Thank you, that’s good to know about the initial scaling, I’ll set it to 100% instead of 50%, also knowing you have to exit to adjust is good to know, I’ll make a proper dedicated exit button on the settings page. As stated previously this is what I’ll do regarding ship rotation and size:
The ship size I will be scaling up by about 20% on screen, along with adding a white arrow that points in the direction it’s facing, similar to the yellow force arrows which can be toggled on and off, and I’ll add a feature to separate the toggle so you can turn off force arrows while keeping the direction arrow.
I won’t be making ships a certain shape to make them easier to know which way they’re pointed. Because space has no air, no need for aerodynamics.
There’s an entire replay system where you can see all other player’s runs, easily by clicking the leaderboard runs, or going to a user’s profile history. If you’re playing the easy map and it’s too easy, and you’re sitting waiting for 2-3 minutes, check out the fastest run which are around 25 seconds on both Prime and Reach. I’m glad you found the more difficult maps more enjoyable. The easy maps are genuinely meant to be for people who have no concept of orbital mechanics at all. Where as a map like Apollo is for someone skilled in capturing a moon’s orbit manually. So if you want a challenge then do the Apollo map, you’ll be burning and rotating in all directions.
You can also make your own maps with the map making system! slingshotspeeders.com/m/vnocbt8g
squaresinger@lemmy.world 1 day ago
True, but even in space it makes sense to put all your hot and dangerous engines and fuel systems on end of the vessel and all the crew and life support stuff on the other hand.
Since the ship can be turned around in any direction it really doesn’t make much sense to put anything but small maneuvering/rotation thrusters at the front, since if you want to thrust in the other direction you can just spin the ship around.
For comparison look at the Rocinante from The Expanse. That thing isn’t meant for athmospheric flight or aerodynamics, but it still has a giant engine on one end and windscreens on the other.
In the first scenes of the first episode of the show they even make it a point to show how a cargo ship flips around at the centerpoint of the journey to switch from acceleration to deceleration.
Yeah, of course, but when I’m doing my first run in the game on the first map of the game I’m not going to fly optimally. Even with a basic understanding of orbital mechanics.
I just think it would be good if even the “tutorial” maps are somewhat enjoyable.
The later maps are really cool!
jaykrown@lemmy.world 1 day ago
Yea the Rocinante is a cool attempt to design a hard physics combat ship, a part of the inspiration for the game was the slingshotter Belters not the MCR. Manéo is remembered.
Check out the Y Que. expanse.fandom.com/wiki/Y_Que
I’ll be working on a very short rapid tutorial explaining as much as I can and put a tutorial button on the main home screen.
squaresinger@lemmy.world 1 day ago
Sabaka, now I have to watch the show again, sasa ke?
Btw, I saw you added the white arrow. It is helpful, but it’s a bit small and there’s a swarm of arrows already.
Tbh, I don’t know how helpful the gravity arrows are. Are they toggleable? They already convey fundamentally the same information as the white line, just less informative.
jaykrown@lemmy.world 1 day ago
I can actually navigate using the gravity and velocity arrows without the trajectory line, it’s a pretty weird experience. You have the ability to toggle them off, and key bind. It’s 4 and 5, and it should save your choice so you don’t have to keep doing it.