Search found 56 matches

by GearsNSuch
Thu Jun 11, 2020 10:34 am
Forum: Discussion
Topic: Screenshots
Replies: 5619
Views: 1050914

Re: Screenshots

Beautiful shots as always! I am really a fan of that brighter lighting. It brings out the colors and detail and adds a lot to the realistic look.
by GearsNSuch
Thu Jun 04, 2020 12:22 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 13
Views: 947

Re: Atacked in the Aegis

That might be a possibility … does the station hand out Offender tags to people who shoot Clean ships in the aegis? And if so, do they only do it to the player, or to NPCs as well? Any time anyone, npc or player, shoots at and hits a clean ship within aegis or police range, they are marked as an of...
by GearsNSuch
Sun May 17, 2020 2:09 pm
Forum: Expansion Pack
Topic: (WIP) Hermitage
Replies: 65
Views: 14377

Re: (WIP) Hermitage

Perhaps a few different start scenarios that vary in difficulty might be a good way to go, giving an opportunity for different playstyles. Some ideas: Easy: Cobra 1 and 1000cr in a somewhat stable system Normal: Modified Adder and 1000cr in a moderately stable system Hard: Stock Adder with 100cr in ...
by GearsNSuch
Fri May 15, 2020 12:54 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 95345

Re: Commies.oxp (v2.07)

So, I got a little distracted and tried to make some new textures for the Commuter, but the UV map I originally made was not exactly easy to work with. Lines were crooked, nothing aligned, everything was a different size- the works. I straightened the UVs and pretty much remade the textures. The res...
by GearsNSuch
Mon May 11, 2020 5:51 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 95345

Re: Commies.oxp (v2.07)

Ooh, I like that new paint job! Might be nice to stick some other colors in there alongside the typical Soviet green. I agree, the gloss was way too high. I modified the texture to make the paint flat and put in the numbers you suggested. I also received the intensity of the normal map and corrected...
by GearsNSuch
Sat May 09, 2020 11:16 am
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 95345

Re: Commies.oxp (v2.07)

Thank you! I will definitely try those out and see what works. I guess some slow plasma cannons could be an option... I had no idea that Soviet bus stops were so varied! I imagined they would simply be grey cubes with rusty sheetmetal, but I guess that just because the government was how it was does...
by GearsNSuch
Sat May 09, 2020 10:56 am
Forum: Discussion
Topic: Screenshots
Replies: 5619
Views: 1050914

Re: Screenshots

Fantastic as usual! I really like the contrast between the Asp's paint and the station's bare metal.
by GearsNSuch
Thu May 07, 2020 7:06 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 95345

Re: Commies.oxp (v2.07)

As I had a little bit of free time, I decided to pick the revamp project up again and begin working on the stations. Nothing is textured yet, but I do have some very early models. Everything went perfectly, with no errors whatsoever. https://i.imgur.com/FqDncjj.png The first I tried was the Astrogul...
by GearsNSuch
Sun May 03, 2020 6:52 pm
Forum: Discussion
Topic: [Split] Planet City Lights
Replies: 29
Views: 1520

Re: Progress

Disembodied wrote:
Sun May 03, 2020 1:35 pm
It's increasingly obvious that one or other of us is a sockpuppet account, and I've got a horrible feeling that it might be me …
Image
by GearsNSuch
Sat May 02, 2020 8:47 pm
Forum: Discussion
Topic: [Split] Planet City Lights
Replies: 29
Views: 1520

Re: Progress

The new planet textures and city lights are fantastic! I saw it mentioned before, but in my opinion the simplest, clearest way for them to reflect tech level is to shift from dim fire-reddish at low TLs to incandescent-yellow at the middle and LED bluish-white at high TLs. The other suggestions abou...
by GearsNSuch
Fri Apr 03, 2020 11:13 pm
Forum: Discussion
Topic: Screenshots
Replies: 5619
Views: 1050914

Re: Screenshots

Image
Image

Progress.
by GearsNSuch
Tue Mar 31, 2020 6:20 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 203100

Re: Split: Re-scaling experiment

Just curious, by how much are you scaling things? I played with scaling freighters and stations a while ago and found that 2.5 (I think) worked well for the stations, Boas, and the Anaconda while 2 worked for the Python.

Looking forward to seeing the product!
by GearsNSuch
Tue Mar 17, 2020 10:07 pm
Forum: Discussion
Topic: Screenshots
Replies: 5619
Views: 1050914

Re: Screenshots

I was doing a test run of a new HUD / kinda just messing around in G3 on my main save. It'd been a while since I had played normally. While flying a passenger contract, I ran in to these blokes: https://i.imgur.com/nweoBoB.png I haven't bothered to count, but seems like that's a whole lot of ships.....
by GearsNSuch
Sat Mar 14, 2020 1:57 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 10331

Re: Why was the difficulty of pirates set so high?

Even closing the distance with a group of pirates usually reduces my shields to zero, then I lose my cargo and start taking damage. I forgot to mention, fuel injectors are the key here. They allow you to close that distance really quickly, and, oddly enough, close quarters fighting is often a more ...
by GearsNSuch
Fri Mar 13, 2020 2:26 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 10331

Re: Why was the difficulty of pirates set so high?

Cody wrote:
Fri Mar 13, 2020 2:22 pm
Yaw? <chortles>
It's actually quite useful, yaw hear?