Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
Would prove for a good base against any hostile. But really bad for anything passive lol.
Doing so this way saves performance both in how it deals out damage, and that it will destroy your ship well before reaching the planets surface, Preventing voxel deformation.
It is absolutely amazing to find the kind of design decisions that go into rovers and ships supposed to work in that environment.
Either way, the script would look nicer if it did damage to the outermost blocks every 500ms, rather than deleting random chunks of a ship with such a large interval. You Would be able to see your armor crunching up under that pressure. Applying forces along the axis of gravity on the ship would be even more amazing. Guess you're not doing that, ever.
The camera being forced to spin actually sucks, it could be much more fun if there was some kind of sin(x,y) assigned to player velocity, that way it looks and feels like you're being blown about by the extreme winds.