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corona_wind

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Everything posted by corona_wind

  1. I've noticed this happening a lot in general, on many worlds, for a long time. It usually happens after collisions but isn't reliable enough to reproduce on demand.
  2. The "free" hinge actually has a ton of resistance right now, even in vacuum. At high speeds, anyway. At low speeds, it seems to spin forever. Oddly, the force isn't transmitted to the craft, like a brake would. The energy just disappears.
  3. Try using flamethrowers instead of lasers.
  4. corona_wind

    i want beta

    The full version is not free, you must have got the demo. If it is the demo you want and couldn't get, look for the link titled 'demo version download' in the main forums.
  5. I've tried deleting and re-adding the mining parts to the ship to no avail.
  6. Okay...? So don't, then? What's your point, or question?
  7. Lots of very sketchy games are also made from unity unfortunately
  8. This craft mined a tiny bit then quit. I can see the animation and hear the mining noise, but nothing happens.
  9. When editing ship names and descriptions, I hit a moment where typing letters added them to the ship name, but hitting backspace removed letters from the description.
  10. This is why I post links when I say that, so you can vote for that suggestion, but in this case it's a moot point -- pistons are already in the game
  11. The engines that fire on load, seem related to engines which were charged on exit.
  12. Trilobite version 3, 13 to 13.5 seconds on versus racetrack. Engines at 45 degrees and carefully placed to drift away from the racetrack edge on turn. The little ejectable side-engines guide it past the red zone that kills so many. One gets ejected depending on whether the opponent is below or above, the other after three seconds. The bouncing is silly, but works nearly every time, where the red zone killed it 50% of the time! To say nothing of avoiding tangles.
  13. That's at least three times now I've tried to un-check the 'add as opponent' checkbox after a tournament and the game has instantly decided "he must want to upload that as an opponent!" I've been told before that I just missed, but this time, it was blatant. I clicked on the checkbox, and it took that as a button click. The collider is smaller than the checkbox, and overlaps with the button collider, which is too big.
  14. Fastest ramjet startup I've managed yet, 0.3 seconds from go to boom, with a combination of pulse and normal engines. 42.7 seconds for the whole course. Still not good enough to defeat Pirhana-A in phoenix, they must have one mean machine! 15th place is 51 seconds, 13th place is 41!
  15. Sometimes, when you enter testing, a pulse engine hooked up to a direction indicator will fire instantly for no reason. Not just a logic glitch, there's no way it should have power on load.
  16. The testing music is especially good, and it's rare to hear more than the first 5 seconds of it. What if, instead of resetting to the beginning every edit/test cycle, the music continued to advance? Kind of like active versus passive music on maps.
  17. In some ways they're a hindrance -- they suck so much power, and fail so fast. You can take a few hits without them and dodge most things if you plan ahead. But on a really long level (corporate laboratory) it's difficult to luck out every time. Even with shields, I've ended up losing most engines and weapons by the end... They're useful if you have good reflexes, so you can turn them on ONLY when you need them. Or get automatics do that for you. Expect them to fail, a lot, and have to get out of the way a while.
  18. To make drones automatic, you add sensors. Sensors push keys for you, when they trigger. There's also logic components, which alter and combine their signals. You have total freedom in how to build it -- the full version includes a simple tutorial too. You can build a basic drone with this parts and configuration: Three small engines: Left(A), right(D), and middle (W). Button (W). This makes the middle engine fire all the time. Direction Indicator (left A, right B, mode 'cursor'). Make sure the grey part points forward. It fires the left and right engines to aim at your cursor. That makes a drone that follows your mouse cursor around. If it flees from you, you have left/right backwards. To make it fully automatic, change the direction indicator mode. "Next waypoint" is for racing drones, always turning towards the center of the racetrack. "Enemy drone" mode makes it play sumo, pushing its target around. "Gravity" mode makes it fly ... straight down. Not useful here, good for hover drones though. Nearly all racing and sumo drones work like this. Once you get the basic drone working, it's not a stretch to build a "hover drone", which stays up-and-down with direction sensor, and has engines on all sides letting you fly WASD. And you have total freedom in how you build anything. If it works? It works.
  19. They look good to me. First one especially has pretty modular-looking layout. I'm not sure how they work - what keybindings do they fly with? The full version lets you put full-out skins on armor pieces, which lets you build stuff more like the concept art.
  20. Wow, the updates are coming fast and furious now. Good job.
  21. Power is quite different from the demo, yes. Supercapacitors don't charge.
  22. Water Bat beating Hydrus in 58.8 seconds: It combines the speed limiting of the water scorpion with the ramjet-only propulsion of the fire bat, with a few extra kicks for steering...
  23. This has been suggested before, please go vote that suggestion up. Not trying to hassle, just saying - if you want it to happen, the most useful thing you can do is vote that suggestion up. The devs use these votes to gauge people's interests in these suggestions, and quite a few top ones have gone on to become actual features.
  24. This has already been suggested, please go vote for this feature.
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