![]() ![]() (In there I also commented about that in the "hidden" section about docking to the Gateway Station. The craft where I have this issue the most is with my shuttle spaceplanes, like the one I used for the K-Prize challenge. (In there I also commented about that in the "hidden" section about docking to the Gateway Station.) But I don't know of a workaround or fix that will automatically point in the right direction in this case. It is somewhat more complicated but I consider it "good training". So what I do is to manually keep the craft oriented the right way. in which direction the craft moves when I use RCS translate or in which direction it rotates when I rotate it - is also correct, as are the displays on the navball. I guess I could have missed it, but this isn't the most awesome melee combat system you'd get in like Vermintide or something. As far as I know there's never been any shove. That hasn't been a big issue for me, because as far as I can tell it only affects the direction that SAS points toward and only when using "point to target" ("point to prograde / retrograde" is correct / as I expect it to be). Controls are pretty well-listed in the controls in the menu. However my issue is since these ports are not along the centre of mass they won’t line up when I use the docking port as a control point and target the destination port with SASĪh! Yes, that is indeed still/also an issue in the PC version: when selecting SAS "point to target" then it will indeed not point in the right direction if the control point is not in line with the CoM. The way my spacecraft is set up is that it consists of a main craft consisting of 2.5m parts at the core and has a pair of Mk2 sized “booms” either side of it at the stern of those booms there are shielded ports which I put in to dock with however my issue is since these ports are not along the centre of mass they won’t line up when I use the docking port as a control point and target the destination port with SAS ![]() Thank you for your replies attached a screenshot that should illustrate my issue here Not sure how far behind the console ports are. Over time updates to how the game handles roots, parents and control points have mitigated the bug, So i have not been able to replicate it on PC current version, but i recall it still being an issue for edge cases back in 2018. rather than aligning the control axes to those of the port, the game would draw a line from the COM of the root part to the port and align the axes to that instead. We want to know what you loved or loathed about the game.It used to be that if you tried to "control from here" on a surface attached docking port. We have a free demo which we hope can peak your interest. “The Black Masses community has been very closely involved since the start. How are you planning on involving the Community in your development process? Beyond that we cannot comment on future pricing.” Will the game be priced differently during and after Early Access? We strongly feel the EA version has more than enough content to satisfy your zombie slaying needs!” Finding the favor of a mysterious stranger, attempt to cleanse the land from its demoniac possession, if such a task remains possible. Several kilometers of the world can be explored with many hours of content in both the main story quests and side quests. ![]() “The first EA version will release as beta 0.1. What is the current state of the Early Access version? We hope that each content update will bring several hours more of intriguing content.” Level caps and new areas will be unlocked with each large content update. ![]() “We are constantly adding content and fixing bugs. With easy-to-learn controls and challenging gameplay, Ptero Pursuit is a game that. How is the full version planned to differ from the Early Access version? Download today and start playing fun and exciting PC Adventure Games. If you wish to have an impact on this project, then early access is for you.”Īpproximately how long will this game be in Early Access? We have accomplished so much, but we are still far from completion. Over 2 1/2 years of work has gone into this title, from only 4 full time developers. ![]()
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