Search found 902 matches

by nozmajner
Mon Oct 15, 2018 6:56 pm
Forum: Pioneer development
Topic: Ship sketches
Replies: 114
Views: 161843

Re: Ship sketches

Or it can be a tail sitter, if it ever needs to land. For carriers, I can put attachment points for some kind of canadarm like thing that grabs it on the docking tube and hauls it into the hangar and back.
by nozmajner
Sat Oct 13, 2018 11:50 am
Forum: Design docs
Topic: Slots
Replies: 7
Views: 53

Re: Slots

Clarification: this is not an in-game way for the player to make parts, but how it would work behind the scenes.
And it might even made procedural if it works.
by nozmajner
Sat Oct 13, 2018 11:44 am
Forum: Design docs
Topic: Slots
Replies: 7
Views: 53

Re: Slots

I was thinking a lot about that kind of expensive - more better linear progression. It shouldn't always be that way, if even at all. It could work somewhat like RPG character generation, and equipment would have different stats. And price would govern, how much points you could allocate to each stat...
by nozmajner
Fri Oct 12, 2018 6:16 pm
Forum: Projects
Topic: Cities
Replies: 15
Views: 5321

Re: Cities

by nozmajner
Fri Oct 12, 2018 6:00 pm
Forum: Pioneer development
Topic: Ship sketches
Replies: 114
Views: 161843

Re: Ship sketches

@sturnclaw: To take these away for later reference, including a version to your two-gun sketch with trilateral symmetry cranked up: First one would be OPLI for sure. https://i.imgur.com/XSMp6ac.png I'd actually put these two into the OPLI bucket as well, due to their blockiness. (Also a was, clarifi...
by nozmajner
Fri Oct 12, 2018 2:04 pm
Forum: Design docs
Topic: Slots
Replies: 7
Views: 53

Re: Slots

Why not give a volume to each slot? Then stuff you just bolt to the floor could be put onto the dsminer like there's no tomorrow, but you can still limit the smaller ships. Like there's a hyperdrive slot with 1.3m3 on the Sinonatrix, and the OPLI drives are quite bulky. But you eventually fly to CIW...
by nozmajner
Fri Oct 12, 2018 12:59 pm
Forum: Design docs
Topic: Slots
Replies: 7
Views: 53

Re: Slots

I'll drop this image in..
I'd even think it would be "nice" if the slots themselves would be damageable, so if you got roughed up, you won't be able to install stuff on that slot unless you fix it.
by nozmajner
Thu Oct 04, 2018 4:10 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 87
Views: 87629

Re: Code inspiration and rendering resource

The decals already kinda work already actually.
by nozmajner
Thu Oct 04, 2018 2:57 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 87
Views: 87629

Re: Code inspiration and rendering resource

https://i.imgur.com/jNjSxOc.png https://i.imgur.com/KOAveVY.png Examples for what I mentioned above. The setup is quite simple, there are two materials, and a softly blended mask between them, with something like a threshold slider to adjust the amount of fading on the paint. And all the details ar...
by nozmajner
Thu Oct 04, 2018 2:47 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 87
Views: 87629

Re: Code inspiration and rendering resource

That will warrant some texture rework for the orbitals (and everything else also). But having PBR would be nice, especially if the deferred decals are supported as well. I had some additional ideas for having dynamic wear and tear on ships (controlled by age or ship health) I even prototyped with Bl...