ziplock815 wrote: ↑Fri, 3. Feb 23, 01:46
Found a bug - in Greater Profit: Blue Profit fog appears and disappears, and what can I say? When fog disappears sector looks much more beautiful
. Distant fog doesn't disappear though and looks good. I think it'd be a good idea to make dense foggy areas be closer to gas giant's atmosphere or rings and content some surprises/abandoned ships etc., but not to cover whole sectors like in Blue Profit.
Ok, thanks. Btw there is no fog in Blue Profit, at least in current version I am playing (still not released). There is only the fog close to the rings, if you travel to the top. It's the ring's dust, away from that is clear. And if you go close to the giant, which is far, you'll have the giant's fog at a certain point. I see, the effect has probably not enough fall-off, will correct or remove
I've finished the engine's overhaul for REM, please update
REM (3) = 2.5.3 VERSION
Description:
L and XL engines work as in 2.2.8, while for all S and M engines now you'll have 3 options:
Mk1, Mk2, Mk3. ...aka: Basic, Standard, Enhanced (3 not 9!) - Thrusters too are mk1, mk2, mk3 (3 not 6!)
All old engines that are no more available to the player, are standardized into one single engine called S Universal Engine that you can not buy, but can find in a captured ship of course or in a starting scenario. This engine is nothing special, a bit less than the Standard mk2 that you can buy. These engines are particularly optimized for NPC ships as they help the AI to maneuver with ease. Not particularly fast nor have significant boost (AI don't seem to use it anyway), but have very strong deceleration engines. You'll see, the battles are perfectly fine also against big ships.
Basic engine is a cheap one, to be used for ships in carriers for instance, less travel and insignificant boost. Or for short range traders.
Standard Engine, aka MK2 is the middleground, both for the player and for player's pilots. It has good travel engine (almost on paar with Mk3) and barely usable boosters that last quite long thou. It is a good all around for traders doing long routes etc. The Standard engine should also help those who don't like too hardcore Newtonian physics. While the ship has still quite a bit of inertia, frontal push ("brake") is stronger and can stop the ship very fast.
Enhanced engine is specially suited to the player only. It has a strong booster that lasts long, not strong as previous version, still usable as afterburners, the player can use at best by cutting engines. The AI can not so it is probably a waste for other pilots. In conclusion, one can chose 3 engines: Basic Mk1 as told for short range, Standard Mk2 for ships not directly used by the player, that the AI can use better than mk3. And Mk3 Enhanced, for the player or the most skilled pilots of the fleet.
Thrusters are threated similarly, there are just 3 version (not 6!): Mk1, Mk2, Mk3. NPC use a thruster that is a bit better than player's Mk2, but less than player's Mk3.
If you prefer the classic way, there are the two other old files: REM(1) and REM(2), updated to 2.2.8.
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About the standard engine
As it is now, it has a low push booster that lasts quite long thou. For good boosters one has to upgrade to mk3. Was wondering if making the Standard engine diffrent, for "arcade" players. Like having the same strong booster as Mk3 but lasting as in vanilla. To NPC that could use it, it 'd make no difference but yes to the player. For hardcore players that want the inertia this would cut one option, they'd have only the mk3 because standard engine without lasting booster is not usable as afterburners, while now they are.