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Topics - loudent

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Game discussion / Does the gentleman skill aslo affect job xp/gold
« on: March 15, 2017, 06:52:52 pm »
It wasn't clear and a quick test I did was inconclusive so I figured I'd just ask: Does the gentleman skill affect the job xp/gold (From the station commanders)

Ideas and suggestions / Couple of thoughts.
« on: January 20, 2017, 10:58:05 am »
Some thoughts from me and my daughter. Some might be intended and some might already be known:

- It would be nice if you could go in at least shallow water.

- It seams you can't destroy wood floors.

- maybe have a confirmation dialog before placing resource expensive construction

- Most resource nodes give you resources during the harvesting process but trees have to be cut down entirely

- Fog of war clear should persist through log-out

- Time indexes or something like that should be on the chat window so you can tell if a chat is old.

- In the crafting UI when choosing the number of resources to use you can specify (either with the +  button or typing it in) more than what you have. It turns red and disables the craft button but it should just not let you.

Game discussion / How did Void Expanse do over all?
« on: January 15, 2017, 03:05:00 pm »
I recall at the time that sales of VE were not "robust" but I watched a youtube video about an indie game dev called "How to survive in Gamedev for Eleven Years Without a Hit" ( ). In his presentation he showed that for a lot of his games they made most of their money beyond the first year. While they weren't a "hit" at release then created a small revenue stream that combined with his other games create a relatively lucrative results.

It got me thinking about Void Expanse. There's still some chatter about the game and I heard whispers of an update. Just got me wondering if there's still life in this one and if, over time, it's become a success (well I consider it a success but I don't have a business degree)

General Discussions / Still getting updates?
« on: January 22, 2016, 03:55:25 pm »
I thought the devs had moved on to a new game (Dinocide! will check it out after I post), but it appears that VoidExpanse is still getting updates!

Has there been a spark of sales or interest? I only found out because one of my mod broke and someone posted a request for a fix.

Glad to see that it's still being played. The game is really an hidden gem (that I wish wasn't quite so hidden :( )

Bug reports / ships with -100 manuvrability is game breaking
« on: July 09, 2015, 04:35:11 pm »
So, this can only be achieved by mods but if you have a combined -100% to turning then the ship becomes completely unable to turn at all. Which is kind of game breaking since you can't even return to the station.

This was achieved by someone using a mod with a ship that had -90 and added my cargo pods which added another -10. I think that there should be some checks to make sure that is some minimal turning ability even at numbers at or greater than 100%


So, I'm digging on the new hackable loot caches scattered around the galaxy. However, the loot from the old stashes (the ones guarded by a heavy cruiser and has a single alien artifact) is a bit underwhelming considering it's a lot harder to get (have to beat the ship).

Perhaps it would be a good idea to add more to that stash.

Servers / How much of an impact does ping have?
« on: June 27, 2015, 03:59:13 pm »
I'm thinking of hopping onto one of the servers but most of them seem quite far. The ones I'm interested have a ping in the mid 200s. Is that functional or will I be losing clicks and rubberbanding around?

Game discussion / So, I'm really digging all the changes in 1.4
« on: June 27, 2015, 12:50:25 am »
Great work. I like just about everything you've done here.

You might want to reduce the trade xp. I spent a few hours doing trading and I now have way more levels from trade xp than anything else (level 54. Been doing pretty much just mining and trading from level 21 or so).

So, I *think* this is a bug. Under my industry skills list there is only mining. I was under the impression that there was a new set of skills for trading. there is also only one set of skills under social (but that might be right, not sure).

I do run a bunch of mods so maybe I'll disable them all and start a new game and see if that makes a difference.

Ideas and suggestions / Can we get a blank Icon
« on: April 27, 2015, 08:42:34 am »
This isn't exactly high priority but when I make items or hulls I sometimes make my own icons.
Usually I take an existing one and copy-paste areas of the blue over the while and then do a blur to kind of blend it in, but close inspection usually reveals there is some shenanigans.

Would it be possible to get an blank icon with just the blue background for us to use in making our own icons for our mods.

Mods / MOD: Advanced Equipment Pack
« on: April 26, 2015, 08:21:42 pm »

Title: Advanced Equipment Pack
Author(s): Loudent
Description: Contains a pack of advanced equipment (shields, engines, thrusters, rcs, radar, generators)
Mod version: 1.1.0
Game version: 1.2.9
Game mode: Any
Available on the steam workshop or from nexus at:

this mod contains advanced ship equipment that is better than the stock versions. However, the cost is orders of magnitude higher. Contains 2 new engines,2 new shields, 2 new energy generators, 1 new RCS, 1 new radar and 1 new fuel tank.

I made this mode after maximizing all the equipment in my ship and realizing I had plenty of cash to burn. This mod contains better equipment than stock but the starting lowest price of anything is 100-150k. You might go broke just buying one of these.


Hey All,

I'm trying to make sense of the position values for weapon slot on ships. there are positive and negative values so I can only assume 0,0 is the center? But what do the values represent? Most of the values are less than 1 so I though perhaps it was percentage of distance from center but there some values over 1 so that doesn't make sense.

Looking at the Stingray MK2 where the third weapon slot is along the center line I see the second value (usually Y) is 0.0 so I'm assuming the ships are oriented point left or right rather than up or down.

There's scale factor so perhaps the values are a vector and you multiply the scale.

anyone able to shed some light on this?


Help section / Can we get an event for when a ship is "created"
« on: April 24, 2015, 12:34:35 am »
Not sure how the code works but I'm looking for an event when a ship is "Created". For Example, when it exits a station or is created in the first place.

I'd like a way to add cargo to freighters and miners so they're not flying around with nothing in the cargo.

Help section / do Ships have inventory when they're flying around
« on: April 24, 2015, 12:10:30 am »
So, I'm working on a ship scanner mod and aside from the issue that pirates don't count as ships, there doesn't appear to be any cargo on the ships (I've been scanning miners and freighters).

So, to test this I kill them thinking that maybe the ships I've been scanning just don't have any cargo. However, the last one scanned with nothing but when I killed him there was some cargo to pick up.

Is the cargo generated randomly from a drop list? If so, is it possible to generate the cargo when the NPC is created  and drop it from their inventory on death?

So I have a device that activates on the targeting reticule. I have target set to 3 and filter set to ship. It appears I can do this just fine on freighters and miners (green indicators) but when I try it on pirate ships (red indicator) it says that I must target type "ship"


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