Search found 10 matches
- Wed Nov 13, 2024 10:29 pm
- Forum: Bug Reports
- Topic: [2.0.13] Creating spidertron remote that works between planets is tricky
- Replies: 2
- Views: 953
Re: [2.0.13] Creating spidertron remote that works between planets is tricky
I'd like to also bring this to attention. It "looks" like a bug, since before setting the remote on the quickbar, it is able to control all spidertrons across planets (surfaces), but as soon as you set in the quickbar, only one of them remains saved. Either a bug or could be a QoL improvement in a ...
- Tue Nov 05, 2024 12:36 am
- Forum: Combinator Creations
- Topic: Fuel consumption control for thrusters in Space Age
- Replies: 49
- Views: 81059
Re: Fuel consumption control for thrusters in Space Age
I see, thanks for the explanation. I wonder if the clock accumulating indefinetely would cause an issue or lag in the long run, I have never setup something similar, so I was just curious. It would be awesome if we could control the pump flow using the circuits instead.
No. Accumulating ...
- Mon Nov 04, 2024 1:05 pm
- Forum: Combinator Creations
- Topic: Fuel consumption control for thrusters in Space Age
- Replies: 49
- Views: 81059
Re: Fuel consumption control for thrusters in Space Age
I see, thanks for the explanation. I wonder if the clock accumulating indefinetely would cause an issue or lag in the long run, I have never setup something similar, so I was just curious. It would be awesome if we could control the pump flow using the circuits instead.
- Mon Nov 04, 2024 12:08 am
- Forum: Combinator Creations
- Topic: Fuel consumption control for thrusters in Space Age
- Replies: 49
- Views: 81059
Re: Fuel consumption control for thrusters in Space Age
Set the constant F to 1200 . This value represents the flow rate of a single pump. If you’re using a larger ship where one pump isn’t enough, you can use two pumps in parallel and change the constant F to 2400.
The constant E indicates the number of engines in one wing. In this setup, we’re ...
- Thu Mar 21, 2019 12:54 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.15] Trains with nuclear fuel not reaching max speed.
- Replies: 6
- Views: 5700
Re: [kovarex] [0.17.15] Trains with nuclear fuel not reaching max speed.
I was about to bump this report, as 0.17.16 didn't fix it. Thanks!
- Fri Mar 01, 2019 12:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Notice (error) popup when trying to save game (minor)(File __base__/campaigns/beta/description.json not found)
- Replies: 6
- Views: 2732
Re: [0.17.3] Notice (error) popup when trying to save game (minor)
I just tried that, Steam redownloaded 1.1gb. The error persiststehfreek wrote: Thu Feb 28, 2019 10:03 pm Your install contains stale files and directories. Remove the `data/` directory and re-extract/reinstall.
- Thu Feb 28, 2019 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Notice (error) popup when trying to save game (minor)(File __base__/campaigns/beta/description.json not found)
- Replies: 6
- Views: 2732
[0.17.3] Notice (error) popup when trying to save game (minor)(File __base__/campaigns/beta/description.json not found)
Since the 0.17 update I got this error when trying to save a game (any game, I tried multiple saves)
Notice
File __base__/campaigns/beta/description.json not found
i've added a print screen. This is minor, it doesn't crash the game or prevent saving, but it shows everytime I manually try to ...
Notice
File __base__/campaigns/beta/description.json not found
i've added a print screen. This is minor, it doesn't crash the game or prevent saving, but it shows everytime I manually try to ...
- Wed Feb 27, 2019 1:52 am
- Forum: Implemented Suggestions
- Topic: Add configurable keybinds for the new functions, such as Deconstruction Planner
- Replies: 0
- Views: 658
Add configurable keybinds for the new functions, such as Deconstruction Planner
TL;DR
Add configurable keybinds for the new functions (Deconstruction Planner, Upgrade Planner, Exoexqueleton, etc)
What ?
Add these new functions to the controls tab, so we can assign keybinds for it in addition to the clickable buttons
Why ?
Because it's faster to deconstruct something ...
Add configurable keybinds for the new functions (Deconstruction Planner, Upgrade Planner, Exoexqueleton, etc)
What ?
Add these new functions to the controls tab, so we can assign keybinds for it in addition to the clickable buttons
Why ?
Because it's faster to deconstruct something ...
- Wed Feb 27, 2019 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Numpad "Enter" doesn't make you enter a train anymore
- Replies: 2
- Views: 1103
[0.17.1] Numpad "Enter" doesn't make you enter a train anymore
Sorry if this seem to be irrelevant, maybe not even a bug, but on 0.16 you could enter/exit trains using numpad Enter. I used it all the time. I'm not sure if this is intentional or not. Thanks for the great patch.
- Fri Jun 29, 2018 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Improve/fix latency on vehicles on multiplayer
- Replies: 8
- Views: 6127
Improve/fix latency on vehicles on multiplayer
TL;DR
When playing multiplayer, while in a vehicle (car/train/tank/etc) your movement should be treated somewhat client-based, same way it works when on foot
What ?
When you play in another friend's game/server, there is obviously a latency, even if very small. I play with a friend with 50 or ...
When playing multiplayer, while in a vehicle (car/train/tank/etc) your movement should be treated somewhat client-based, same way it works when on foot
What ?
When you play in another friend's game/server, there is obviously a latency, even if very small. I play with a friend with 50 or ...