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Discovery 4.87: Conquest - Update 5 - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Discovery 4.87: Conquest - Update 5 (/showthread.php?tid=108828) |
RE: Discovery 4.87: Conquest - Update 5 - Trogdor - 12-16-2013 (12-15-2013, 11:47 PM)kikatsu Wrote:(12-15-2013, 11:43 PM)Trogdor Wrote: Thank you dev team! Is it infeasible to make a few different engines for each larger ship, that only work with that ship? Then, include them in the ship package when you buy the ship. Or make such engines constructible at POBs. Navigate menu, okay I want to build engine -> shipclass -> shipname -> engine# RE: Discovery 4.87: Conquest - Update 5 - kikatsu - 12-16-2013 It is probably not feasible... currently engines are equipment on a ship, meaning 10 classes maximum and we are using 3 on just small ships. I am not sure if it can easily be done with a plug in, but the 10 divisions is built in game and not something that is easily worked around. Restricting engines to each ship type would mean each ship would be a different class of engine. RE: Discovery 4.87: Conquest - Update 5 - The CELT - 12-16-2013 i notice yer still downloading updates with viral-infected files so now we got the same problem as we did with update-6 When you gonna fix it? RE: Discovery 4.87: Conquest - Update 5 - Trogdor - 12-16-2013 (12-16-2013, 12:51 AM)kikatsu Wrote: It is probably not feasible... currently engines are equipment on a ship, meaning 10 classes maximum and we are using 3 on just small ships. I am not sure if it can easily be done with a plug in, but the 10 divisions is built in game and not something that is easily worked around. Restricting engines to each ship type would mean each ship would be a different class of engine. Not to make it sound like any of this is easy - I have great respect for the work the dev team does. But it would seem logical that engines could be added to the ship-based compatibility system. Then you could lump everything into categories like you do with shields...no? RE: Discovery 4.87: Conquest - Update 5 - Trogdor - 12-16-2013 (12-16-2013, 01:37 AM)The CELT Wrote: i notice yer still downloading updates with viral-infected files so now we got the same problem as we did with update-6 When you gonna fix it? It's not a virus-infected file. It's safe to use despite what your antivirus says. There are guides on the forum for getting your antivirus to stop throwing a tantrum when you launch Disco. RE: Discovery 4.87: Conquest - Update 5 - aerelm - 12-16-2013 (12-15-2013, 11:43 PM)Trogdor Wrote: Thank you dev team! As Jack said, the main part of the issue is their effect on ship handling. Snubcraft engines had to be standardized to properly work with this new plugin, but that yet remains to be done for capital engines. Though, we can actually define up to 30 engine classes, not just 10, so class availability is not that big of a concern. Technical aspect of things aside though, another problem with cap engines is that they're often sized and shaped according to the exact ship they're supposed to be used on, so mounting something like Rheinland cruiser engine on a Kusari destroyer would not be a pretty sight.
Still, expanding the engine change plugin to cover capital engines as well is something we're already considering, but since it's going to be a massive workload and an unhealthy dose of headache, it's not considered a priority right now as there are more critical stuff that need fixing (For the record, 46 engines had to be adjusted and 33 engines had to be added to make the plugin work for ships up to freighters. Doing the same for capital engines would require 104 engines adjusted and ~65 engines added). RE: Discovery 4.87: Conquest - Update 5 - Murcielago - 12-16-2013 Scanners have different stats... it looks like we have 46.80 stats again? I think the change that we had before this update was good one... RE: Discovery 4.87: Conquest - Update 5 - Trogdor - 12-16-2013 (12-16-2013, 10:13 AM)aerelm Wrote:(12-15-2013, 11:43 PM)Trogdor Wrote: Thank you dev team! Well thanks, looking forward to this. ^_^ Is there a guide for this system somewhere, to answer questions like "why are the engines different prices", "why does my default engine say my max speed is 0", and "where are my pants"? RE: Discovery 4.87: Conquest - Update 5 - Syrus - 12-16-2013 I guess changable engines for capital ships would be a bit weird to be honest. They are not freely available and very specific for the ships themselves. I think it would be understandable if they were not changable. Though I must say I'd be very interested in being able to change an engine on a gunboat I got me a short time ago...then again, slapping a Bretonian GBs engine on a LH GB or a Bottlenose for example might be a bit overkill? Not sure how they are actually sized though. I'd just be happy if transport engines could be changed. Their sizes don't vary so much and more people use them. And of course...Firefly replacement. Q_Q Besides that, nice work. I just hope the sound glitch I experienced yesterday was just some weird bug on my side, just a one in a million thing. I suddenly had heavy sound stuttering when I was doing a mission. (I know I had such before with some other game, or maybe even with Freelancer, wish I could remember what caused that...) Also I hope the graphics driver (nvidia) crash I experienced while setting in a base was a one in a million bug as well ... I had that constantly with my old computer... I really don't want that bug back. RE: Discovery 4.87: Conquest - Update 5 - Trogdor - 12-16-2013 It's an optional money sink that allows a little bit more freedom in making your ship unique. And from what I've seen (which is admittedly only the inventory of one base so far) The engine names and descriptions look more like "BX-12 Fighter Engine" rather than "Werewolf Engine" It could really go either way though. You could keep all the engine names and descriptions generic so they don't identify as belonging to a specific faction. Or the other way would be fine too, and we'd have pewpew over 'Y U USE ENGN WITOUT PERMISHUN! DAI THEF!" |