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Admin Notice: Server testing #9

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Admin Notice: Server testing #9
Offline sajuuk680
03-28-2011, 06:53 PM,
#21
Member
Posts: 66
Threads: 7
Joined: Mar 2011

11/10 is right... i experienced it as well
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Offline hribek
03-28-2011, 07:16 PM, (This post was last modified: 03-28-2011, 07:19 PM by hribek.)
#22
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

' Wrote:EDIT: Also super weird, collisions with docking rings don't work. I have no idea why this is.

One of the first things you need for a kitbash ship pack mod with capital ships is a "ghost docking ring". The reasons for that should be somewhat obvious - nobody could or wanted to make large ships undock from the mooring fixture instead of the docking ring.

I think that such a mod is in the default package with Freelancer Mod Manager. Does comparing the docking ring data with the original show no difference?


' Wrote:PLEASE NO.

Long Spyglass is long and loves to hug many rocks. :<

Perhaps it is a design problem of the Spyglass, rather - being a very poor ship for this type of activity. This is one of the reasons why Lane Hackers use it rarely.
When replacing the Spyglass model was discussed previously, I proposed that it should be reduced in size (and in hull strength etc. to compensate). That would, of course, make it less useful for a different type of activity.


Anyway, collision damage with asteroids could work, as long as it allows the player to fly through the field at a reduced speed with minimal damage. Such as taking no damage when flying through the field at impulse or half impulse speed. It should be heavily velocity-dependent.
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Offline TheJarl
03-28-2011, 07:19 PM,
#23
Member
Posts: 1,855
Threads: 84
Joined: May 2010

' Wrote:One of the first things you need for a kitbash ship pack mod with capital ships is a "ghost docking ring". The reasons for that should be somewhat obvious - nobody could or wanted to make large ships undock from the mooring fixture instead of the docking ring.

I think that such a mod is in the default package with Freelancer Mod Manager. Does comparing the docking ring data with the original show no difference?
Perhaps it is a design problem of the Spyglass, rather - being a very poor ship for this type of activity. This is one of the reasons why Lane Hackers use it rarely.
When replacing the Spyglass model was discussed previously, I proposed that it should be reduced in size (and in hull strength etc. to compensate). That would. of course, make it less useful for a different type of activity.
Anyway, collision damage with asteroids could work, as long as it allows the player to fly through the field at a reduced speed with minimal damage. Such as taking no damage when flying through the field at impulse or half impulse speed. It should be heavily velocity-dependent.

The main activity of the Spyglass, which will be Hellfire tech in .86 I believe, is killing navy.

[Image: yXeeIiN.png]
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Offline Korny
03-28-2011, 07:24 PM,
#24
Member
Posts: 2,902
Threads: 140
Joined: Feb 2010

Damage from ramming asteroids ? No...seriously. Examples have been named. Of course it's no problem for, lets say, a Liberty Dreadnought, since those don't ever fly through asteroid fields, just on very rare occasions.

Of course it's "realistic" and "inRP", but it will just piss players off, and by god we've enough things that do just that already.

[Image: 60d.gif]
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Offline hribek
03-28-2011, 07:29 PM, (This post was last modified: 03-28-2011, 07:32 PM by hribek.)
#25
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

' Wrote:The main activity of the Spyglass, which will be Hellfire tech in .86 I believe, is killing navy.

Yes, I was trying to hint at that there cannot be a one-size-fits-all. One could think that a former Liberty ship would be similar in size to that of a Liberty Dreadnought or Osiris.

If it's big, heavy and powerful, it will suck in rocks. The less trouble it will have in fields, the more problematic it will be to charge enemy battleships with it. Or stations. It doesn't apply only to this one battleship, naturally.

I'm not 100% sure your belief is true. On the other hand, it has been officially confirmed that there will be a turret split in the next version, changing capital whip warfare yet again. What I believe is that it will no doubt be interesting to see how it turns out.

' Wrote:Damage from ramming asteroids ? No...seriously. Examples have been named. Of course it's no problem for, lets say, a Liberty Dreadnought, since those don't ever fly through asteroid fields, just on very rare occasions.

I'd say that is a perfect case of a mod development issue.
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Offline 11of10
03-28-2011, 11:34 PM,
#26
Member
Posts: 675
Threads: 21
Joined: Feb 2009

' Wrote:Cannon, have you maybe implemented a feature that undocks the ships that have docked, and got kicked for base idling?

It happened to me twice, both times on the same character, Gotharg, when I was positive I docked. First time I found the ship some 25K above the base I docked, second time right outside the docking ring.

Thank you


' Wrote:11/10 is right... i experienced it as well

Quote:Be excelent to each other!
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Offline Lobster
03-28-2011, 11:36 PM,
#27
Member
Posts: 1,796
Threads: 162
Joined: Dec 2009

' Wrote:EDIT: Also super weird, collisions with docking rings don't work. I have no idea why this is.

That's new?:unsure:

Its always been like that as long as I can remember. I thought it was to prevent battleships from getting stuck inside the planet when undocking.

(the guns on the docking rings still have their hitboxes though.)
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Offline AshHill07
03-29-2011, 12:10 AM,
#28
Member
Posts: 896
Threads: 28
Joined: Feb 2010

With the asteroid damage I originally thought it would be brilliant. Flush out those blasted Pirate Cruisers and Battleships hiding around in Liberty space, or discourage them all together so I can take a break.

But then I sat and thought about it and ... Alaska ... Minnesota ... and even Virginia. Rocks rocks everywhere. And they're just the liberty systems. It'll make my life more difficult and I spose I'll have to finnaly decide on a setup so I don't have to go into Virginia again for Cruiser weapons. Quebec and New Hampshire will be cut off from LN cap support. Yes less order caps sneeking into Alaska, but we won't be able to defend Alaska either ...

All in all ... No.

[Image: AshHill07.gif]
\\ CDR David Roberts \\ CAPT Steven Eversman \\ VADM Ash Hill // RDML Chris Murray // CDR Mick Connors //
\\ SFC| Patrol-7 \\ SFC| LNS-California \\ SFC| LNT-Century // SFC| LNS-San.Francisco // SFC| Patrol-5 //
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Offline Gforce
03-29-2011, 12:19 AM,
#29
Member
Posts: 135
Threads: 9
Joined: Nov 2008

If ships takes damage from asteroids, what's the point of a shield then? It can't protect you from any form of collision. Also, if we do start getting damage from asteroids, at least let us blow them into little bitty pieces. Take the Liberty dreadnought, you got alot of guns facing forward, just blow up anything in your way, you take no damage and carve a dreadnought sized corridor for other ships to use...That sounds like fun actually.
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Offline Cannon
03-29-2011, 12:56 AM,
#30
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

Quote:That's new?
Uggh, I thought it was. Maybe it isn't... I should probably stop trying to find the bug then.

Proud member of "the most paranoid group of people in the community"
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