also attaching their fuel to a chain of a few springs or more. In addition to reducing overall drag, this creates a pendulum effect that provides a modicum of passive steering to the drone. Soon, you'll be fiddling with ways to achieve near instant afterburner activation. Get ready for some spectacular wrecks.
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